/** * Functions and filters related to the menus. * * Makes the default WordPress navigation use an HTML structure similar * to the Navigation block. * * @link https://make.wordpress.org/themes/2020/07/06/printing-navigation-block-html-from-a-legacy-menu-in-themes/ * * @package WordPress * @subpackage Twenty_Twenty_One * @since Twenty Twenty-One 1.0 */ /** * Add a button to top-level menu items that has sub-menus. * An icon is added using CSS depending on the value of aria-expanded. * * @since Twenty Twenty-One 1.0 * * @param string $output Nav menu item start element. * @param object $item Nav menu item. * @param int $depth Depth. * @param object $args Nav menu args. * @return string Nav menu item start element. */ function twenty_twenty_one_add_sub_menu_toggle( $output, $item, $depth, $args ) { if ( 0 === $depth && in_array( 'menu-item-has-children', $item->classes, true ) ) { // Add toggle button. $output .= ''; } return $output; } add_filter( 'walker_nav_menu_start_el', 'twenty_twenty_one_add_sub_menu_toggle', 10, 4 ); /** * Detects the social network from a URL and returns the SVG code for its icon. * * @since Twenty Twenty-One 1.0 * * @param string $uri Social link. * @param int $size The icon size in pixels. * @return string */ function twenty_twenty_one_get_social_link_svg( $uri, $size = 24 ) { return Twenty_Twenty_One_SVG_Icons::get_social_link_svg( $uri, $size ); } /** * Displays SVG icons in the footer navigation. * * @since Twenty Twenty-One 1.0 * * @param string $item_output The menu item's starting HTML output. * @param WP_Post $item Menu item data object. * @param int $depth Depth of the menu. Used for padding. * @param stdClass $args An object of wp_nav_menu() arguments. * @return string The menu item output with social icon. */ function twenty_twenty_one_nav_menu_social_icons( $item_output, $item, $depth, $args ) { // Change SVG icon inside social links menu if there is supported URL. if ( 'footer' === $args->theme_location ) { $svg = twenty_twenty_one_get_social_link_svg( $item->url, 24 ); if ( ! empty( $svg ) ) { $item_output = str_replace( $args->link_before, $svg, $item_output ); } } return $item_output; } add_filter( 'walker_nav_menu_start_el', 'twenty_twenty_one_nav_menu_social_icons', 10, 4 ); /** * Filters the arguments for a single nav menu item. * * @since Twenty Twenty-One 1.0 * * @param stdClass $args An object of wp_nav_menu() arguments. * @param WP_Post $item Menu item data object. * @param int $depth Depth of menu item. Used for padding. * @return stdClass */ function twenty_twenty_one_add_menu_description_args( $args, $item, $depth ) { if ( '' !== $args->link_after ) { $args->link_after = ''; } if ( 0 === $depth && isset( $item->description ) && $item->description ) { // The extra element is here for styling purposes: Allows the description to not be underlined on hover. $args->link_after = ''; } return $args; } add_filter( 'nav_menu_item_args', 'twenty_twenty_one_add_menu_description_args', 10, 3 );namespace Elementor; if ( ! defined( 'ABSPATH' ) ) { exit; // Exit if accessed directly. } /** * Elementor skin base. * * An abstract class to register new skins for Elementor widgets. Skins allows * you to add new templates, set custom controls and more. * * To register new skins for your widget use the `add_skin()` method inside the * widget's `register_skins()` method. * * @since 1.0.0 * @abstract */ abstract class Skin_Base extends Sub_Controls_Stack { /** * Parent widget. * * Holds the parent widget of the skin. Default value is null, no parent widget. * * @access protected * * @var Widget_Base|null */ protected $parent = null; /** * Skin base constructor. * * Initializing the skin base class by setting parent widget and registering * controls actions. * * @since 1.0.0 * @access public * @param Widget_Base $parent */ public function __construct( Widget_Base $parent ) { parent::__construct( $parent ); $this->_register_controls_actions(); } /** * Render skin. * * Generates the final HTML on the frontend. * * @since 1.0.0 * @access public * @abstract */ abstract public function render(); /** * Render element in static mode. * * If not inherent will call the base render. */ public function render_static() { $this->render(); } /** * Determine the render logic. */ public function render_by_mode() { if ( Plugin::$instance->frontend->is_static_render_mode() ) { $this->render_static(); return; } $this->render(); } /** * Register skin controls actions. * * Run on init and used to register new skins to be injected to the widget. * This method is used to register new actions that specify the location of * the skin in the widget. * * Example usage: * `add_action( 