1.

Introduction

War-torn areas, dystopian universes, fantasy worlds, vast expanses of nature free from human influence. These are the types of scenes that stretches the limits of one’s imaginations and are being documented in visually stunning detail today. The advancements in game design capabilities and game physics have created numerous beautiful worlds that birthed a new form of media art. In-game photography, also known as screenshot photography, refers to the act of taking photograph inside the various worlds within video games.

The variety of games available today allows us to take a glimpse into how life may look like across different universes and time periods. Video game characters live in worlds that simulate dystopian futures, tumultuous pasts, and life among mythical creatures that gives us a surreal experience of being in the middle of all the action. The visuals that can be generated from these faraway realms are thus otherworldly and often breathtaking. In-game photography has been on the rise, and is expected to continue to grow as the artform is becoming increasingly supported in the industry with the release of various specialized software for creating beautiful shots.

In-game photography has also had its fair share of criticism, which led to opponents disparaging the artform as an invalid version of real-life photography. Despite that, the onslaught of attractive pictures that created from within video game worlds continues to challenge this narrative. In this book, the world of in-game photography will be explored in greater detail and ideas regarding its viability to become formally accepted as art will be discussed.


2.

The History of In-game Photography

The history of in-game photography goes all the way back to one of the earliest works of in-game photography that was taken in 2006. The Thirteen Most Beautiful Avatars is considered to be one of the biggest catalysts that exposed the potential of screenshot art. Professional gaming photography has since came a long way, as in-game environments have been increasingly tailored to match or even surpass real-life environments. Through the years, software that allow for the capture of beautiful screenshots have evolved and gained an agglomeration of new functions, which supports the artists’ endeavors to take their art towards new heights each day.


2.1

Thirteen most Beautiful Avatars

Thirteen Most Beautiful Avatars is a piece of in-game photography that was created in the virtual world of the game Second Life by Eva and Franco Mattes. The series of portraits is described as the capture of the most aesthetically pleasing celebrities of the game and was based on Andy Warhol’s 13 Most Beautiful Women and 13 Most Beautiful Boys artwork. Each of the 13 portraits were created by obtaining screenshots of closeup views on the respective avatar’s faces. These screenshots were taken from various angles that borrowed inspiration from traditional portrait photography principles which resulted in a collection of attractive dynamic screenshots created.

The artists behind this artwork explained that they saw these avatars as a unique version of self-portraits. Contrary to how usual portraits served as a portrayal of how you physically look, they saw avatars as a portrayal of how the avatar’s owners desired to look. This artistic interpretation brought more attention to the pieces of artwork, and opened up the possibility of in-game photography for being used for more abstract ideas. The photographs of avatars went on to be exhibited in a virtual art gallery within the world of Second Life in 2006 and continues to be a cultural icon for in-game photographers today.


2.2

Early days of in-game photography

The lack of an in-game photograph function meant that screenshots could only capture a fixed perspective. For example, first person shooter games could only yield pictures that were taken in first person and it would not be possible for third person perspectives to be captured. To overcome this limitation, different types of modifications, also known as PC mods, were created. Due to these modifications, gamers were slowly becoming exposed to the possibilities of screenshot art and players began to share photos of memorable or cool moments that they managed to capture with one another.

The first implementation of an officially supported photo function within the game came in 2005, when the driving game Gran Turismo 4 was released with a built-in photo mode. This inspired more gamers to take creative in-game photos of their cars. However, interest in in-game photography remained relatively low as people had little means to share their art. There were no platforms created for gamers to share their specific form of art and thus there was little incentive to participate.

In addition, there was little access to photo-editing software and games had visuals which relied on very primitive game physics ideas. Photos created often had very little room for differentiation which prevented creativity from flourishing. As such, there was a lack of conducive environments for interest in video-game photography to grow.


2.3

Improvement in video game photo functions

Bungie, the original developers of Halo, can be credited for the revolutionizing photo modes. Halo 3, the third installment of the franchise, was released with a function known as “Theatre mode”. Every game that gamers played was recorded through a very novel technique that captured action from multiple angles. Players were not only able fast-forward, pause, and rewind footage, but were also no longer restricted to a first-person view. Players were then able to take in-game photos from new angles that allowed for the portrayal of subjects in a different manner. The Theatre function was linked to a player’s File Share, which was accessible by other players. This created an extremely effective method for players to share screenshots and videos with others, which prompted players to begin sharing exciting occurrences in the game.

Bungie Favor was an exclusive collection of screenshots that were shown on all players’ menu, which provided players with an incentive to take compelling photographs in order to become widely recognized. The proliferation of in-game photography during this phase was made possible due to advancements in game graphics which now supported the depiction of fantasy worlds at much higher levels of parallels to real-life. The beautiful armors and environments available in Halo 3 contributed significantly to the overall aesthetics of each photo. The incredible execution of photo mode by Bungie inspired game companies to place more emphasis on graphics and photo functions, and has undoubtedly contributed to shaping how in-game photography is carried out today.


2.4

Social media and propagation of content

The advent of social media such as YouTube, Reddit, and Facebook allowed for unprecedented levels of content sharing. Anyone could post videos and pictures that can easily be accessed and viewed by millions of users with a few clicks. Interesting content could now be shared beyond interest groups which meant that there was greater incentive to take better in-game photographs. The primary incentive was that attractive photographs had a greater potential of capturing the attention of audiences that weren’t gamers and going viral. The promise of recognition gave rise to rapid propagation of content and allowed in-game photography to be shared at greater rates than ever before.

