For this report, you will be expected to produce 1500-2000 words on your chosen profession (2D, 3D or Programming) which should explore the following topics:
Workflow
What workflows exist in your chosen profession?
When were they created?
Who created them?
Why are they used in the industry?
How could they be improved for the future?
Historical Influences (Non-Video Games)
When did your chosen profession first begin?
How has your chosen profession evolved over time?
What has been the reaction to your chosen profession?
Have there been any criticisms to your chosen profession?
What is the future of your chosen profession?
Contemporary Influences (Video Games)
When was your chosen profession first used in video games?
How has your chosen profession evolved over time in video games?
What softwares have been used for video games in your chosen profession?
Are there any famous individuals in video games that use your chosen profession?
You are expected to spend time researching this topic thoroughly using the Internet, Books, Images, Interviews, etc.
2D Art has many workflows, such as painting, sketching, collage, printmaking and photography, to name a few.
Painting is the act of applying paint, pigments or any other form of coloured medium to a solid surface, usually aided with some sort of brush, sponge or other form of implementation. Painting dates back millenia, with the earliest, known painting being over 45,500 years old, drawn with red ochre pigment on a cave wall depicting three sulawesi warty pigs, with many more cave paintings being known, for instance nearly 350 that have been discovered in France and Spain, being dated back to prehistoric times.
The art of painting has been experimented with and honed constantly since these primal drawings and can be found all throughout history, such as The Renaissance, in which humans began to explore and rediscover human achievements such as literature, science and art which brought famous artworks such as the 'Mona Lisa' by Leonardo da Vinci in 1503, 'The Birth of Venus' by Sandro Botticelli in 1486 and 'The Garden of Earthly Delights' by Hieronymus Bosch in 1515. This period in time created some of the most influential painters and paintings in history that would go on to inspire more talented and great artists throughout the years, including Vincent Van Gogh, Pablo Picasso and Salvador Dali to name a few.
Painting is used today similarly to how it was previously, as a form of leisure and to express messages and emotion through art, with some recent examples being the use of paintings in protest and activism, such as the famous painter Banksy who uses his art to oppose war, oppression and inequality.
Painting will most likely continue to be used for the foreseeable future as it has been developing for millenia and will most likely develop further, with some advancements already being found in recent times, such as the creation of "PINK - The world's pinkest pink paint" in 2016 and "Black 4.0" in October 2023, being new pigments created by Stuart Semple that absorb and reflect light in such a way that they appear as the most intense and pure forms of their respective colours. The creation of new pigments and painting materials will give painters even more freedom than they already have on their canvases, allowing them to experiment with more variation of hues and colour, as well as potentially improving the material itself, allowing it to spread better on surfaces; avoiding cracks in paint, and removing potentially harmful or toxic materials.
Other workflows however were developed much more recently, such as the creation of digital art, being any form of art that was generated with or with assistance of computer technology, as well as any art that incorporates digital art into itself.
Digital art was first achieved by John Whitney in the 1960s who created shapes and patterns out of mathematical operations, such as his art piece 'Catalogue' made in 1961. These patterns soon developed into computer-generated animation, with one of the earliest examples being 'Computer Ballet' made by Michael Noll in 1965, featuring multiple stick figures dancing around a flat plane as though they were performing ballet.
Computer generated art was a big development in the world of 2D art as it gave people the ability to create mathematically 'perfect' art, by allowing them to define the exact length and angle of any drawn line and being able to replicate another digital image exactly with no flaws. As such, tools relating to digital art are still used prominently today, whether to create art with the intention of entertaining yourself or others, to plan out construction of a building or object, for advertisement or business purposes, and many more functions that all contribute to many different causes.
(AI Generated)
Computer generated art will almost definitely improve in the future as technology is still relatively new in terms of human history and is still seeing massive advancements in recent times, such as the recent boom in popularity of AI-generated art as people are able to use machine learning to create scenes and drawings from simple and complex prompts without being required to draw anything themselves. Another huge development in terms of recent digital art is the introduction of virtual and augmented reality, giving people the ability to walk into and be fully immersed in a world created of art, showing that as digital art progresses, people will learn and create new ways to express themselves through their art and will have more ability and opportunities to allow others to view and experience their work, thoughts and messages.
2D art in its entirety has existed for millenia, with the very first examples being cave paintings I mentioned previously, displaying simple silhouettes of wildlife created by cavemen over 40,000 years ago, with the purpose of these drawings being unknown and highly disputed.
Since this point, 2D art has evolved greatly, such as the work of historical surgeons, two being Galen and Vesalius. Both Galen and Vesalius were huge stepping stones towards our current understanding of human anatomy today, as they dissected humans and animals and noted their findings in both writings and drawings. These sketches are some of the first great examples of how 2D art was used as an educational tool, giving people visuals into how the human body worked and how the skeleton was constructed.