'elementor/element/{widget_id}/{section_id}/before_section_end', [ $this, 'register_controls' ] );` * * @since 1.0.0 * @access protected */ protected function _register_controls_actions() {} /** * Get skin control ID. * * Retrieve the skin control ID. Note that skin controls have special prefix * to distinguish them from regular controls, and from controls in other * skins. * * @since 1.0.0 * @access protected * * @param string $control_base_id Control base ID. * * @return string Control ID. */ protected function get_control_id( $control_base_id ) { $skin_id = str_replace( '-', '_', $this->get_id() ); return $skin_id . '_' . $control_base_id; } /** * Get skin settings. * * Retrieve all the skin settings or, when requested, a specific setting. * * @since 1.0.0 * @TODO: rename to get_setting() and create backward compatibility. * * @access public * * @param string $control_base_id Control base ID. * * @return mixed */ public function get_instance_value( $control_base_id ) { $control_id = $this->get_control_id( $control_base_id ); return $this->parent->get_settings( $control_id ); } /** * Start skin controls section. * * Used to add a new section of controls to the skin. * * @since 1.3.0 * @access public * * @param string $id Section ID. * @param array $args Section arguments. */ public function start_controls_section( $id, $args = [] ) { $args['condition']['_skin'] = $this->get_id(); parent::start_controls_section( $id, $args ); } /** * Add new skin control. * * Register a single control to the allow the user to set/update skin data. * * @param string $id Control ID. * @param array $args Control arguments. * @param array $options * * @return bool True if skin added, False otherwise. * @since 3.0.0 New `$options` parameter added. * @access public * */ public function add_control( $id, $args = [], $options = [] ) { $args['condition']['_skin'] = $this->get_id(); return parent::add_control( $id, $args, $options ); } /** * Update skin control. * * Change the value of an existing skin control. * * @since 1.3.0 * @since 1.8.1 New `$options` parameter added. * * @access public * * @param string $id Control ID. * @param array $args Control arguments. Only the new fields you want to update. * @param array $options Optional. Some additional options. */ public function update_control( $id, $args, array $options = [] ) { $args['condition']['_skin'] = $this->get_id(); parent::update_control( $id, $args, $options ); } /** * Add new responsive skin control. * * Register a set of controls to allow editing based on user screen size. * * @param string $id Responsive control ID. * @param array $args Responsive control arguments. * @param array $options * * @since 1.0.5 * @access public * */ public function add_responsive_control( $id, $args, $options = [] ) { $args['condition']['_skin'] = $this->get_id(); parent::add_responsive_control( $id, $args ); } /** * Start skin controls tab. * * Used to add a new tab inside a group of tabs. * * @since 1.5.0 * @access public * * @param string $id Control ID. * @param array $args Control arguments. */ public function start_controls_tab( $id, $args ) { $args['condition']['_skin'] = $this->get_id(); parent::start_controls_tab( $id, $args ); } /** * Start skin controls tabs. * * Used to add a new set of tabs inside a section. * * @since 1.5.0 * @access public * * @param string $id Control ID. */ public function start_controls_tabs( $id ) { $args['condition']['_skin'] = $this->get_id(); parent::start_controls_tabs( $id ); } /** * Add new group control. * * Register a set of related controls grouped together as a single unified * control. * * @param string $group_name Group control name. * @param array $args Group control arguments. Default is an empty array. * @param array $options * * @since 1.0.0 * @access public * */ final public function add_group_control( $group_name, $args = [], $options = [] ) { $args['condition']['_skin'] = $this->get_id(); parent::add_group_control( $group_name, $args ); } /** * Set parent widget. * * Used to define the parent widget of the skin. * * @since 1.0.0 * @access public * * @param Widget_Base $parent Parent widget. */ public function set_parent( $parent ) { $this->parent = $parent; } } How Mythology Shapes the Visual Language of Video Game Art – Jobe Drones
/** * Displays the site header. * * @package WordPress * @subpackage Twenty_Twenty_One * @since Twenty Twenty-One 1.0 */ $wrapper_classes = 'site-header'; $wrapper_classes .= has_custom_logo() ? ' has-logo' : ''; $wrapper_classes .= ( true === get_theme_mod( 'display_title_and_tagline', true ) ) ? ' has-title-and-tagline' : ''; $wrapper_classes .= has_nav_menu( 'primary' ) ? ' has-menu' : ''; ?>

