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simple vs cartoony vs bad


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#1 starstutter

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Posted 21 March 2008 - 05:42 AM

So in my never ending quest to be more of a non-dependant programmer, I've decided to see if making a good looking game is possible without the use of a 3D artist (although I am an ok 2D artist).

So you have total realism. Say Crysis or resident evil.

You have things like TF2 and (sort of) bioshock that look cartoony and unrealistic, but by no stretch of the imagination bad. And for those that may interperate that wrong, I think the visuals in Bioshock are absolutley incredible, they just aren't true to life.

Then you have the old vertex lit, lob sided polygon graphics that just look terrible all togther.

Getting back to my main point, I want to create a game that uses purley smooth (high-res and AA'd) geometrics (ie spheres, cubes, cylenders), but include things like realistic water, volumetric light and shadows, HDR, motion blur, depth of field, phong shading, dynamic AO ect. All the advanced graphics techniques that are used in current and next gen games.

I'm wondering if there is a game that uses these simple shapes exclusivley, but at the same time looks very good. Also, if you can invision the final product, what do you think the outcome might be with reguards to popularity in the general public given these previews:

- all you know about the gameplay is that it's a multi-player, squad based shooter with (quote) "more attention to stratigy and indirect combat"

- you have maybe 8 screenshots of it

EDIT: as an additional piece of info, I don't think the game would make much use of textures with the exception of normal, height, skybox and maybe specular strength maps. It would not, however, be mono-chromatic either (ie the grayscale shade polygons always end up as by default). A few models would be detailed though, such as guns.
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#2 rouncer

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Posted 21 March 2008 - 06:16 AM

http://devimg.net/?Post=536

I think simple stuff looks cool.

#3 Mattias Gustavsson

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Posted 21 March 2008 - 08:40 AM

starstutter said:

So you have total realism. Say Crysis or resident evil.

Which is mind-numbingly boring, but I guess it's easier to just imitate reality...

I think that coming up with a unique style for a game is a very exciting thing. For example, when I worked on Crackdown, we tried to go for a graphic novel look, but personally I think we could have taken it much further.

Using simple graphics can be great for a game, but it still needs to be well made. Working with a really talented 3D artist who chooses not to do a realistic style with textures and stuff, not because he doesn't know how to do it, but because it better fits the game, can give really great results. Just bunging any old shapes together, and covering them up with high-tech effects... Well, I struggle to see how that would work well... It might just look like the developers have tried to save on the artists side of the budget...

But then again, if the game itself is an abstract concept, it could work well. Say the game was taking place on the sub-atomic level, then it would make sense to use spheres, cylinders and fancy effects...

I guess it comes down to two things in the end... context and execution...
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#4 fireside

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Posted 21 March 2008 - 01:27 PM

Quote

Getting back to my main point, I want to create a game that uses purley smooth (high-res and AA'd) geometrics (ie spheres, cubes, cylenders), but include things like realistic water, volumetric light and shadows, HDR, motion blur, depth of field, phong shading, dynamic AO ect. All the advanced graphics techniques that are used in current and next gen games.

Sounds more like a tech demo. I like abstract stuff, but not to the point of cylinders and cubes. That's a dead giveaway you don't have an artist. Anyway, art is secondary, design a good game that's fun to play and worry about the art later.

#5 starstutter

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Posted 21 March 2008 - 02:47 PM

Mattias Gustavsson said:

Just bunging any old shapes together, and covering them up with high-tech effects... Well, I struggle to see how that would work well... It might just look like the developers have tried to save on the artists side of the budget...

Well, I think I slightly worded it wrong. I would not exclusivley be using 3D shapes. There would be lots of detail in a lot of the models... hmmm... I'm struggling with a way to describe this.

It's not quite on the money but:

- objects that are smaller and would require more detail to be recognizable are refined, while larger things like buildings, vehicals, and things that require animation are simple.

- instead of relying on textures for visual distiction, the game would use non-vivid colors and (as mentioned) dynamic Ambient Occlusion (SSAO).

- As for the people, I was thinking they would look kind of like the "Interactive Buddy"
http://www.xgenstudi...?keyword=ibuddy

mixed with:
http://www.cebas.com...1/r2/RoboAO.jpg

and this one just looks cool :)
http://micah.noobgri...om/aotut/ao.jpg

fireside said:

Sounds more like a tech demo.
err... I guess I did kind of make that sound tech demo-y. I was avoiding talking about the gameplay elements because I wanted to see the reaction to the appearance alone. Seeing as how most people check out a game in the first place because they saw a screenshot. However, I have learned that when a company can't shut up about their technology, there's a high chance their gameplay is in the toilet (with the exception of Valve).
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#6 Mattias Gustavsson

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Posted 21 March 2008 - 03:52 PM

I think there's only one valid answer to this: Try it.

It all comes down to the execution. It's easy to be fooled to think that non-complex things are easy to do, but I'd say they're harder to get right than detailed realistic things.

If you post a screenshot, or at least a mockup, of what your game will look like, then we can all discuss that and give our views on how we thing it will work...

But right now, there's not enough information to give you an answer.

Can it work? Absolutely, if you get it right. Will it work? Impossible to say.

(btw, that last quote in your post was not originally posted by me...)
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#7 starstutter

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Posted 21 March 2008 - 05:08 PM

Oh, ok, wrong copy/paste lol... fixed
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#8 starstutter

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Posted 21 March 2008 - 05:13 PM

Mattias Gustavsson said:

If you post a screenshot, or at least a mockup, of what your game will look like...

By mock-up, do you mean like a faked screenshot or just a set-up inside the existing engine to imitate a scene? I think I could do that... I'll try and pull that together in between my school work.

I will say that this is not a serious project as of right now. It's more just a curiosity that could turn into a (fun) tech demo option seeing as how between my college work and everything else, I simply don't have time to stay dedicated with other team members (ie an artist)
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#9 Mattias Gustavsson

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Posted 21 March 2008 - 05:50 PM

faked screenshot is what I meant
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#10 rouncer

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Posted 22 March 2008 - 02:11 AM

I have no doubt you can make something look hip with just primitive
like objects with a bit of genius.





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