Vesalius lived and created his artwork during the Renaissance, during which time 2D art exploded in creation and usage, with a very important example being Leonardo da Vinci, who created some of the most influential art to date including the famous 'Mona Lisa' in 1503, as well as the 'Vitruvian Man' which served a similar purpose to Vesalius's and Galen's art, being used to showcase the proportions of a healthy, adult, human male.
After the Renaissance, artwork began to diverge and form new styles which were less focus on being realistic or accurate and presented their messages in more strange or stylised forms, with examples such as Pablo Picasso, the creator of cubism, a form of abstract art in which perspective was abandoned and images were made up of simple geometric shapes or collage. Additionally, Salvador Dali, although not being the first to discover or patent surrealist art, is one of the most well known and important surrealist artists in history, creating peculiar art that displays uncanny, otherworldly scenes with strange elements such as melting clocks or giant, quadrupedal creatures that resemble buildings.
In the modern day, there are near limitless styles and forms of 2D art that people choose to draw in, with the freedom to experiment with colours, brush types, canvases, materials, etc. with art methods from centuries ago still being prominently used today due to their ease and simplicity, such as sketching on paper with a pencil. Furthermore, new tools are being created for art frequently giving people more accuracy and precision into how they choose to make and perfect their pictures and ensuring the skill and passion of art will not be soon forgotten.
As 2D art has existed for so long, it would be impossible for it to have never caused any controversy or criticism. One example would be the dispute of what is even considered to be "art".
Because "art" is such a broad and inclusive term, people have frequently questioned where the line is that defines something as "art", with many recent examples including modern and abstract art such as the works of Jackson Pollock, made up of paint dripped and streaked across a canvas made to represent Pollock's emotions and thoughts. Some of Pollock's artworks have been priced up to nearly £50,000,000 which has caused controversy as while to some they appear as a revolutionary, experimental new art style, to others they appear as meaningless cacophonies of paint, unworthy of their price.
There have been numerous definitions of art throughout the years. As of writing this, the Oxford definition for art is "the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power". However, many disagree with this definition, such as those who believe art doesn't have to display "beauty or emotional power" and simply has to be thought provoking. Due to the disagreements over the definition of art, many attempts at defining it have been vague or open-ended. Canadian Philosopher Marshall McLuhan defined art as "anything you can get away with.", a quote that has been popularised by leading figure in the Pop Art movement, Andy Warhol.
With art being contextual and constantly changing, it is impossible to create one definite definition to describe art and therefore, the true definition of art will almost certainly remain a controversy for some time.
Convergence - 1952
Comedian - 2019
A wall pitted by a single air rifle shot - 1969
Examples of how AI has used a pre-existing pieces of artwork in generated images, leaving marks indicative of an artist's signature.
Many are also concerned about the rise of AI-generated or assisted art, with programs such as DALL-E and Midjourney taking prompts inputted by users and creating artwork that displays the AI's best attempt for what that prompt looks like.
The discussion on whether this advancing technology is a positive or a threat is very divided, with many embracing AI artwork as it massively improves the rate at which art can be produced, which could help companies and businesses to display their ideas or advertise their products much more efficiently and would mean they would need to invest less into advertising cost and time. However, many people, including lots of artists, are against AI-generated art for various reasons. For instance, people are worried that with machines being able to create images in seconds, human-created art will become too time-consuming and obsolete, therefore reducing the amount of available art-related jobs and essentially turning 2D art into a pointless skill. Artist Dave McKean said in an interview "that's just doing my job, I'm now redundant".
Another concern about the usage of AI art is how artwork and art styles are stolen without consent or proper credit given. The way that most AI generate their art is by being access to large sample sizes of pre-existing artwork and using that as a reference to guess how an image should look. However, the images used are often taken straight from the Internet without first consulting the original artist, meaning their work could be used in assisting an AI-generated piece of artwork that gains profit and exposure, whilst the original artist receives no benefits for their work being used.
This has also expanded into legal disputes, as on July 19th, artists Kelly McKernan, Sarah Andersen and Karla Ortiz went to court against the AI image generators Midjourney, Stable Diffusion and DreamUp over their art style being used and replicated in images generated by these programs due to their copyrighted artwork being used in the database of images provided to the AIs without their consent. The artists lost the case to the AI companies, largely due to it being effectively impossible to prove their art was used in training the AI, as well as the fact that although they owned the copyrights to their art, they had not registered their copyrights prior to filing the lawsuit.
Art, both digital and traditional is almost certainly going to stick around and develop further and will almost certainly never cease, as art is a universal form of communication and expression, allowing people to share information non-verbally. Despite the rising of AI art, many are positive that most artists will still be able to find work and continue creating art due to the human innovation and creativity that so far is effectively impossible for a machine to replicate, in addition to AI-generated art currently being imperfect, infamously often struggling to correctly draw smaller features such as fingers and letters.
