STYLES

  • Fantasy

    Fantasy Literature has emerged as one of the most important art genres over the past few decades and now enjoys extraordinary levels of popularity. The impact of Tolkien’s Middle-earth works and the serialization of George Martin’s ‘Game of Thrones’ books has moved these and their contemporaries into mainstream culture. Fantasy is a genre of speculative fiction involving magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animated movies and video games.

  • Mystic

    This is the category for games which feature an element of mystery fiction. Oxford dictionary says “mystical” means “​having spiritual powers or qualities that are difficult to understand or to explain”. And this is all about mystical settings in the games: unknown, strange, detective, fearful, magical.

  • Abstract

    Abstract Art uses visual language of shape, form, color and line to create a composition which may exist with a degree of independence from visual references in the world. Art had been, from the Renaissance up to the middle of the 19th century, underpinned by the logic of perspective and an attempt to reproduce an illusion of visible reality. By the end of the 19th century many artists felt a need to create a new kind of art which would encompass the fundamental changes taking place in technology, science and philosophy. The sources from which individual artists drew their theoretical arguments were diverse, and reflected the social and intellectual preoccupations in all areas of culture at that time. Abstract art, non-figurative art, non-objective art, and non-representational art, are closely related terms. They are similar, but perhaps not of identical meaning. Abstraction indicates a departure from reality in depiction of imagery in art. This departure from accurate representation can be slight, partial, or complete. Abstraction exists along a continuum. Even art that aims for verisimilitude of the highest degree can be said to be abstract, at least theoretically, since perfect representation is impossible. Artwork which takes liberties, altering for instance color and form in ways that are conspicuous, can be said to be partially abstract. Abstract Games is the way to use the new language of culture, growing over the edge of the culture as you know it right here and now. Explore the depths of your imagination to find yourself in a growing art-house gaming community. An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be understood as describing a video game designed to emphasize art or whose structure is intended to produce some kind of reaction in its audience. Art games are interactive (usually competitive against the computer, self, or other players) and the result of artistic intent by the party offering the piece for consideration. They also typically go out of their way to have a unique, unconventional look, often standing out for aesthetic beauty or complexity in design. The concept has been extended by some art theorists to the realm of modified ("modded") gaming when modifications have been made to existing non-art games to produce graphic results intended to be viewed as an artistic display, as opposed to modifications intended to change game play scenarios or for storytelling. Modified games created for artistic purposes are sometimes referred to as "video game art". Art games are often considered a means of demonstrating video games as works of art.

  • Psychedelic

    At the beginning psychedelic art (also known as psychedelia) was art, graphics or visual displays related to or inspired by psychedelic experiences and hallucinations known to follow the ingestion of psychedelic drugs such as LSD and psilocybin. The word "psychedelic" (coined by British psychologist Humphry Osmond) means "mind manifesting". By that definition, now it is when all artistic efforts to depict the Inner World of the psyche may be considered "psychedelic". In common parlance "psychedelic art" refers above all to the art movement of the late 1960s counterculture, featuring highly distorted or surreal visuals, bright colors and full spectrums and animation (including cartoons) to evoke, convey, or enhance psychedelic experiences. Psychedelic visual arts were a counterpart to psychedelic rock music. Concert posters, album covers, liquid light shows, liquid light art, murals, comic books, underground newspapers and more reflected not only the kaleidoscopically swirling color patterns of LSD hallucinations, but also revolutionary political, social and spiritual sentiments inspired by insights derived from these psychedelic states of consciousness.

  • Sci-Fi

    Science fiction (sometimes shortened to sci-fi or SF) is a genre of speculative fiction which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, and extraterrestrial life. It has been called the "literature of ideas", and it often explores the potential consequences of scientific, social, and technological innovations. Science fiction can trace its roots back to ancient mythology, and is related to fantasy, horror, and superhero fiction, and contains many subgenres. Its exact definition has long been disputed among authors, critics, scholars, and readers. Science fiction, in literature, film, television, and other media, has become popular and influential over much of the world, and it is also often said to inspire a "sense of wonder". Besides providing entertainment, it can also criticize present-day society and explore alternative ways of the future.

  • Semi-Realistic

    Semi-Realistic game art or Stylized Realism has also changed because of new allowances in technology. From being limited with low-poly and solely using diffuse map inputs only, to pushing high polycounts and access to shaders and materials, stylization can now flourish. The methods might seem similar, but due to the loss of restrictions their end results now truly differ. The significant difference between realism and semi-realism is that with realism you are restricted to making things look ‘real’ while enhancing their visual language. With semi you are free to play with the shapes and colors, exaggerate or remove details to enhance the look and feel in any direction.

