KONSEPTITAITEEN LUOMINEN 2D-INDIE-METROIDVANIAPELEIHIN Mihin Indiepeligrafiikan Viehätys Perustuu?

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KONSEPTITAITEEN LUOMINEN 2D-INDIE-METROIDVANIAPELEIHIN Mihin Indiepeligrafiikan Viehätys Perustuu? Janna Jarvansalo & Annika Paakkanen KONSEPTITAITEEN LUOMINEN 2D-INDIE-METROIDVANIAPELEIHIN Mihin indiepeligrafiikan viehätys perustuu? KONSEPTITAITEEN LUOMINEN 2D-INDIE-METROIDVANIAPELEIHIN Mihin indiepeligrafiikan viehätys perustuu? Janna Jarvansalo & Annika Paakkanen Opinnäytetyö Kevät 2021 Viestinnän tutkinto-ohjelma Oulun ammattikorkeakoulu TIIVISTELMÄ Oulun ammattikorkeakoulu Medianomi, Visuaalinen suunnittelu Tekijä(t): Janna Jarvansalo & Annika Paakkanen Opinnäytetyön nimi: Konseptitaiteen luominen 2D-indie-metroidvaniapeleihin Työn ohjaaja(t): Tuukka Uusitalo Työn valmistumislukukausi ja -vuosi: 2021 Sivumäärä: 56 Aiheena tutkielmassa on konseptitaiteen luominen 2D-indie-metroidvaniapeleihin, ja tutkimuskysymyksenä pohditaan tarkemmin, mihin indiepelien viehätys perustuu. Aihe on rajautunut kirjoittajien oman kiinnostuksen ja esimerkkinä käytettyjen pelien suosion ja tunnettuuden mukaan. Tietoperusta on koostettu aihetta käsittelevästä kirjallisuudesta, e-kirjoista, nettiartikkeleista, videoista ja kirjoittajien omista kokemuksista. Tutkimusmenetelmänä on käytetty vertailututkimusta, jossa indiepelituotantoja ja AAA-tuotantoja eli suuren budjetin tuotantoja on verrattu keskenään. Aihetta käsitellään määrittelemällä konseptitaiteen käsite, esittelemällä metroidvania genrenä, luomalla katsaus peligrafiikan kehittymisen historiaan sekä vertailemalla indiepelituotantoja AAA- tuotantoihin nähden resurssien, tuotannon, grafiikan ja pelien luovan vapauden kautta. Aihetta käsiteltäessä tuodaan esille AAA-tuotantojen ja indietuotantojen väliset keskeiset erot, joista suurimmat liittyvät pelien aihepiireihin, graafiseen ulkonäköön ja käytettävissä oleviin resursseihin. AAA-tuotantojen aihepiirit ovat usein geneerisiä ja massoille suunnattuja mahdollisimman realistisin, suurella budjetilla toteutetuin grafiikoin. Indiepelit taas keskittyvät pienempiin kohdeyleisöihin uniikeilla ja koskettavilla aiheillaan sekä kekseliäällä ja mieleenpainuvalla visuaalisella otteellaan, jota havainnollistetaan kuvaesimerkein. Tutkimuksen perusteella tultiin siihen tulokseen, että indiepelien viehätysvoima perustuu niiden taustalta välittyvään henkilökohtaiseen otteeseen, pelien mieleenpainuvuuteen ja visuaaliseen erottuvuuteen, joka huomioidaan jo konseptin kehittämisvaiheessa. Pelien viehätys perustuu tämän lisäksi indiepelien yleisön tiiviiseen yhteisöllisyyteen ja sosiaaliseen aspektiin. Konseptitaidetta tehtäessä tulee huomioida käytettävissä olevat resurssit, ideoiden omaperäisyys, tyylin erottuvuus ja konseptin selkeys. Asiasanat: metroidvania, konseptitaide, pelitaide, pelikonsepti, 2D, indiepelit, indiekonsepti 3 ABSTRACT Oulu University of Applied Sciences Degree Programme in Communication, Option of Visual Communication Author(s): Janna Jarvansalo & Annika Paakkanen Title of thesis: Concept Art in 2D Indie Metroidvania Games Supervisor(s): Tuukka Uusitalo Term and year when the thesis was submitted: Spring 2021 Number of pages: 56 The subject for this thesis is Concept Art in 2D Indie Metroidvania Games. It examines the attractive qualities of Indie games and ponders what quality concept art is. The subject has been chosen based on the writers' interests in game industry and game art, especially concept creation. The sources for this thesis have been collected from books, e-books, internet articles, videos and from writers’ own experiences. The differences between Indie game development and AAA-production were examined with comparative study, based on their resources, production value, graphic style and artistic freedom. The concepts of concept art and the metroidvania genre were explained as well as the history of game graphics, in order to further understand the origins of Indie game attraction. Main reasons for why Indie games were found attractive were: personal touch behind Indie games, visually distinctive game graphics and the social aspect of small gaming communities. While planning concept for metroidvania game one should consider the available resources, original ideas, visually distinctive style and readability of the concept. Keywords: Metroidvania, concept art, game art, game concept, 2D, indie games, indie concept 4 SISÄLLYS 1 JOHDANTO ............................................................................................................................ 7 2 KÄSITTEET .......................................................................................................................... 11 2.1 Mitä konseptitaide on ja mihin sitä tarvitaan?............................................................ 11 2.2 Indiepelit .................................................................................................................... 