Furthermore, new tools and assistance are being developed and provided to artists regularly, for instance, despite the controversies surrounding AI-generated art, many have found it useful in creating AI-assisted art, allowing you to quickly generate an image that lays out or displays something specific you want to create, then using that as a reference to create your own art, which can be very helpful when artists are struggling to find references of very specific or unique things.
Tennis For Two - 1958
Computer Droughts - 1952
Pong - 1972
Asteroids - 1979
Space Invaders - 1978
The first video games were very simplistic in terms of graphics, being very limited by the technology of the time and having very little room to experiment with graphics and movement. The earliest video games were portrayed with lights that would turn on and off to simulate images and movement, such as a game of draughts/checkers created by Christopher Strachey in 1952. A few years later, as computers began to advance further, more video games began creation, such as Tennis for Two in 1958, Spacewar in 1962 and, Pong in 1972.
With the release of these games, especially Pong, video games began to become more widely known and more people became interested in playing them and working on them, which only grew further as more accessible means to play video games were released to the public such as arcade machines in the early 1970s, cartridge-based home consoles in the late 1970s to early 1980s and the rise of home computers also in the early 1980s.
Due to the limited hardware and understanding of technology at the time, the large majority of these games were rendered with simple 2D graphics, such as pixel art, such as in Space Invaders or Pac-Man, or vector graphics, such as in Asteroids or Star Wars (1983), meaning that the usage of 2D art was less of a choice at the time and more of a limiting factor. Proper 3D graphics were mostly unavailable until the 1990s and even then were very limited, creating many polygonal and blocky games, such as Virtua Fighter or Tomb Raider.
As game graphics evolved, 3D graphics became more developed, causing companies to begin avoiding the usage of 2D graphics and switching primarily over to 3D instead, with a large majority of popular games around the 2000s being created in 3D engines such as The Sims by Maxis in 2000, Super Mario Galaxy by Nintendo in 2007, and The Orange Box (Half-Life 2, Portal and Team Fortress 2) by Valve also in 2007.
However, a new form of 2D games would be created around the same time, with many online users using Adobe Flash to create Flash games that they could publish on sites such as Newgrounds by Tom Fulp, who also created many of his own Flash games. This created easy access for people without too much coding or game development knowledge to create a game and publish it to the Internet for anyone to play, meaning thousands of games were created and published around this time, with some more notable ones including Alien Hominid in 2004 by Tom Fulp, Meat Boy by Team Meat in 2008 and Happy Wheels by Fancy Force in 2010, all of which use 2D graphics made in the Adobe Flash engine.
Many of these Flash games gained huge popularity and followings, allowing the developers to put in more time and effort into creating more developed and finished games, some of which evolved from browser-based Flash games and became fully developed mainstream franchises, with some examples including Super Meat Boy in 2010, Bloons Tower Defense 5 in 2011 and Hollow Knight in 2017. Another noteworthy company to mention would be the Behemoth, founded by Tom Fulp which created of several other well known games today including Castle Crashers in 2008, Battleblock Theater in 2013 and Pit People in 2018.
Super Meat Boy - 2010
Alien Hominid - 2004
Bloons Tower Defense 5 - 2011
Terraria - 2011
Stardew Valley - 2016
Fez - 2012
Undertale - 2015
Minecraft - 2011
Don't Starve - 2013
In the 2010s, there was a surge of indie developers and indie games, being made not by a large company but by very few people as more of a passion project rather than a product to earn money. Many of these games were created by people who had grown up with games from earlier years when graphics were limited, and many developers incorporated these nostalgic memories into their games causing a resurgence of 2D and pixel art graphics being used in games, with some great examples being Terraria by Andrew Spinks in 2011, Undertale in 2015 by Toby Fox and Stardew Valley by Eric Barone in 2016.
Another interesting example would be Minecraft, the current best-selling game of all time, a voxel game made up of 3D graphics drawn with 2D pixel art textures. While Minecraft is currently owned by Microsoft, when it originally released in 2011 it was made by one person, Markus 'Notch' Persson, meaning for some time it was technically an indie game.
From what we've seen so far in the late 2010s and early 2020s, the usage of 2D art in video games is still being kept alive mainly through indie developers and smaller games companies, whilst larger companies try to focus on more realistic or appealing 3D graphics. Some notable 2D games to come out in recent years include Cuphead by Studio MDHR and Hollow Knight by Team Cherry in 2017, praised for their hand-drawn sprites, animations and environments, as well as Celeste in 2018 made by Extremely OK Games, popularised by its fluid and visually pleasing mix of pixel art and digital 2D graphics and finally Omori by OMOCAT in 2020, admired for its unique style of 2D art which resembles rough sketchbook drawings, blended with an overworld drawn entirely with simplistic yet well-made pixel art.
Hollow Knight - 2017
Celeste - 2018
Cuphead - 2017
Omori - 2020