  • Realistic

    What do we mean when we talk about Realism with regards to the game art? It can seem quite obvious, realism refers to realistic graphics mimicking lifelikeness. It doesn’t necessarily need to exist in the real world but be conveyed as if it would belong in our world. What we believed to look realistic 10 years ago doesn’t today, for some, it might even look stylized because of the choices made to deal with limitations in technology.

  • Military

    Military art is art with a military subject matter, regardless of its style or medium. It could be any fight scene in the modern world. Gun shooting, armed guards in helicopters, or a troop camp on a high hill in a valley. The main feature of the style is its clear competition between warring forces in a modern setting. Video games can give you any military-based experience, because it is one of the most popular story topics in the games. People love to shoot and to destroy using their imagination and video-game computer graphics. In our world, full of suffering and sorrow, this is an outlet for many who suffer.

  • Horror

    Horror is a genre of speculative fiction which is intended to frighten, scare, or disgust. Horror intends to create an eerie and frightening atmosphere for the reader. Often the central menace of a work of horror fiction can be interpreted as a metaphor for the larger fears of a society. Prevalent elements include ghosts, demons, vampires, werewolves, ghouls, the Devil, witches, monsters, dystopian and apocalyptic worlds, serial killers, cannibalism, psychopaths, cults, dark magic, Satanism, the macabre, gore, and torture. Horror games have had an interesting, if not bumpy, past. ... There are the most obvious ones that all horror buffs cite as the most important agents of fear: the unknown, and frights. Fear Of The Unknown Possibly the most obvious horror element, the unknown is used to keep the player guessing and their mind going wild. A horror game is a video game genre centered on horror fiction and typically designed to scare the player. Unlike most other video game genres, which are classified by their gameplay, horror games are nearly always based on narrative or visual presentation, and use a variety of gameplay types. Historically, the classification of video games into genres ignores the narrative themes, which would include science fiction or fantasy games, instead preferring systems based on the style of gameplay or at times, types of game modes or by platform. Horror games is the only narrative-based classification that has generally not followed this pattern, with the narrative genre label used broadly for games designed to scare players.

  • Manga

    Manga (Japanese: 漫画 [maŋga]) are comics or graphic novels originating from Japan. Most manga conform to a style developed in Japan in the late 19th century, and the form has a long prehistory in earlier Japanese art. The term manga is used in Japan to refer to comics, cartooning or video gaming. The word "manga" comes from the Japanese word 漫画, (katakana: マンガ; hiragana: まんが) composed of the two kanji 漫 (man) meaning "whimsical or impromptu" and 画 (ga) meaning "pictures". The same term is the root of the Korean word for comics, "manhwa", and the Chinese word "manhua". In Japanese, "manga" refers to all kinds of cartooning, comics, and animation. Among English speakers, "manga" has the stricter meaning of "Japanese comics", in parallel to the usage of "anime" in and outside Japan. The term "ani-manga" is used to describe comics produced from animation cels.

  • Comic

    Comics is a narrative medium used to express ideas with images, often combined with text or other visual information. It typically takes the form of a sequence of panels of images. Textual devices such as speech balloons, captions, and onomatopoeia can indicate dialogue, narration, sound effects, or other information. There is no consensus amongst theorists and historians on a definition of comics; some emphasize the combination of images and text, some sequentiality or other image relations, and others historical aspects such as mass reproduction or the use of recurring characters. Cartooning and other forms of illustration are the most common image-making means in comics; fumetti is a form that uses photographic images. Common forms include comic strips, editorial and gag cartoons, and comic books. Since the late 20th century, bound volumes such as graphic novels, comic albums, and tankōbon have become increasingly common, while online webcomics have proliferated in the 21st century. Video games are heavily influenced by comics, in many ways players don’t even realize. For example, a lot of games revolve around a certain mechanic unique to their protagonist. In other words, a super power. Comic book storytelling has influenced the design of a number of games, and some of the best examples have no relation to existing franchises.

