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Leicester, United Kingdom
Studying BA (Hons) Game Art Design at De Montfort University. It continues to be challenging as much as rewarding. Primary outcomes include 2D and 3D projects and 2am coffees.

Wednesday, 7 November 2012


Composition involves the placement of assets within an image to increase their value. When producing a peice of work, be it a sketch/paint and shot from a 3D scene, assets can't just be placed anywhere. Well they can but it wouldn't be as effective at the end of the day. Regardless of whether it's a single asset or mutliple ones, if a piece is to truly shine, then they need to have a corrasponding place.

As well as deciding where on the page it's going to go, there are additional facts in take into consideration, the following are ones which I wish to use most frequently when given the opportunity:

Colour and Lighting:
By lighting up certain areas of the image, it can make it the focus point of the piece and direct attention to itself, darkening/lighting at a scene can also influence the atmosphere that it is trying to represent. Choice of colour can make a difference as well, whether they merge together well or cause one fo them to stand out amongst the others, also making it a focus point.

On occasion I have utilised layers to create depth in certain pices where I deem it suitable. The terms background and foreground are used often for artwork, but in particular pieces of work like environment it is possible to have multiple layers to give a sense of distance in a piece.

The angle at which the photo is taken, is it from straight on, at an angle, above or below? Furthermore the latter two can been off a sense of superiority, if you'rre looking up at some thing you can feel small and intimidated etc.

In addition there are compositional techniques which can help artists achieve the purpose of thier work, depneding on the subject of course.


Rule of thirds: Something I have experienced a lot in GCSE Art, griding the page up 3x3 for guidlines. This is so that the main elements are along the lines are at the points were they meet. The purpose of this is to give balance.

The girl is the main object, see how she is placed along one of the line, and how the horizon is as well. Furthermore, the upper three is light whereas the bottom is darkest.

Rule of Odds: Having an odd number of assets proves to be more effective than an even number, if a piece contained 2 for example the view woud be torn between them etc.

Rule of Space: Also know as lead room (....huh?), this is to provide the essence of movement in a piece of work. So this would be an almost compulsory requirement for vehicle concept. It basiclly involves providing a decnt amount of space in front of the vehicle to give a sense of direction and movement. If you can say to yourself ''Ah i see where that's going, then this rule has been applied.

Simplification: No. Absolutly not. No way Jose. It's should be established now that I am not capable of simplifying. Period. I cannot help it, the time I slaved in Abbey Park doing individual leaves istead of using a convenient foliage brush. Some things never change.

Limited Focus: Something I have seen often in film and TV, in particular scenes which have proven to catch my eye, using depth to create a foreground/background one of the latter is blurred to make of other stand out, often because it is the primary asset.

In regards to my finals in the past, at the time I have chosen shots which I densly populated with multiple assests, simply because that's how I roll, however having looked into these numerous techniques, I hope to apply them more evidently in the future, excuding simplification. E.g abbey and the train, I zoom in so far to work in the minutest of areas before zooming out and lamentig on what a waste of time that was.....

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