In a sense, the sharing of photography within a game served as a type of advertisement. As more photographs were shared, more people are going to talk about it and this meant more potential customers. In-game photography became a type of organic advertisement which games could capitalize on and further incentivized the addition of photo functions. The use of game graphics as a form of advertisement became one of the justifications for devoting large amounts of resources to game cinematics that in-turn generated a high proportion of gorgeous photographs today.


2.5

Modern screen capture software (Ansel)

The demand for better ways to capture in-game moments continued to grow as various bestselling titles continued to push the boundaries of video game graphics. Game development teams were beginning to create hyper- realistic structures, models, environments, and even weather effects and gamers wanted a way to capture it all at professional qualities. This led to the release of Ansel, a modern in-game screen capture software fitted with professional features. Players were now able to effectively take photographs that mirrored the quality of professional game photographers, which pushed standards even higher. Ansel was compatible with the highly sought-after title, The Witcher 3, which showcased the capabilities of the program. Today, Ansel has been integrated into nearly 40 games.

Ansel allowed gamers to take photographs from all angels at extra high resolutions, in full 3D. These photographs could be uploaded on Nvidia’s custom-made hosting website called Shot with GeForce which allows viewers to zoom in on each photo while still retaining high resolutions. Viewers could also rotate around a 360-degree photosphere which created an unparalleled immersive experience within photographs. This was further augmented by the integration with Google Cardboard for viewing in Virtual Reality. Gamers also have access to a series of tools such as brightness, vignette, color, and effect adjusters which facilitated the process of creating professional-grade photographs.


3.

In-game physics

Developers have continuously worked on improving in-game physics towards parity with real-life through the use of mathematical algorithms. In-game physics are used to simulate collisions, projectile motion, fluid mechanics, light interactions, and shadow formations. All of these game physics principles are combined to help fully immerse players into video game worlds. Video game worlds today feel very much like an extension of reality. The improvements in in-game physics, and especially light and shadow interactions, brought in-game photography and real-life photography closer than never before.


3.1

Shaders

Shaders are a cornerstone of game graphics today. These are programs that are able to render 3D models with realistic shadow and light interactions. The video game Shrek, that was released on the Xbox, was one of the first few games that integrated shaders into its graphics design. The result was highly realistic shadows that were able to move in accordance to in-game models in real-time, which brought game realism to a new level. Shader technology continued to become more sophisticated, and is used in virtually all major game titles today. Light would interact with objects within games similar to how we would expect them to interact in real life. This meant that gamers could now use real-life experiences with light to manipulated how subjects appeared within games, which brought real world photography elements into in-game screenshot art.


3.2

Lighting effects

As lighting and shadow effects improved, players found themselves being able to move objects and models within games to block light sources, or introduce new light sources through in-game items. They could also position light sources at different angles which acted as customized light sources. The manipulation of light and shadows within games allowed players to use traditional photography principles to bring focus to a certain part of an object. This helped players create their desired photographs and allowed serious in-game photographers to differentiate themselves from casual photographers.

Due to the inexplicit availability of light sources, players had to employ creative techniques to create their desired light sources. Games such as The Last of Us, Star Citizen, and Spider-Man rewarded novel uses of light sources with eye-catching compositions that looked like they came straight out of a photography studio. A famous shot obtained by Rasmus Furbo, a graphic designer and a player of Marvel’s Spider-Man, was a photo of Spider-Man crouching on a bed with lighting from the windows illuminating the interior of the room. The shadows cast by the light brought focus to Spider-Man’s blue and red features in the middle of a darkened backdrop. This is one of the examples of how skill and knowledge in traditional photography can be used for taking professional gaming photography.


4.

Similarities to real world photography

There are many similarities shared between in-game photography and real-world photography, from photography principles, from level of skill required and the rarity of “perfect shots”. It is important to see that in-game photography draws inspiration from the real world, and vice-versa, as many take the stance that in-game photography is over-glorified and involves very minimal levels of skill.


4.1

Application of traditional photography ideas

There are seven main principles of photography which are adopted to create attractive compositions. These are methods that are used to emphasize certain elements of a photo. Effective use of photography principles can turn even the most mundane objects into one that tells a story and compels viewers to find out more.


4.1.1

Balance

To begin, balance is one of the most important aspects in any photo. Balance can be used to elicit different senses. For example, special care being taken to balance a photograph creates a sense of stability, which will be optimal if a message of stability is what the photographer seeks to convey. This can be done by achieving symmetry by populating opposing sides of an image with subject matter.

On the contrary, photographers looking to promote a sense of danger, fear, or unrest will tend towards taking photos that do are not balanced. A great way to disrupt balance is to encourage asymmetry through the inclusion of contrasting subjects on opposing sides of the photo. In a video game context, an example could be a cleverly timed screenshot of the clash between the protagonist and antagonist that positions them on opposing sides of the photo.

To achieve balance in photos, photographers in the real world often physically manipulate positions of subjects in photos and adopt perspectives that presents a story of symmetry. In-game photography achieves balances through similar methods. As not all objects in video games can be moved or manipulated, balance is often achieved purely through angling techniques. The art of balance is widely used when capturing photos of the environment, such as in Night City, a location found in Cyberpunk. The sense of stability introduced allows one to feel at ease when admiring the view within in-game environments.


