This is probably the first time I actually participated in this activity. I got a new video card a few months ago and wanted to see how far I could go with the settings of The Witcher 3 with it. I was so happy with the results I decided to post them here.
Instead of relying on game mods and regular screenshot function, I made use of Nvidia Ansel. You need an Nvdia-based card with it, and it won’t work with all games. But it does for this one, and I took full advantage. I was tempted to capture cutscenes, but that would be sort of cheating. So everything was shot in-game.
The shot obviously follows the rule of thirds, with the castle as the main subject. But it also shows a lot of rhythmic elements thanks to the mist covered trees, clouds and the mountain range. The depth of the landscape also provided a lot of overlapping elements.
Natural lighting also had to be deliberate, the position of the sun depended on the time of day, as in real life. Late afternoon provided the quality and direction of light I needed for this screenshot.
The branch and stern of a longship falls within the golden spiral. They, in turn, create a frame within a frame for the altar and background landscape. The stern and altar themselves, if you choose for them to be the subject, follow the rule of thirds.
This is another afternoon shot with the camera shooting against the light. I managed to frame this in such a way that the lens flares were prevented. But you do see a dirty lens effect, which I find a little annoying (luckily, I found a way to turn it off for the succeeding shots). I find this more interesting, with lighting from behind the subject, rather than up front.
Silver For Monsters
Nvidia Ansel also allowed me to pause in the midway through Geralt’s attacks and let the camera go up close. The level of detail is amazing. Again, rule of thirds prevail here. Yet, it is the sword, with its rhythmic elements up front which is given emphasis. I wish depth of field was shallower here, but it is noticeable enough, to bring about many overlapping parts — the silver sword, Geralt, his sheathed steel sword and the background lansdcape. Unity is strong in this one (if you can forgive that tip of an enemy’s weapon that got awkwardly included in the frame, covering one of Geralt’s hands.
This one’s a little morbid, but has a LOT to offer design-wise. Again, rule of thirds is followed by Geralt (more specifically his spell casting hand) and his opponent. The enemy’s body also creates a frame within a frame for Geralt. The first bursting out of Geralt’s hand in alll directions relative to the frame creates a radial composition, but it is clear that it also has a strong directional force moving towards and even through the enemy as he combusts. The shooting flames also accentuate the overlapping layers found in the frame.
Yennefer in Toussaint
This is probably the one I spent the most amount of time with. I realized that with Nvidia Ansel, it becomes possible to do a portrait shoot like never before, it least for this game. I took so many shots but eventually settled with this one, because this is where I managed to move the camera finely enough to make it look like she’s looking at the camera. In-game her eyes follow Geralt, so I had to carefully place Geralt so that Yennefer faces opposite an acceptable background, which the immediate area does not provide much of, sadly. Not very intuitive, I know, but it works.
So… rule of thirds with lots of overlapping layers in the background, of course. With her seemingly looking at the camera, I could give emphasis to those violet eyes. In the end I figured those eyes were more important than that leather and lace outfit of hers (yes, I just went fanboy mode for one of the most beautiful women in video games). Afternoon sun again, for the added warmth of colors.
The world of The Witcher is now my favorite virtual world for this activity. This has been so much more fun than Second Life.