Jobe Drones

Filmagens e Fotos Aéreas

How Mythology Shapes the Visual Language of Video Game Art

Building upon the foundational idea that symbols in modern games are often rooted in ancient mythologies, it becomes essential to explore how these mythic influences extend beyond symbols into the broader visual language of game art. This deeper integration of mythological elements enriches the narrative, immerses players in culturally resonant worlds, and elevates the artistic sophistication of game design.

The Evolution of Mythological Imagery in Video Game Art

Early video games relied heavily on simple symbolic representations, such as the iconic sword, shield, or deity emblems, to evoke mythic themes. As technological capabilities advanced, so did the complexity and richness of mythological visuals. Transitioning from basic iconography to fully realized mythic worlds, game developers began to craft immersive environments where mythological narratives could be experienced visually.

a. Transition from Symbolic to Narrative-driven Visuals

Initially, mythological influence was limited to symbols—think of the Greek omega symbol or Norse runes—that served as quick cultural signifiers. Over time, this evolved into detailed visual storytelling, where landscapes, architecture, and character designs embody mythic stories. For example, the game God of War expands mythic symbols into sprawling worlds that narrate the myth of gods and heroes through visual cues, enhancing player immersion and understanding.

b. Technological Advancements and Their Impact on Mythical Depictions

The advent of high-fidelity graphics, motion capture, and real-time rendering has allowed for more authentic and intricate mythological representations. Games like Horizon Zero Dawn utilize advanced textures and lighting to recreate mythic creatures with biological realism, blending ancient myth with cutting-edge visuals. This technological leap not only enhances realism but also allows mythic themes to be portrayed with unprecedented depth and nuance.

c. Case Studies: Iconography vs. Fully Realized Mythical Worlds

Iconography Full Mythic Worldbuilding
Simplified symbols like the Triskelion or Caduceus Expansive worlds such as Hades or Assassin’s Creed Valhalla
Limited narrative context Rich storytelling through environment and character design

Mythology as a Foundation for Character Design

Characters in myth-inspired video games are often rooted in archetypes—such as the hero, the trickster, or the guardian—that derive from ancient myths. These archetypes are visually reinterpreted to resonate with modern audiences while maintaining their mythic essence, creating characters that are both familiar and compelling.

a. Archetypes and Their Visual Reinterpretations

For instance, the hero’s armor might incorporate motifs from mythic warriors like Achilles or Hercules, with visual cues such as lion skins or legendary weapons. The character Kratos from God of War embodies the archetype of the vengeful warrior, with a design that echoes Spartan warriors and mythic monsters—fusing ancient symbolism with modern visual storytelling.

b. Cultural Specificity vs. Universal Myth Elements in Character Aesthetics

While some characters draw from specific cultural mythologies—such as Japanese oni or Norse gods—others incorporate universal myth motifs like serpents, flames, or celestial symbols. This balance allows game designers to craft characters that evoke a broad, cross-cultural appeal while respecting their origins.

c. The Psychological Appeal of Mythical Characters in Player Engagement

Research shows that mythic archetypes resonate deeply within the subconscious, fostering player attachment. The visual design of characters that embody these archetypes—such as the wise old mentor or the tragic hero—can evoke emotional responses and enhance narrative immersion.

Environment and Worldbuilding: Mythic Landscapes in Game Art

Creating immersive mythic worlds involves more than just character design; it encompasses landscape, architecture, and environmental storytelling rooted in mythological themes. These elements foster a sense of wonder and authenticity that transports players into legendary realms.

a. Creating Immersive Mythical Realms through Visual Language

Games like Journey or God of War utilize visual cues such as ancient ruins, sacred groves, and mythic monsters to craft worlds that feel rooted in myth. The use of lighting, textures, and spatial composition guides players through these landscapes, emphasizing their mythic significance.

b. Symbolic Architecture and Nature Elements Rooted in Mythology

Architectural features like towering temples, labyrinths, or celestial palaces draw inspiration from mythic structures—such as Mount Olympus or the Egyptian pyramids—often imbued with symbolic meaning. Natural elements like sacred trees or river crossings also serve as visual metaphors for mythic journeys.

c. The Use of Mythic Themes to Convey Narrative and Atmosphere

Mythic themes such as chaos vs. order or life vs. death are visually reinforced through environmental design. For example, a world divided into shadowy, chaotic regions and luminous, sacred spaces visually narrates the ongoing mythic conflict, enriching storytelling through visual means.