4.1.2

Rhythm

Introduction of rhythm typically comes naturally due to Man’s nature towards order rather than chaos. This thus favors the even distribution of subjects throughout a photograph. Photographs that adhere to a sense of rhythm often are more well-liked compared to those without rhythm, which encourages photographers to space subjects apart at equal and regular intervals. In the real world, this is done by adding varieties of a subject matter such as fruits in a regularly spaced-out manner. By giving audiences the feeling of knowing roughly what to expect, they are able to enjoy the composition of the photograph much more. This element of photography has also been adopted in video game photography and game design as structures may be designed to be situated apart at regular intervals in the spirit of following a rhythm. Such arrangements found in video games typically becomes a favorite spot for screenshot art.


4.1.3

Patterns

In a similar vein, the human eye is drawn to seeking out patterns and the identification of a pattern elicits of positive feedback from our brain. These patterns can be created through the intelligent placements of items or people in a predictable manner. Patterns are widely sought after by photographers in the architecture and nature surrounding us. Patterns are also used to portray depth within an image. These are excellent photography elements are they have been found to bring out a level of emotional reaction from viewers. For that reason, a large proportion of photos captured by aspiring photographers are of man-made structures that have been built with uniformity in mind.

Patterns that can be found in games are often able to help compose a beautiful photograph. Due to the vastness of different video game worlds, players are able to traverse different terrain and visit a collection of different environments. This allows for the identification of numerous patterns that pleases the eyes and makes professional game photographers inclined to take a photo.


4.1.4

Emphasis

Photos that are taken of a specific subject matter usually adopt techniques of emphasis. The subject positioned as the center of interest, and a number of photography elements are utilized to direct attention towards the subject. Colors, textures, spaces, and lines, all work in tandem to direct viewers’ eyes away from unimportant parts of the picture and onto the target. Space can be used to indicate the level of importance of a subject. By placing an object further away and thus making it look smaller, attention often lurks around other larger objects before moving towards a smaller one, hence reducing levels of attention paid. On the other hand, positioning an object closely makes the object looks larger and commands attention in a photograph due to its imposing physicality.

Professional photographers tend to also use color differences to emphasize the presence of a subject. An example of this is to photograph a vibrantly colored object on a dark background. Attention will be immediately drawn to the object and a feeling of revitalization is given off. In-game environments often have dynamic color palettes. Characters can then be emphasized through the use of distinctly different colored adornments. 360-degree views and unrestrained angling allows in-game photographers to force perspectives and impose characteristics onto objects based on how big they look to the camera.


4.1.5

Contrast

The use of contrast borrows from ideas of emphasis. Two distinctly opposing elements being presented next to one another promotes the emphasis of extremities of each subject. Examples of the types of applicable contrasts include textures, colors, size, and lighting. By using elements of two extremes, endless possibilities of stories can be created. The photo of Alan Kurdi, one of the most influential photos in the world, succeeded in using contrast to bring emphasis towards the lifeless body of a child on the beach. The background of the picture was of sand and waves that we would normally associate with happy memories of the beach. However, the lifeless child laying on the cusp of each wave dominated the world’s attention. The strong contrast of the beach and sorrowful story behind the boy’s death evoked strong reactions across social media which prompted governments to accept Syrian refugees. As such, it is clear how contrast can be used to put heavy emphasis on subjects and elicit greater reactions from an already-powerful photo.

The use of contrast, and lighting in particular, is among the most applied photography technique in video game photography. The advancements in lighting effects and shadow physics technology have allowed for video game photographers to utilize the exact same lighting techniques that are used in photography studios today. Traditional techniques of using lighting to emphasize and conceal parts of the face as well as to provide sense of character onto a photo are being used within video games. In-game photographers may spend hours finding the perfect position for light to be shone on subjects at the right angle before taking the perfect shot. It is thus a misconception that in-game photographers are able to take their photos at any time in an instant as photos often undergo long periods of testing and experimentation before a final photo is taken.


4.1.6

Unity

Unity in photographs is a measure of cohesiveness between various subjects. Going for a unified photo allows the photographer to dictate the narrative, as the meaning behind the picture will be clear. This can be done through the use of similar concepts and colors in the photo composition. The best way to ensure that unity is achieved is to first create a mental image of the ideal photo before going ahead to take the photo. Disunity in an image has been linked to bad reception primarily because there is no clear message behind the photograph. Apart from mismatching concepts and colors, disunity may unintentionally be introduced due to bad editing. Poor cropping skills, unnatural perspectives, and mismanagement of exposure can become disruptive and ruin a photograph. These ideas come naturally to in-game photography as most environments and character models are made with a specific theme in mind, and are one of the reasons why in-game photographs can turn out so well.


4.1.7

Movement

The “movement” principle refers to the sequence of which the viewer takes in the photograph. Manipulation of human psychology can allow photographers to dictate how viewers move through your photograph. A great photograph draws attention to the main subject through the use of colors or saturation before allowing the eyes to wander to absorb and enjoy the surroundings.

The use of bright colors emitted due to triggered effects in games is what allowed Ramus Furbo to be able to capture the extraordinary photo of Kratos, a character in God of War, surrounded by orange sparks. The splashes of color around the photo allows all attention to be focused upon Kratos in the center of the photo, before moving around and absorbing the chaos and struggle the character is in the midst of. Through this example of how the movement philosophy of photography is used, we can see how in-game movements can be tinkered with to achieve a plethora of special effects. The incredible success of this photo resulted in it being featured on the Washington Post in an article detailing the rise of video game photography.

The other meaning associated with movement in photography is how shutter speeds interact with the subject. While shutter speeds do not exist in video games, players can take a little effort to change how the photograph is taken. Some of these techniques refer to the act of intentionally triggering effects that affects the rendering of the game. An example would be how using special items can cause a difference in in-game perception, or how players may encounter a motion blue effect to signify injuries. These are some of the special photography “movements” that video game photographers have taken advantage of to create some really interesting and abstract photos.

