Wednesday 14 December 2011

2.0/4.0 - Game Studies: Alice Madness Returns

The Main purpose in studying this game is to identify use of colour in some of various environments which can then be applied to my own. By completing this game it has really helped me to structure colour in terms of what works and looks really appealing but also help in the navigation of the surreal worlds that you travel throughout the game.



Above is screenshots taken from the 'Doll House' chapter. This level has the biggest variation of colours apart from 'Wonderland'. This level makes use of split-complimentary colours, for example, at the top we see a combination of green, red and oranges and yellow. That's 4 different colours but they work together, so in the way we put colours together we should never limit our palette although the fewer the more clearer features will read.

 Even with the 'Fort Resistance'. With so many colours, like the Renaissance paintings, there is no same colours next to eachother, again another example of Split-Complimentary, also some Tertiary harmony's are going with the greens and blues of this design.  


The final boss in the game makes use of colour contrast with the green and red. Only at a glance we can quickly establish that Alice is on some kind of platform and that is probably best she avoids falling off! Simple can often mean more in visuals. Environments should read this clearly, even though this is very stylized everything reads clearly.


This during the underwater levels and quite often use the colour contrasts of yellows and greens, also tetiary harmony's (same colour but with different tones). 



Similiar to the doll house when we enter Wonderland we are blown away with the visuals, the colours appear really vibrant and no colour looks out of place. With the earthly colours of yellows, browns and greens are complimented with the reds and blues; even at the bottom left with the complimentary harmony of the yellow and purple

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