Mythical Motifs in User Interface and Game Symbols

Beyond character and environment design, mythical motifs subtly influence UI elements and game symbols. These visual cues enhance gameplay mechanics, guide player navigation, and deepen thematic resonance.

a. Beyond the Main Symbols: Subtle Mythological References in UI Design

UI elements such as health bars, icons, or loading screens often incorporate mythic symbols—like the ouroboros for eternity or the phoenix for rebirth. These details may go unnoticed initially but contribute to a cohesive mythic visual language.

b. How Mythical Motifs Enhance Player Navigation and Experience

Icons shaped like mythic objects or symbols—such as a hammer for strength or a chalice for healing—serve as intuitive cues. Their mythic significance reinforces the game’s narrative themes and helps players associate mechanics with story elements.

c. The Role of Symbolism in Signaling Power, Danger, and Other Game Mechanics

Symbols like the Medusa head or Thor’s hammer are used not only for aesthetic appeal but also as visual signals of power or threat. These myth-inspired icons communicate gameplay cues efficiently, leveraging cultural associations for immediate understanding.

The Artistic Style and Aesthetic Choices Inspired by Mythology

The artistic approach to myth-inspired game art varies from classical realism to stylized modern interpretations. Artistic movements—such as Art Nouveau, Surrealism, or Digital Fantasy—are fused with mythic motifs to create distinctive visual identities that resonate across genres.

a. From Classical to Contemporary Artistic Influences

Classical sculptures and paintings continue to influence character poses, drapery, and symbolism. Contemporary artists incorporate these elements into digital art styles, blending historical aesthetics with innovative techniques for fresh mythic expressions.

b. Fusion of Styles: Mythical Elements in Various Art Movements within Games

For example, the game Dark Souls employs Gothic and medieval art influences, while titles like Okami integrate traditional Japanese ink painting styles. Such fusions deepen the mythic feel and support diverse storytelling approaches.

c. Visual Consistency and Mythology: Maintaining Cultural Sensitivity and Artistic Integrity

Ensuring respectful and accurate representations of mythic elements is crucial. Developers often collaborate with cultural consultants or scholars to maintain integrity, avoiding stereotypes while preserving aesthetic coherence.

Non-Obvious Influences: Mythology’s Hidden Impact on Game Art Innovation

Mythology subtly influences experimental and abstract visual techniques, where mythic themes are embedded in innovative aesthetics. Cross-cultural hybridizations often produce novel mythic visuals, expanding the boundaries of game art.

a. Mythological Themes in Abstract and Experimental Game Visuals

Games like Antichamber or Rez Infinite incorporate mythic ideas through abstract forms and color palettes, creating subconscious associations with mythic concepts like chaos, harmony, or transformation.

b. Cross-cultural Mythological Hybridization in Art Design

Developers blend motifs from different mythologies—such as combining Egyptian and Norse symbolism—to produce hybrid mythic visuals that appeal to global audiences and foster a sense of universality.

c. Mythology-Inspired Visual Techniques and Their Psychological Effects

Techniques like fractal patterns, surreal distortions, or chromatic symbolism evoke mythic themes unconsciously, impacting player perception and emotional engagement at a subconscious level.

Future Directions: The Evolving Visual Language of Mythology in Video Games

Emerging technologies like augmented reality (AR) and virtual reality (VR) promise even more immersive mythic worlds, where mythological environments and characters can be experienced firsthand. Interactive mythologies enable players to become part of mythic narratives, fostering deeper engagement.

a. Emerging Technologies (AR/VR) and Mythological Worldbuilding

AR/VR can simulate ancient mythic sites or legendary battles, allowing players to explore Olympus or Valhalla interactively. This technological leap offers unparalleled immersion and educational potential.

b. Interactive Mythology: Player-driven Visual Narratives

Games are increasingly adopting player choices within mythic worlds—like branching mythic stories—visualized through dynamic environments and character designs that adapt based on player decisions, deepening personal connection to mythic themes.

c. Challenges and Opportunities in Preserving Cultural Mythological Integrity

As mythologies become more integrated into game art, developers face the challenge of respecting cultural origins while innovating

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