  • Casual

    A casual game is a video game targeted at a mass market audience, as opposed to a hardcore game, which is targeted at hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessions, and require less learned skill. They don't expect familiarity with a standard set of mechanics, controls, and tropes. Most casual games have: Fun, simple gameplay that is easy to understand Simple user interface, operated with a mobile phone tap-and-swipe interface or a one-button mouse interface Short sessions, so a game can be played during work breaks, while on public transportation, or while waiting in a queue anywhere Often, familiar visual elements, like playing cards or a Match 3 grid of objects A casual game is a mobile game for a mass-market global audience of all age groups. It has a rather short gaming session, intuitive interface, easy gameplay, and not sophisticated game mechanics. Casual games are in top demand across all app stores, and the key to their success is colorful and catchy art design, including unique and memorable characters, eye-catching objects and bright environments. One of the main advantages of casual or hyper-casual game art is that it can make your game popular without high marketing expenses.

instruments

  • Adobe Photoshop

    Photoshop is at the very center of the game artist's world. Even in the most advanced 3D game studios, working with 2D images is still a huge part of the development process. The weapon of choice is Adobe's venerable imaging tool. Photoshop is used to make games, from working with concept art to making textures for environments, objects, and characters. At GAS we are focusing on both artistic concepts and production methods by introducing efficient workflows, automating repetitive processes using Photoshop actions. Developing a solid technical understanding of actions saves us lots of time when we’ve got an army of orcs to optimize! It’s very well worth mentioning that the Concept art is often provided as line art to the development team: black and white drawings, which may or may not be digital. Concept art is often scanned and imported into Photoshop to add color to it and prepare it for digital distribution. Moreover, the earliest concept drawings are rarely used as they are originally submitted; instead, they may be modified many times in the development process. Concept art is just the (important) first step in a process of refining the look of a game.

  • Adobe Illustrator

    Adobe Illustrator is a well known industry’s favorite vector art program. In order to get the result our clients want, an artist has to learn as many tricks and techniques as he or she can, regardless of whether a scope calls for the design of a complex illustration, stylized game props and game assets or a simple icon. When designing a AAA game, you'll be quite limited with Illustrator. But a mobile game could probably be built using the wire frames that you designed.

  • Adobe Substance 3d Painter

    Substance 3D Painter is widely used in game and movie production as well as in product design, fashion, and architecture. Painter helps you achieve the look you want, from product design to realistic games and visual effects to projects such as stylized animation.The Substance 3D asset library is included as part of the Substance 3D subscription, with assets available to video game artists to download and modify as you wish. With thousands of carefully curated, modifiable, parametric materials, downloadable node graphs, and game-ready 3D models to choose from, it’s helping GAS artists to achieve phenomenal results.

  • Adobe After Effects

    The use of motion graphics, video, and animation is becoming increasingly prevalent. It’s critical to stay up to date on the latest tools, techniques, and resources available to you. In today’s digital environment, Adobe After Effects is a game-changer. We use it to make cinematic titles, intros, and transitions, among other things. Take an object out of a clip. Make it rain or start a fire. Create an animated logo or character. In a 3D environment, you may even browse and design. You can achieve the gaming industry standards with After Effects. It includes simple tools for keying, tracking, compositing, and animation. Only a few applications today are capable of creating astonishing visual effects, and after-effects are one of them. Visual artists, animators, advertising agencies, video artists, video editors, visual designers, social media specialists, video producers, motion graphics designers, UX specialists, and animators all use After Effects. In-depth instruction and hands-on experience are required to master After Effects. After Effects is the industry-standard software for generating visual effects and motion graphics, and it’s available separately or as part of the Adobe Creative Cloud.

  • Adobe Premiere Pro

    It is one of the most used video editing software. The timeline-based user interface of Adobe Premiere Pro lets you compile pieces of video and add special effects, background soundtrack, etc. It also provides editing effects for virtual reality videos. The logo reveal effects in Adobe Premiere Pro are also eye-catching. Adobe Premiere Pro has many VR editing effects like VR Rotate Sphere, VR Audio Editing, etc. Premiere Pro can be used for all common video editing tasks necessary for producing broadcast-quality, high-definition video. It can be used to import video, audio and graphics, and is used to create new, edited versions of video which can be exported to the medium and format necessary for the distribution. When creating videos using Premiere Pro, various videos, still images and audio files can be edited together. Titles and motion graphics can be added to videos and filters can be applied along with other effects.

  • Unity 3D

  • Unreal Engine

  • Corel Draw

  • 3d Max

  • Z Brush

  • Sketch Up

  • Blender 3D

  • Procreate

  • Maya

  • Houdini

  • Cinema 4D

  • Marmoset Toolbag

  • Marvelous Designer

  • UVLayout

  • Topogun

  • Figma

  • Affinity Designer

  • SAI Paint Tool

  • RenderMan

  • KeyShot