These seven photographing techniques which were once reserved for real world shoots have now been incorporated into video game photography. These demonstrations of skill have successfully shown how in-game photography is not as one-dimensional as it seems and lots of effort was put in to create the most popular video game photographs today.


4.2

Waiting for the perfect shot

Some in-game mechanisms are not easily replicable and photographers who are looking to capture a specific moment in time may require many attempts to “get it right”. Extended periods of time being spent on testing out various poses, lighting, and locations may be involved in the creation of a single photograph. Unfortunately, many criticize the legitimacy of in-game photography due to the misconception that most photos are simply taken with the click of a button. Unbeknownst to many, hours upon hours of set-ups may have been involved in the creation of each photograph.


4.3

Motivating factor

Regardless of the differences in methodology, in-game photographers and real-world photographers can agree that their drive behind photography lies in trying to capture visually appealing photos that tells a story. After all, as the saying goes, “A picture tells a thousand words.” A good photograph tells a story from every aspect of its composition, and we can agree that photos from both realms are able to effectively send a message and occasionally are able to cause emotional reactions.

Great photographs of an event are able to bring viewers right back to the time and place where the photo was taken, and experience the environments as though we were there. For that reason, photographs can be considered to be immortalizing a memorable moment in time. Photographs of intense situations can bring back strong emotions to parties that were involved in the event documented, which goes on to support the idea that photographs are powerful reminders of the past.

Seeing in-game photographs of certain games have undoubtedly been able to bring back vivid memories of how players were once so enamored by the storyline of the game and were fixated on achieving the same goals as their in-game characters. Screenshots captured of games can easily bring gamers back to the past where they rushed home from school to link up with their friends before heading off to enjoy the game together. They may remind gamers of the carefree times of the past where their only concerns were games, which may go on to further bring up memories of how simple life was with their families back then. In essence, the power of photographs of in-game events has similar effects of eliciting strong emotions as real-world photographs do, and can be considered a strong motivating factor for photographers to pursue the capture of current precious moments.

Photographers of both worlds can also agree that they find joy in capturing beautiful moments. Being able to take snapshots and pause moments in time is a great way for one to momentarily take a step back and show appreciation for life.


5.

Controversies

The world of in-game photography has its controversies, due to the notion that it lacks legitimacy. As the video game photography scene grew, the idea that all in-game graphics are not natural and are fully owned by the game developers has sparked debates on how monetization of photographers’ works can be done. With recognition for this artform creeping upwards, demand for compensation is likely to follow suit.


5.1

Unfair advantages

When thinking of real-world photography, one may begin thinking of attractive photographs of different landscapes, people, architecture, nature, and wildlife. There is an exclusivity tag imprinted on shots that are highly inaccessible, such as a close up of the dangerous polar bears of the arctic and lions of the savannah. Some of the most influential photos today are of the struggles faced by citizens resisting against oppressive regimes. The civil unrest in Myanmar in March of 2021 comes to mind, as journalists and photographers braved military violence to capture the brutality of the regime. Due to the arduous and often dangerous journey taken by photographers to take some of the world’s most influential photos today, there is a natural adverse reaction to how similar scenes are captured with relative ease by gamers.

The fantasy aspect to games allows gamers to be exposed to events that regular people would never even dream of. Fighting space battles, driving through neon-lit cities in an anti-utopia, witnessing the clash of otherworldly beings, are among some of the most unique experiences one can ever imagine. Yet, gamers around the world are able to experience this on a daily basis in each of the avalanche of games available today. For that reason, the “wow” factor associated with capturing inaccessible scenes may be diminished. Traditional photographers feel that due to the open-availability of events, encounters, and environments to all, in-game photographers have an unfair advantage to capture beautiful images that may not ever be possible in real life. This is the main justification for resistance involved in giving in-game photographers the same level of recognition as real-world photographers.

While it cannot be denied that access is more heavily restricted in the real world, we should also consider the reason behind participating in photography. If photographers can come to the consensus that the point of taking photos is to tell and story and capture aesthetically pleasing images, then why not simply accept in-game photography for the beauty that it brings? With higher accessibility, we can expect the bar to be set at an elevated level for video games, where picture quality and techniques are judged more severely, which would give rise to new levels of creativity and standards.


5.2

Lack of monetization opportunities

Monetary compensation in the in-game photography field is nearly non-existent today. Photographers are unable to sell photographs effectively because of copyright issues, as all in-game resources are essentially owned by game developers. There is still a massive gap in correspondence between developers and professional game photographers, which has created many unanswered questions about how virtual photography can continue to grow unsustainably.

Much of the current financial rewards that can be derived from the scene is when official in-game photo competitions are held by game publishers. The developers of Assassin’s Creed Odyssey held a community photo contest that rewarded winners with digital copies of the game. While prizes were available, a winner commented that the real award was the recognition of originality and creativity involved in creating the photo that was submitted.

In-game photography has the potential for being used for advertising purposes, which can generate high returns as audiences are drawn to the stunning aspects of the game. The gaming genre on video-hosting sites such as YouTube has brought unimaginable amounts of publicity to games. The best example of this is when a few well-known streamers began playing the game Among Us and streamed their experience of the game. This set off a domino effect which got many other streamers to download and play the game, which went on to attract viewers to download and play the game. The game was released on iOS and Android platforms in June 2018 and received very little attention. The spike in publicity brought about by streams led to the game experiencing a spike in traffic and the number of total downloads exceeded 100 million in September 2020.