12 2.3 Metroidvania genrenä ............................................................................................... 13 3 PELIGRAFIIKAN KEHITYS LYHYESTI ................................................................................ 14 3.1 Pikseleistä polygoneiksi ............................................................................................ 14 3.1.1 Pikseliarcaden kulta-aika ............................................................................ 15 3.1.2 Konsolit, kehittyvä grafiikka ja kolmas osapuoli .......................................... 19 3.1.3 Nintendon visuaalinen tyyli ......................................................................... 20 3.1.4 3D:n esiinmarssi ......................................................................................... 21 3.1.5 Konsolien sota ja pelaamisen suosion kasvu ............................................. 23 3.1.6 Pelialan suuret muutokset .......................................................................... 24 3.2 Indiegrafiikka ............................................................................................................. 26 4 VERTAILU ............................................................................................................................ 31 4.1 Mitä peligrafiikka pitää sisällään? .............................................................................. 31 4.2 Grafiikoiden tunnusomaiset erot ............................................................................... 35 4.3 Aihepiirien erot .......................................................................................................... 39 4.4 Grafiikan erot kaventuvat .......................................................................................... 40 4.5 Resurssien erot ......................................................................................................... 41 5 INDIETUOTANNON VIEHÄTYSVOIMA ............................................................................... 43 5.1 Ilmaisun vapaus ........................................................................................................ 43 5.2 Taiteellisuus ja vaikuttaminen ................................................................................... 44 5.3 Indietuotannon henkilökohtaisuus ............................................................................. 47 5.4 Haasteet .................................................................................................................... 48 6 POHDINTA ........................................................................................................................... 50 6.1 Mikä indien grafiikassa viehättää? ............................................................................ 50 6.2 Immersion vaikutus ................................................................................................... 51 6.3 Pelien yhteisöllisyys .................................................................................................. 52 6.4 Ulkoiset tekijät ........................................................................................................... 53 6.5 Konseptin luominen indie-metroidvaniapeleihin ........................................................ 54 5 LÄHTEET...................................................................................................................................... 56 KUVALÄHTEET ............................................................................................................................ 59 6 1 JOHDANTO Olemme molemmat erittäin kiinnostuneita pelialasta ja pelitaiteesta. Meitä kiinnostaa, mistä pelien visuaalinen ilme saa alkunsa, siksi päädyimme tutkimaan konseptitaidetta. Päätimme rajata tutkielmamme 2D-pelien konseptitaiteeseen, sillä 3D-grafiikan sisällyttäminen tekisi aiheestamme aivan liian laajan. Pelien 2D-grafiikka itsessään kattaa jo hyvin suuren määrän pelejä. Siksi rajasimme aihettamme vielä indiepeleihin eli itsenäisesti kehitettyihin peleihin (independently developed games). Indiepelien kategorian sisällä valitsimme tarkastelun kohteeksi vielä tarkemmin metroidvaniapelit pelityypin suosion ja historian takia. Esittelemme konseptitaiteen, indiepelien ja metroidvaniagenren käsitteet tarkemmin luvussa 2. Liitämme mukaan myös käsitelistan, joka on johdantoluvun lopussa. Tarkoituksenamme on vertailun avulla pohtia, mihin indiepelien grafiikan viehätys perustuu. Luvussa 3 käymme ensin lyhyesti läpi peligrafiikan yleisen muutoksen pikseleistä 3D-mallinnuksiin, pelien tekemiseen tarvittavien työkalujen kehittymisen ja jakelutapojen muuttumisen. Luvun lopuksi esittelemme muutaman indiepeleille tyypillisimmistä grafiikan tyyleistä. Luvussa 4 vertaamme suuren budjetin pelien taiteen kehitystä indiepelien taiteen kehittymiseen. Lisäksi käsittelemme eroja näiden lähestymistapojen
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