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MY ARTICLES

The Aesthetics of Game Art and Game Design
Tags: classical art, video games, dynamic composition, primary shapes, characters, environments, game design

Crossover Strategies: A Board-Gamers Experience Playing a Mixed-Reality GPS Game
Tags: board games, warhammer, game design, gps games, mixed-reality

Framing and Centering: Directing Player Attention in Open 3D Worlds
Tags: game design, composition

Excerpt from Drawing Basics and Video Game Art: Classic to Cutting Edge Art Techniques for Winning Video Game Design (Watson Guptill 2012).
Tags: classical art, character design, concept development

From Ancient Greece To Halo: Art Tradition In Today's Games
Tags: classical art, design, art history, primary shapes

VIDEOS

Below is my 2012 talk titled, From Botticelli's Venus to Super Mario, which I did for The Art of Video Games Exhibition at the Smithsonian in Washington DC. The talk focuses on the topic of dynamic composition in video games. Also featured below is a panel discussion—titled, From Michelangelo to Mario Kart: The Arts in Video Games—at swissnex San Francisco where I spoke alongside Robin Hunicke, Henry Lowood, and Eddo Stern.

INTERVIEWS

Oct 2014 — Interview with India's Digit magazine during my trip to New Delhi to participate in AnimeCon India.

Oct 2012 — Interview with Eye for Games about the background work that went into writing
Drawing Basics and Video Game Art, and the book's premise explained.

Sep 2012 — Interview with UCLA's student newspaper, The Daily Bruin.

GDCEurope2014

I gave a talk at GDC Europe 2014 titled, Four Film Narrative Techniques That Every Designer Should Know. Unfortunately the video is only available to those subscribed to the GDC Vault (click on the logo to the left if you have access).

The talk does not cover story writing techniques but focuses on the art of storytelling. The presentation explores the mechanics of film and animation transitions and their impact on audience engagement in a narrative. Featured video examples illustrate the do's and don'ts of translating these techniques to gameplay, in-game visuals, and cutscenes in indie and AAA titles.