Visual Styles research
Pixel & Flat- The Legend of Zelda
The main features of this graphics style is obviously that everything
is made of large pixels. At the time, this was all that was accessible,
so characters and backgrounds had to be limited in terms of detail.
But this also allowed for it to be very easy to process, without
being too overwhelming. The game also uses flat graphics, which
simplifies the controls for the user, and has a large focus on
backgrounds.
This along with the use of bright colours made the game feel very
fantastical or surreal, mirroring the genre of the plot. The pixelated
style also implied a sense of strategy, linking the numerous squares
with logistics and arithmetic, and the bosses themselves did have a
pattern that would repeat over. The flat style of the game, also
bides into this fantastical style, limiting the amount of realism
available, and suits the pixel style well.
The only room for improvement would be more variation with
shading, which would’ve allowed the characters and game play to
have more of a detailed and realistic feel.
Vector – Star Wars
Vector graphics are a type of computer graphics that
use points, lines, curves, and shapes based on
mathematical equations, making them scalable
without loss of quality. Their clean, precise visuals
make them ideal for simple, geometric designs. In the
Star Wars arcade game, vector graphics were used
to depict space combat, including dogfights and the
iconic Death Star trench run. This minimalist style
suited the game, giving it a futuristic, wireframe
aesthetic that complemented the space setting and
added a sense of clarity during fast-paced action.
However, the visuals lacked detail, and although
graphics were limited at the time, I feel the game
could've benefitted from more pixel shading.
20XX presentation title 3
Cut Out: Stick of Truth
2D cut-out graphics are a technique where characters and objects
are created using flat, pre-drawn elements that can be manipulated
to simulate movement. These pieces are often rigged or jointed,
allowing for smoother animation without the need for frame-by-
frame drawing. This style is commonly used for games with a
cartoon or paper-like aesthetic, offering a stylised, simplistic look
while reducing production time.
One notable example is South Park: Stick of Truth, which perfectly
replicated the iconic visual style of the TV series. The cut-out
graphics suited the game’s satirical, comedic tone, adding to the
exaggerated, simplistic ambiance of the show. The limited animation
style made it feel more like an interactive episode rather than a
traditional video game.
The main improvement for such a style could be adding more
fluidity to the animations, perhaps blending it with some 3D
elements or smoother transitions without losing the iconic flat
aesthetic, though this might stray from the intended charm of the
visual design.
20XX presentation title 4
Painted – Skyward Sword
Legend of Zelda- Skyward Sword was unique from
the rest of the franchise due to its watercolour-
painted look. This created a relaxing feel to the
game and felt very harmonic. It was also very nice
to see the colours bleed into each other.
It also really suited the game, with the art style, as
the game was about “telling” the origins of the
franchise’s plot. The graphics mimicked something
you would see in a children's picture book. It also
benefitted the rounded edges of the assets.
The only improvement would be to put more detail
into the character, who had a much lower quality.
20XX presentation title 5
Monochromatic – Return
of the Obra Dinn
2D Monochromatic graphics use a single color or varying
shades of one color, creating a minimalist visual style. This
design focuses on contrast, lighting, and texture rather than
a wide color palette, often evoking a timeless, eerie, or
atmospheric ambiance. An example of its use is in the game
Return of the Obra Dinn, where the entire game is
presented in a monochromatic, 1-bit art style, using black
and white. The graphics suit the game’s mystery and
detective theme, enhancing the sense of being in a historical,
otherworldly setting. This design choice added to the
game's feeling of isolation and suspense, perfect for the
narrative's tone. The visuals could have been improved with
slightly more detailing in character expressions or
environmental intricacies, while still maintaining the
minimalist tone.
20XX presentation title 6
Silhouette– Limbo
Silhouette styles use different shades of natural
light to form a scene, usually painting the
background light, as the light source,, and the
foreground dark, to show the absence in light.
The assets are formed with the contrast
between tones. Usually, this is used for realism.
This well suits the dark, psychological horror
themes of limbo and set it aside from other
games with similar themes. This really worked
well, setting an ominous vibe and it majorly
benefitted a game.
20XX presentation title 7
Pre-rendered 3D –
Ocarina of Time
Pre-rendered 3D style graphics involve creating and rendering 3D
environments, objects, or scenes ahead of time, rather than
generating them in real-time during gameplay. This technique allows
developers to use highly detailed models and textures, which might
otherwise be too demanding for a gaming console or computer to
render on the fly. Pre-rendered graphics are commonly used in
backgrounds or cutscenes to deliver higher visual quality without
burdening the hardware.
In Ocarina of Time, these graphics were used primarily for specific
areas, such as certain indoor locations and large open-world
environments. These pre-rendered elements allowed the Nintendo
64 to present more complex and visually detailed scenes than the
hardware could handle in real-time. For example, the Temple of
Time's detailed backgrounds and the town market scenes benefited
from this approach, as they could use more complex textures and
lighting effects than the console could manage live. This helped
balance technical constraints while still delivering an immersive
experience for players.
20XX presentation title 8
Doodle- Doodle Jump
2D Doodle graphics are characterised by a hand-drawn, sketch-
like aesthetic that often appears simple, whimsical, or childlike.