Current copyright laws are unfavorable for in-game photographers. This is because game publishers own full copyrights of game assets and screenshots are always a derivation of how these assets are arranged. Most games include licensing agreements in which full rights to game art is explicitly expressed. Any form of commercial use for in-game photography will thus expose the photographer to potential legal action being taken by game publishers. Professional game photographers are hoping that publishers will one day officially bring virtual photographers on board to create promotional material for games and be compensated fairly. This is a possibility that has yet to be explored and it will take some time before virtual photographer can be properly valued.


5.3

Content creation on streaming sites

Audiences on video-hosting sites are extremely drawn towards gaming videos, which generates healthy streams of revenues for content creators. One of the best ways to help videos to succeed is to create exciting thumbnails that viewers are inclined to click on. This means that there is a market for high-quality in-game photos that can be used by content creators to enjoy an increase in views. Capturing and editing high-quality in-game photos have thus become one of the rare and few avenues of monetization for in-game photographers. Unfortunately, the money involved in thumbnail creation is typically abysmal as the budget of video production is often largely allocated to video editing services. As such, video game photography remains to be an unprofitable scene.


6.

Notable video game photographers

The small and niche field has created a few notable artists that are well-known throughout the community. These artists take video game photography a notch higher and often possess excellent editing skills on top of impressive photography techniques. Some of these artists have had prior experience in photography, which has likely inspired their works.


6.1

Leonardo Sang

Video game photographer Leonardo Sang is a self-taught photography that pivoted towards Virtual Reality Photography and his works has frequently been used in articles introducing video game photography to the public. He is based in Sao Paolo, Brazil, and is best known for his Backseats in Games collection. Leonardo has explicitly mentioned that he actively incorporates traditional ideas when creating his works. He takes great care in managing compositions, alignments, lines, and geometry of his photographs which successfully allowed him to differentiate himself from the crowd.

In an interview, he revealed that the method that he used to take in-game photographs involves first using FRAPS, a screen capture software, to take screenshots. Alternatively, he also uses an external camera to take a picture of the screens of his device. These photos then go through a post-production process where he edits his photos. A signature technique he uses is to add grain to photographs to achieve a 35mm film look. This is done on top of color and lighting adjustments. He has also compared in-game photography to real-world photography, in the sense that he, as a photographer, wanders around and captures interesting occurrences.


6.1.1

Games of choice

Leonardo tends to manipulate angles to achieve the shots that he wants, which means that his works are mostly done within games that allow for cameras to be freely moved. Games that have fixed cameras have very restricted perspectives that do not allow for much room for artistic creativity, which makes them unsuitable to be photographed. Additionally, Leonardo tends to take photographs in games that he personally enjoys playing, which is reflected in his works. However, he mentions that he is also willing to play through games that he does not enjoy for the sole purposes of taking photographs.


6.1.2

Backseats in Games

The Backseats in Games collection is considered to be one of Leonardo’s best works. Photographs are featured in black and white and are taken from racing games. The theme of the collection is to show the perspective of a person sitting in the backseat of a car, as suggested by the name of the collection. A few common elements can be expected in these photos, such as a silhouette of a driver, a steering wheel, and the dashboard of the car. The windshield is typically the main point of difference where it would depict the environments of wherever the car was driving at.

The beauty of these photos struck a chord with not only gamers, but also other artists and the general public. His photographs were publicly exhibited on a number of occasions. Backseat in Games garnered considerable attention and was exhibited in Sao Paulo and Rio Grande do Sul while also making its way into the media. Today, Leonardo continues to exhibit his work on his personal page online and on his Tumblr account.


6.2

Duncan Harris

Duncan Harris founded Dead End Thrills in 2008, which aims to modify games to maximize their photogenic potential. He is possibly the most established commercial video game photographer today, as gaming publishers have partnered with him on numerous marketing efforts. On his site, he revealed that he has already worked with a number of game studios to help create art, trailers, and imagery for promotional purposes.

To achieve his desired effects when taking photographs, Duncan employs complex techniques such as reverse-engineering games, and using various software to enjoy full artistic freedom with in-game assets. This has culminated in the creation of stunning photographs that are highly exclusive due to his expertise in manipulating subjects freely. In a way, he thoroughly appreciates the work that went into the creation of in-game animations, particle effects, and tactics used to make games flow smoothly. In his opinion, the appreciation for the artists’ skill and ingenuity supersedes any type of in-game achievements. This has resulted in him spending much more time on each game relatively due to the level of scrutiny of each surface within the game environment.

Duncan has worked extensively with most major publishers who thoroughly recognize his mastery of video game photographer. As Duncan has been regularly commissioned specifically to take in-game photographs, he can be considered one of the world’s few professional video game photographers and has been rightfully referred to as a pioneer of virtual photographer. He has also contributed to the development of Nvidia’s Ansel by serving as an advisor for its developers.



7.1

Grand Theft Auto V

Grand Theft Auto V was released in 2013 and was one of the most anticipated video game titles in history. The fifth installation of the franchise revolves around the lives of three characters in San Andreas and Los Santos, which are fictional states that drew inspiration from Southern California and Los Angeles respectively. To illustrate just how hyped up the gaming community was, the game broke historical records and became the fastest-selling game with more than $1 billion in sales within the first three days of its release and grossed upwards of $6 billion by 2021.

