Illustration and Visual Narrative Lecture Report / Task 5

6.5.2022 - 13.5.2022 (Week 6 - Week 7)
Takuto Hozumi / 0354047 / Bachelor Of Design (Hons) In Creative Media
Illustration and Visual Narrative
Lecture Report


INSTRUCTION

Lecture Report Task 5: Perspective

Abstract

The main objective of this article is to cite an example of perspectives, and to explain what design principles applied for each visual. I am explaining for this topic quoting some animations and a game.

The following four types are representative of perspectives.
  1. One-point Perspective
  2. Two-point Perspective
  3. Three-point Perspective
  4. Isometric Grid

One-point Perspective

Fig.1: Deadman Wonderland
© Kadokawa

Firstly, example of a one-point perspective is from "Deadman Wonderland". This is an anime that takes place in a prison, and inevitably has many indoor scenes. Therefore, scenes utilizing one-point perspective are frequently seen.

Fig.2-1: The scene showing perspective
© Kadokawa

Fig.2-2: One-point Perspective (with line)
© Kadokawa

The vanishing point is located off-screen, lower left. The lines are directed toward the vanishing point, but the parallel and vertical lines maintain exactly 90° and 180° to the screen.

Two-point Perspective

Fig.3: JoJo's Bizarre Adventure
© LUCKY LAND COMMUNICATIONS/集英社

Visual images utilizing two-point perspective are presented from a manga work "JoJo's Bizarre Adventure" characterized by their unique drawing style and use of color.

Fig.4-1: The image showing perspective
© LUCKY LAND COMMUNICATIONS/集英社

Fig.4-2: Two-point Perspective (with line)
© LUCKY LAND COMMUNICATIONS/集英社

The yellow line goes to the vanishing point on the off-screen right side, and the blue line goes to the vanishing point on the off-screen left side. However, all vertical lines are kept at 90° to the screen, so we can say that this illustration is used a two-point perspective.

Three-point Perspective

Fig.5: The Secret World of Arrietty
© Studio Ghibli

The Secret World of Arrietty is about dwarfs. Therefore, the worm's-eye view or bird's-eye view is often seen in the work. These intensely memorable scenes are often depicted using three-point perspective.

Fig.6-1: The scene showing perspective
© Studio Ghibli

Fig.6-2: Three-point Perspective (with line)
© Studio Ghibli

Red, blue, and yellow lines each extend toward the three vanishing points outside the screen. As shown in the figure above, the right side of the screen is drawn by a perfect three-point perspective. However, the interesting point of this scene, in my opinion, is the center of the screen (the part where the lady is peering into).

Normally, if the hole were a rectangle with each corner 90°, the line of the hole would have followed the yellow line and the composition would have hidden the aunt a little more. So, the accuracy of "x" in the screen is not a right angle. However, compared to the scenes before and after, this hole is rectangular. Studio Ghibli would never make such a mistake. I analyzed that this was done by daring to break the three-point perspective to depict more of the characters in the screen and more effectively express the horror found in enormous human beings.

Isometric Grid

Fig.7: FINAL FANTASY TACTICS ADVANCE
© SQUARE ENIX

Nowadays, games in 3D are popular but there used to be many 2.5D games that utilized isometric grids. Among them, tactical games are the best to demonstrate this diagrammatic method because the squares are clearly visible. "FINAL FANTASY TACTICS ADVANCE" is one of the typical 2.5D games.

Fig.8-1: The screenshot showing perspective
© SQUARE ENIX

Fig.8-2: Isometric Grid (with line)
© SQUARE ENIX

As the figure above illustrates, all lines are parallel to all three directions and do not converge on a single point. Therefore, although the appearance is three-dimensional, it has a somewhat uncomfortable appearance. With the game machine specs of the time, it must have been difficult to calculate vanishing points using the physics engine for 3D depiction. Parallel lines can be easily depicted even on a low-spec machine. I also like games with retro design, it is sad that with the advancement of technology, such games are now rarely seen.

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