The main features include rough, free-form lines, minimal
shading, and a playful or casual design style. These graphics are
often used to evoke a sense of fun or nostalgia, enhancing a
game’s lighthearted or creative atmosphere.
An example of this style in gaming is Doodle Jump, where the
2D Doodle graphics perfectly suited the game’s simple, arcade-
style mechanics. The graphics contributed to a light, playful
ambiance that matched the game’s easy-to-pick-up nature.
However, some users might argue that adding more visual depth
or a richer colour palette could have improved the visual
experience without losing the charm of the doodle aesthetic.
But then again, a simple colour palette does also feel
harmonious.
20XX presentation title 9
Low poly – Breath of the Wild
Low poly graphics are characterized using a minimal number
of polygons to create 3D models, resulting in a stylised and
simplified aesthetic. This art style often features sharp angles
and blocky shapes, allowing for faster rendering and
performance on various platforms. A notable example of low
poly graphics is the game Breath of the Wild The game's
design combines vibrant colors with low poly models to create
a unique, expansive world that feels both nostalgic and
immersive. This style suits the game well, as it enhances the
sense of exploration and adventure, inviting players into its
open world. However, some players felt that the character
models could been improved with more detailed textures or
smoother animations, which might have added depth to the
emotional engagement with characters.
20XX presentation title 10
Realism-Still Wakes the Deep
Realism graphics aim to depict environments, characters, and
objects with lifelike precision, capturing fine details such as
lighting, textures, and shadows to closely resemble real-world
visuals.
In Still Wakes the Deep, realism plays a crucial role in creating
a tense, immersive atmosphere, particularly given the game's
setting on a North Sea oil rig in the 1970s. The graphics
enhance the sense of isolation and danger, with detailed
weather effects, worn machinery, and dim, claustrophobic
interiors adding to the suspense. This also made the gameplay
just feel more real, improving the sense of horror you get from
playing it. This approach suits the game well, as it makes the
horror elements feel more tangible and immediate. However,
improvements could include even more dynamic lighting and
environmental interaction to deepen player immersion and
enhance the feeling of unpredictability in the environment.
20XX presentation title 11
Fantasy Realism – Twilight Princess
Fantasy realism in graphics refers to a style that blends realistic elements with
fantastical or mythical features. In this approach, the environments, characters,
and objects are grounded (natural textures, lighting, and anatomy), yet include
imaginative details like magical creatures, enchanted landscapes, or mystical
phenomena. This style aims to immerse players in worlds that feel believable
while still offering elements of wonder.
In Twilight Princess, the fantasy realism style was central to its visual identity. The
game features highly detailed environments like forests, villages, and castles that
resemble real-world locations, but are tinged with a darker, more mysterious
atmosphere. The realistic lighting and shadow effects contributed to the game’s
mood, emphasizing the struggle between light and darkness in the story. The
game’s more mature and somber tone benefited from the grounded yet magical
visuals. The dark twilight realms contrasted with brighter, more naturalistic areas,
effectively reflecting the game’s narrative themes of corruption and restoration.
The art style reinforced the game’s darker narrative and set it apart from
previous, more cartoonish Zelda titles like Wind Waker.
The realistic designs made the characters and the world more relatable and
impactful, especially during key emotional moments. Improved texture quality and
more dynamic lighting could have enhanced the experience even further.
Additionally, a bit more vibrancy in some of the brighter areas might have helped
to provide a sharper contrast to the gloomy twilight zones, deepening the
emotional and visual impact.
Hand-painted
Hand-painted graphics are a unique artistic style in video
games characterised by manually created, painted visuals
that often mimic traditional art techniques. This approach
allows for rich textures and vibrant colours, creating a
distinct aesthetic that enhances storytelling and immersion.
A notable example is the game Gris, which utilises hand-
painted graphics to convey emotional depth and
progression through its stunning landscapes and characters.
The warm and fluid visuals complement the game's themes
of loss and rebirth, effectively immersing players in its
melancholic yet beautiful world. However, while the hand-
painted style perfectly suits Gris, some critics argue that the
gameplay mechanics could have been more varied to
enhance player engagement. Incorporating more interactive
elements or challenges could have further improved the
overall experience without compromising the artistic
integrity of the visuals.
20XX presentation title 13
Cartoon (cel shading) - Tears
of the Kingdom
Cartoon Cel shading, or toon shading gives 3D graphics a flat 2D
appearance, often with bold outlines and simple colour gradients. This style
mimics traditional hand-drawn animation, emphasizing contrast between
light and shadow without intricate textures. Tears of the Kingdom effectively
used cell-shading to create a visually appealing, vibrant world that suited the
game's fantasy setting. The shading gave the environments a sense of
wonder, while keeping the focus on gameplay rather than photorealism. It
added a sense of warmth and a slightly dreamlike ambiance, enhancing the
game's mythical and adventurous tone. While this choice worked well,
some may argue that more detailed textures or refined shadows could have
made the world feel even more immersive, especially in landscapes or
close-up scenes. However, the simplicity of cel-shading helped keep the
atmosphere consistent and engaging.
20XX presentation title 14