The game was widely applauded for its beautiful graphics that dazzled gamers as the game ran in 4K resolution while maintaining 60 frames per second gameplay. To capitalize on its cutting-edge graphics, game publishers included the “Rockstar Editor” which allowed players to capture footage of gameplay. The sheer scale of number of players of the game coupled with the picture quality catapulted the game towards the top of the rankings of games that are photo-worthy. As of late 2020, the game has nearly 150,000 photos posted on Instagram alone, which does not take into account photos that were shared on gaming forums and other social media platforms. Adding the count of photos that were taken for personal perusal, the final number is likely to be much higher.

The game contributed to the virtual reality tourism phenomenon, as people began to play the game simply to visit in-game locations and take photographs instead of following the game storylines and playing the games. The existence of attractions such as beaches further supports the idea of tourism within games. An example of a popular beach location in GTA V is the Vespucci Beach, which is populated with beach-goers similar to what we would expect to see in real-world beaches. Players have remarked that the beach looks the best during sunset, and become the subject of many video game photographers.

While GTA V has many dazzling locations filed with architecture that mirrors reality, players are also able to access a wide variety of natural areas that reminds us of just how breathtaking mother nature can be. The Raton Canyon makes for a great background during sunsets as the lakes and greenery of the location is illuminated in the backdrop of an orange sky. Many locations in GTA V are based on real-life locations, which gave players a sense of familiarity and immersion when playing the game, which may have been a huge factor in how players were immediately drawn towards in-game environments. The vastness of GTA V meant that players had so much to explore each discovery of a new location was met with excitement similar to how tourists would exclaim at unique foreign formations and installations. It is thus no wonder that pictures of the game routinely made its way throughout social media even eight years after the game’s official launch date.


7.2

Red Dead Redemption 2

Released in 2019, Red Dead Redemption 2 is the third installation of the franchise and is also developed by Rockstar games, the creator of the GTA series. The game is set in the Wild West of America, in 1899, with themes of cowboys, outlaws, and gang activities. The game was developed over eight years and a huge amount of money and resources were poured into its creation. Similar to GTA V, many locations within the game were inspired by real-world locations and efforts were made to accurately reflect late 19th century America in the game. The game’s visuals capitalized on the latest lighting effect and artistic technologies to create one of the best-looking games ever made. Developers’ efforts were rewarded with more than 36 million copies of the game being sold, making it one of the most popular video games in history.

Access to the cowboy days of America revitalized interest in her history. Gamers were able to visit places based on historical locations as though they were present in-person to experience the cultures, smells, and sights, of pre-superpower America. The game has been widely described as the most gorgeous video game created and won numerous artistic awards that are a testament to how widely the world resonated with that sentiment.

The fictional industrial city of Saint Denis offers us a look into America’s first steps towards industrialization. Such sights would not be possible in the today’s concrete modernized world. The sprawling city is filled with life and personality which offers photographers with many opportunities for taking creative shots. From the unique dressing style of the city’s inhabitants to the pre-modern architecture of the city, photographs from the city are able to stimulate the imagination of American citizens regarding their country’s historical days. The unfamiliar presence of horses throughout the city seen in photographs serves as a stark reminder of how quickly transportation technology advanced throughout the 20th century.

Another favorite location of gamers is Tall Trees, which is highly regarded in the attractiveness category. The area is filled with gigantic trees that are so tightly packed such that only individual rays of sun are able to make it past the canopy. Photographs of this location look exceptionally beautiful due to the pure immersion in nature and have been widely photographed despite its reputation of being inhabited by a group of homicidal psychopaths. The sheer scale of the world in Red Dead Redemption 2 offers players with the opportunity to spend days exploring the many well-designed locations that gamers simply cannot help but take a photograph of. This has led to more than 160,000 photographs of the game being posted on Instagram with the game taking the top spot for having the most photographs taken and shared in history.


7.3

Cyberpunk 2077

This game was the most highly anticipated release in 2020 and became infamous for its poorly executed release. Developers faced the prospect of class-action lawsuits after severe bugs rendered the game unplayable which resulted in refunds being offered to players. Despite its unplayability, the game was nominated for and won numerous awards for its graphical design. The game has a very distinct aesthetic, with its city being set sixty years into a militaristic future with architectural styles borrowing from Brutalism themes. Similar to Red Dead Redemption 2, Cyberpunk 2077 offers players a glimpse into how life may be like in time periods that differs greatly from today in terms of culture and lifestyles. Photographs act as a snapshot of a faraway reality as simulated within the game.

The area in particular that will be discussed is Night City. It is a city within the game that has quickly become a favorite for both casual and professional game photographers due to the its’s elegance. The city is littered with bright neon lights that brings the city to life at night. The city can be compared to a cross between Times Square and Hong Kong, due to the excessive use of lights and neon colors. The flurry of colors on buildings is supplemented by the fleet of cars that move across the city, each equipped with a couple of light sources of its own.

The city is heavily inspired by Eastern aesthetics as oriental lanterns and Asian languages can be found on signboards across the town. This interpretation of what cities in 2077 will look like is has captured the hearts of many with its striking colors and realistic designs. For that reason, photos of the game flooded social media within days of the game’s release, as players obsessively took photos within the game and especially in Night City despite the many technical bugs affecting gameplay. The game was optimized for in-game photography with its inbuilt Photo Mode which likely contributed to its popularity among professional video game photographers. The avalanche of photos of the game being shared online was likely to have contributed significantly to the game’s sales growth after its disastrous release.


