Last Thursday, we had Bob Nicoll come to give us a lecture about art. Bob Nicoll is currently a faculty member at USC’s Cinematic Arts and was formerly the Senior Director of EA University, an educational program for employees at Electronic Arts.
Bob’s own story was pretty unique. He started off as a sculptor and painter in college, moved in to CG after seeing the movie Tron, and then went in to games after playing Gran Turismo. At heart though, he is an artist. His interest in art history and his perspective as an artist made for a very unique and educational lecture about the thought process and craft behind art.
His lecture was entitled “Developing a Critical Eye: The Art of design”, which is one of the lectures he gives to his students. He talked about how something visual is good and why we see it as so. It was a breakdown of the various elements of art and composition and how they come together to form “good” art.
Art, even game art, goes down through history and its very fundamentals can be found in ancient times through Greek sculptures and ancient paintings. We spent a lot of time analyzing the Renaissance paintings of artists such as DaVinci and Caravaggio and analyzed why they were masters of their craft and how they used the tools of visual design to cause certain emotions in their audiences. Contrast is the primary tool. Bob broke down visual elements into 6 categories: space, line, shape, tone, color, movement, and rhythm. He also talked about the canvas itself and how its very shape and use can determine the design of the image as well. 3D is just an illusion painted on a flat 2D screen.
These were things I learned during my undergrad as a Fine Arts major. I could go on about how amazed and intrigued I was during his lecture, but recording his two-hour lesson into a blog entry would turn into an essay. His overall message was that art in games isn’t just about putting something pretty on the screen. It’s most important function is to elicit an emotion from its audience and focus the eyes where the artist wants them to go. The idea is to get them to look where you want them to look and feel how you want them to feel.



