Contents
Into The Pixel: The Artists Speak
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Into The Pixel: The Artists Speak
by Bryan Ochalla
0 comments
Share RSS
 
 
October 4, 2007 Article Start Previous Page 3 of 3
 

Commercial Art, Or Just Art?

Their sketches may have been created for use in video games, but they’ll soon be touring the world as part of a juried exhibition. Does that make the works produced by Lee, McCarthy and Stevenson glorified marketing materials or bona fide pieces of art?

The age-old question prompts McCarthy to reply with a question of his own. “I think anything that involves creating a finished product which other people enjoy is a kind of artform in its own way, isn’t it?”

Advertisement
Whether or not video games already have reached the level of “art,” however, McCarthy hopes artists, writers and programmers continue to strive for that status. “I hope that the ever improving technology in consoles is used by companies to push the boundaries stylistically, rather than making all games look as close to real life as possible,” he says. “Then you really will see artists used to their full potential, giving each game a very individual look and feel.”

Lee also believes his creations—and the creations of his colleagues in the gaming industry—should receive the same respect as any other artform. And that includes the classics.


Cheol Joo Lee's 2007 Into the Pixel submission, "In the Rain" from Dawn of War

“I think games are the highest form of developed art, in terms of art and technology, in human history,” he says, adding that in hundreds of years, some video games will be remembered as art while others will be forgotten completely, just as many artists from the past are ignored while art history books wax poetic about the works of van Gogh. “We will remember the ones created by talented artists,” Lee adds.

Answering the question isn’t quite as easy for Stevenson. “I think some games are art and some are just entertainment, just like in the film industry,” he says. “There are action movies that don’t really say anything but entertain you, while there are films that can move you, make you laugh and cry, change your life.

“Maybe we've become too obsessed with the question ‘are games art?’ and should just appreciate it as a medium like no other,” Stevenson suggests. “The industry is always changing, so it’s going to be interesting to see what happens once people see past the technology we use to produce the game and see the care and love we put into the art.”

 
Article Start Previous Page 3 of 3
 
Comments

none
 
Comment:
 


Submit Comment