Background Art
This is used to encompass the game and fill up the background with appropriate designs. Examples of the kind of images used include skies, mountains, etc., anything that one would see around them to make the game look more professional add an element of realism, and give a sense of perspective. Background art also includes things like structures and buildings. This can help set the scene and let the players know where they are.
The quality of background art differs from artwork used in foreground in that it's usually higher quality, depending on the style or theme of the game. It allows there to be differentiation and allows the player to focus on the actual gameplay. Background art can be done in many different styles, including traditional styles such as painting or through digital media such as Photoshop.
Sources: http://www.incredibleart.org/jobs/video.html, http://en.wikipedia.org/wiki/Background_artist
Above is an example of background art used in Halo: Reach, obtained from http://halo.wikia.com/wiki/File:Boneyard_Panorama.jpg It shows an expansive, desolate wasteland used for shipbreaking.
Texture Art
This is art that is applied to models in a game such as objects, characters, and the immediate environment. Deep, rich textures allow a game to look more lifelike and professional. It is created digitally using software such as Photoshop or Maya. Texture art includes things like dents and scratches on metal, and fine details in things like sand or rock, it is subtle details that go unnoticed in real life but are essential to making a game look as professional or lifelike as possible.
Nowadays improved technology has allowed more extensive and realistic texture art and this has helped video game graphics to become more and more detailed.
Above is an example of Crysis 3's impressive and lifelike textures, image from http://i2.minus.com/iIVSy3mmxtTJx.jpg
Pixel Art
This is a method of creating art by using digital software to create a raster image. This image is then edited pixel by pixel. This is primarily used in 2D videogames, and was extremely popular years ago before 3D games became the standard. There are two different ways to create pixel art; isometric which refers to using 30 degree angles, and non-isometric which means only using front, top and side perspectives.
To create pixel art, a Line Drawing must be made first, either by hand and scanned in or on the computer itself. It is then coloured pixel by pixel, and since pixel art has a limited pallet a technique known as dithering is used to create different colours. This involves using two different colours of pixel in one area, where they seem to blend and create another colour. In Pixel Art it is vital that the image does not lose quality, so it is saved in .gif and .png formats to avoid this and keep file sizes low.
Source http://iconlibrary.iconshock.com/design/pixel-art-definition-examples-and-explanation/
Above is an example of pixel art from Pokémon from http://indesignartandcraft.com/wp-content/uploads/2012/10/pixel-art-pokemon.png .
Interface Art This is artwork used for the user interface of the game, which gives players information and allows players to immerse themselves in the world. Artwork used in the interface serves the sole purpose of giving players relevant information. Good interface artwork is minimalistic and too the point, clearly conveying the appropriate information. It includes in game menus, and HUD's (Heads Up Display). An in game menu such as the pause menu, will show details such as Save, Load, Options, Exit and a HUD will show a target reticule, ammo counters, motion trackers; things which show the players status and immerses them in the world.
http://gamedev.tutsplus.com/tutorials/aesthetics/game-ui-by-example-a-crash-course-in-the-good-and-bad/
The HUD from Halo 3 is an example of a User Interface
Image from http://images2.wikia.nocookie.net/__cb20100705132552/halo/images/7/76/H3_MkVI_HUD.jpg
Print Media
This is anything that presents information in a printed manner, the most common examples being things like posters, and video game cover art, newsletters and game manuals. In video game cover art, the images shown often surpass the limitations of the game to make it look better but feature screen shots of the game on the back. Programs like Photoshop and Illustrator. Print media is used to promote the game and introduce viewers to it, giving people a rough idea of what the game entails. It is important that artwork used in print media catches peoples attention and gives an insight to the themes and styles used in the game.
Info from http://www.ehow.com/about_7221638_definition-print-media_.html http://dictionary.reference.com/browse/print+media
Above is the cover art for Halo 3: ODST from http://www.covergalaxy.com/forum/attachments/microsoft-xbox-360/6971d1253996522-halo-3-odst-cover-ntsc-halo-3-odst.jpg
Concept Art
Before a video game is made, concept art has to be made to visualise the ideas for characters, objects and environments in the game. It is a form of illustration made solely to convey initial ideas or themes for film, comics, and video games. The concept artists job is to create artwork for something that does not yet exist, and interpret ideas to come up with creative, appropriate designs that can be worked on over time to come up with the most suitable design. Concept art is generally done in pencil as sketches initially, and concept artists may draw many different interpretations of an idea resulting in a lot of concept art for one character or object. It is also done in full colour using traditional and digital techniques.
Source http://en.wikipedia.org/wiki/Concept_art
Concept art from Halo: Combat Evolved from https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM1W5vbLYF38j-YtMkjNX7yY2bZfocF_GhVYxIuyaoAEjFwyB_cFmX5xX7gqX3We7P3xzXOIGsTWy-bYyQiI-BdcSjKCfFarFZ_QB5QDwTr7RIQ0K6xAcYu-MzTKSm84MLMbnN8qF_m0k/s1600/Halo2_Concept_3.jpg
Coloured concept art of a character, from
http://printf.eu/wp-content/uploads/2012/04/dragon-s-dogma-concept-art.jpg