7.4

The Elder Scrolls V: Skyrim

Released in 2011, the game was regarded as one of the best displays of virtual graphics advancements of its time. In its first five years of release, more than 30 million copies were sold across all platforms which allowed the game to cement its position in the list of best-selling video games in history. The massive world of Skyrim provided players with numerous cities and natural areas to explore. Each of these locations had sometime to offer in the aesthetic sense and there were a few spots that became a favorite for gamers to visit and take screenshots of.

The Shrine of Azura is a majestic statue of a woman holding a bird and a statue, that gamers are simply inclined to take a screenshot of due to the magnificence the view. Pictures of the shrine are often taken from a low angle to emphasize the size and grandeur of the structure. Photos of the shrine were widely shared among gaming communities and gamers would visit the location just to partake in their own attempts at photographing the scene.

Blackreach is another site famous for being regarded as the most beautiful place in Skyrim. It is an area filled with ancient structures and are illuminated by giant luminescent mushrooms which makes for an excellent sight. The area is plastered with natural formations such as waterfalls and lakes which provide players with a sense of tranquility that opposes its dangerous environment. The vibrant colors emitted by the mushrooms creates a stunning composition amidst the pitch-dark cave. Blackreach became one of the most photographed places in Skyrim.

As this installation of Skyrim was released in 2011, modifications were created to allow players to enjoy current-generation artistic technology to be used in the game, which further elevated the quality of in-game photographs created within Skyrim. The availability of such modifications attracted many players to start playing the game and join the community of video game photographers. The art in the game is undeniably a huge factor that led to the game winning a long list of awards from various gaming sites and publications and remains to be a classic title today.

The examples of games that were discussed have shown the positive impact on games that are optimized for being photographed. Popular gaming sites have collected lists of the more aesthetically pleasing games and have consolidated these lists into articles. Gamers that frequent these articles are more likely than not to have been inspired to purchase and play these games. The biggest common factor among the abovementioned games is that heavy inspiration is drawn from real-life when creating in-game maps. Coupled with providing players with free reign to control the camera, this potent combination is likely to result in the generation of free publicity as footage of the respective games make their rounds online. Game publishers have successfully identified this and are more than willing to invest in free publicity, which in turn fuels the growth of in-game photography. With photography elements in video games clearly benefitting the industry, the exact role of video game photography can take in the gaming role in the future will be further investigated.


8.

Future of in-game photography

The burgeoning demand for photo modes in major game titles will push standards of in-game photography higher than before, with the cream of the crop being hired by major publishing companies today to create promotional material. However, the creation of promotional materials is a very small market and cannot accommodate the growing number of virtual photographers today. In this chapter, the future of in-game photography and its potential to expand as an industry will be explored.


8.1

Requirements for the industry to grow

Before exploring how in-game photography can grow, we must first identify the reason why professional real-world photography is able to grow to a $10.9 billion industry and exist as a viable career option today. To begin, there is a barrier-to-entry for traditional photography in the sense that there are complexities involved in operating a camera such. Professional photographers who are able to effectively use these functions thus clearly differentiate themselves from casual photographers due to the ability to produce photographs of a distinctively higher quality. They are thus able to offer professional services to companies and individuals to professionally shoot subjects and create desirable high-quality photos. These photos are then used as mementos or used commercially for advertisement purposes, which form a large proportion of the overall industry. This demonstrates a need for commercial demand for virtual photography, as well as a distinct barrier-to-entry for professional video game photography that allows professionals to charge a fair price for their services.


8.2

Barriers-to-Entry

With the introduction of specialized screen capture and photo editing tools, the standards of professional in-game photography have risen in recent years. With the rise in standards, the barriers-to-entry to taking professional photographs has also naturally risen. The need for access to photo editing tools and the knowledge to use these tools effectively has already created a divide between casual and professional video game photographers. This divide in skill is further as knowledge of traditional photography philosophies and effective use of lighting are employed. The difference in the quality of photos created has likely reached the threshold of which professionals are able to charge for their service and people would be willing to pay for professional photography services.


8.3

Possible avenues of commercial use

Currently, the only areas in which in-game photographs are used commercially are by game publishers looking to promote their game in trailers or by content creators who want attractive thumbnails to be created. These markets are not sufficient to accommodate a sizeable number of full-time virtual photographers and the number of opportunities generated in these two avenues remains small. New avenues thus have to be created in order for virtual photography to evolve into a sustainable and profitable industry.


8.3.1

Demand for digital art

Demand for digital art through commissions, photo prints, and poster prints can be a great way for artists to earn an income from selling their photographs. This can create sustainable revenue streams as individuals will be able to hire freelance virtual photographers to capture desired scenes within a game. The demand for prints can be huge as gamers begin to treat photograph prints and posters as collectibles or decorations. Selling specially photographed shots printed out on posters as merchandise can become a huge revenue stream as well. The clear obstacle that virtual photographers face right now is unclear copyright laws regarding what type of art can be considered free use. The consistently growing in-game photography community will likely become a major factor contributing to the change in video game copyright laws.


8.3.2

Art galleries

Video game photography have been exhibited in art galleries before, such as in the case of the Thirteen Most Beautiful Avatars. The successful showcase of the photographs proves that there is an appreciation for this artform. Coupled with the thousands of followers garnered by famous video game photography artists and social media accounts, alongside the massive online gaming community, it is likely that an exhibition dedicated to photos taken in games will be successful. Setting up art exhibitions could be a great way to help artists gain recognition for their talents, while also allowing them to earn an income through the shared revenue earned from exhibition tickets. The publicity generated by these art galleries would contribute to game sales which would make it a financially rational decision for game publishers to fund the set-up of such art galleries.

For art galleries dedicated to video games to become a reality, game publishers much be convinced that the financial returns from the exhibition would be greater than its costs. However, this can hardly be proven without the first game publishers being willing to invest in hosting an art exhibition. As appreciation for virtual photography grows, it is likely that a major publishing company will eventually take on the gamble of hiring a team of virtual photographers to setup the first official video game art gallery. In the best-case scenario, the publicity generated would generate high returns on investment and hosting art galleries for specific games becomes the industry norm.


8.3.3

Non-Fungible Token digital art

The Non-Fungible Token (NFT) digital art industry is rapidly growing, with blockchain based solutions being adopted to represent ownership of digital assets. In the event where screenshot art falls under the category of being a free commercial-use digital asset, in-game photographs then can be represented by NFTs which can be sold to interested parties. This is the best way for transacting in-game photographs as it is difficult to prove ownership of digital photos through traditional methods. The use of NFTs provide prevents dispute of ownership due to a clear proof being available to all on the blockchain. This thus makes it much easier to assign values to in-game photographs and allows virtual photographers to justify prices when selling their works.


8.4

Virtual Reality applications

As of 2021, Virtual Reality (VR) still remains in its infancy, but has drastically improved from when the technology was just released. VR takes immersion to a whole new level, as the full scope of your perception is absorbed into a virtual environment. As these environments become more realistic, it would not be difficult to consider a reality where we could be able to meet people on a larger scale in VR environments.

This is already a reality in VR chatrooms that are available today. Players are able to talk to their friends as if they were right in front of them, despite being miles apart. Voices would get louder as your avatar gets closer to the avatar of the person speaking, which creates an environment where the physics of sound works similarly to real life. In a previous chapter discussing the Thirteen Most Beautiful Avatars artwork, the idea of how avatars are a reflection of who we want to be was discussed. Essentially, we can regard the characters that we create as an extension of our real-life selves.

With VR immersion improving with each day, there would soon be very little difference between physically meeting up in real life and meeting friends in VR simulated environments. Similar to how we take photographs with our friends, it may be possible for groups of friends to want to take photographs of their avatars with the friends in their desired poses and locations. VR graphics technology are improving rapidly and we would eventually reach a point in time where it would be difficult to differentiate VR photos from real life photos. Photoshoots could be commissioned to document moments between friends and family who may be separated by geography, yet brought together by VR. Photography principles could come into play as professional photographers may require the use of specific locations, lighting effects, props, and built-in photography functions to create high-quality photographs. The potential for in-game photography in VR is huge, but of course, much of these are possibilities that lie in the future. Much of whether these ideas can become a reality hinges on the speed of VR development and the evolution of society’s preferences as VR enters the mainstream.


8.5

Official positions on marketing teams

Within today’s realm of possibility, an official position on the marketing teams of game developers can be considered to be the dream job for in-game photographers. Such positions are already available today, with companies such as CD PROJEKT RED and Rockstar opening advertising positions for screenshot artists. As mentioned in a previous chapter, artist Duncan Harris is one of the most sought-after artists of this industry due to his aptitude for capturing great photos that exudes the type of action that players can expect to see in a game. While it is reassuring that video game companies have recognized the talent of in-game photographers, it is clear that very few of such positions are available, and these jobs can be considered rather seasonal. Artists are often hired for short periods of time to generate content for the release of new games and their services may no longer be needed after the initial release of the game. This is a phenomenon that can be expected for games that generate sales at the point of purchase. There is a promising genre of games that requires a constant supply of content that in-game photographers can capitalize on.

Free-to-play games that rely primarily on microtransactions for their main source of income are in need for constant content to entice players to spend on new content. Being able to effectively display the vibrance of new content is extremely important for driving sales and attracting new players. Games often have an extremely short timeframe to convince players to come on board and start playing due to short attention spans and limited advertising real estate. The ability to effectively capture the important aspects of new content will thus become a very valuable talent to the industry. The main reason why there are very little open positions for virtual photographers in game publishing studios is because most publishers are simply not convinced that the financial returns from hiring virtual photographers is worth it. It is very difficult to place a dollar value for the services of screenshot artists and it is a gap that can only be fixed after companies become willing to experiment and invest in producing high quality promotional screenshots.

In-game photography still has a long way to go before being able to receive the recognition that it deserves. The best way to encourage the maturation of the industry is to show your support for video game photography artists as much as possible. There are many ways to show your solidarity with this new art movement, such as to actively share high-quality pieces and introducing gamers to the budding community of professional video game photographers. While there are no clear answers of how in-game photography will develop in the future, the continued growth of skill, quality, and participation in this field is likely to aid its growth and evolution into one of the cornerstones of the marketing divisions in the gaming industry.


9.

Conclusion

The world of video game photography is filled with huge collections of stunning photographs that are taken in vast quantities of fictional worlds that oftentimes mirrors ours. Each photograph depicts a story that was lived by individual gamers from across the world and encapsulates a fountain of emotions felt by both characters and gamers alike. It is a pity how much of the effort and time taken to create these dazzling photographs are reduced by the ignorant to “fake” art that is undeserving of praise and recognition. It is time for the wider community to understand the intricacies involved in taking good photographs and to respect in-game photography as a legitimate art form. It is hoped that this is a version of the future that will manifest itself within the next few years. Each relentless push made by the professional video game photography community will definitely bring us one step closer towards this reality and allow the world to enjoy what in-game photography has to offer.

Author: Seanmanik