Art styles you'd like to see in a videogame

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RhombusHatesYou

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Treblaine said:
RhombusHatesYou said:
Unfortunately full physics based lighting is not something you can pull off in realtime yet.
Well, that would be asking for perfection.

I'm just asking for further evolution towards that ideal, though my understanding of computer graphics is that it IS light, realistic appropriation of light, which is what is needed to cross the "uncanny valley".

I just want to be able to walk into a dark room in a game and see by the shimmering reflective surfaces and then shine a light, glass diffracting, refracting and reflecting light. It doesn't have to be realistic, I'd be keen even for a highly stylised view.

I look forward to the first game to really crack this, that is able to have actual light in a game... rather than a collection of tricks to give the illusion of the game actually having photons and reflection. I think PS3 is closest to this... closer than even PC gaming (which is a bit too concerned in pure pixel pumping).
Realistic light physics is very resource intensive, way more so than dynamic fluid phyics. Lots of multiple ray evaluations and then all their interactions per polygon... It's also one of the hardest things to get right when working in 3D and it's the easy to make fuck all ALL your work and make it look like shit.

Admittedly, a plug in light physics engine for game engines would rock on fucking toast. Do for lighting in games what Havoc did for soft-body physics.
 

Treblaine

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Outright Villainy said:
Something like Wind waker? Which probably won't happen as it was met with such vitriol.
[small]You bastards...[/small]
I don't know, Skyward Sword (to be known as "Skord") seems to be settling in the middle between Wiker and Twincess.

I think people didn't like Link's bobble-head and other stuff though there is more to it than it appears at first... certainly more expressive, the OoT, TP and now SS Link has quite limited expressions.
 

RhombusHatesYou

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Straying Bullet said:
Yeah. Definitly we need more Cell-Shaded HD graphics.

Like Prince of Persia. Everytime I play this game without the land Corrupted, I drool. Don't believe me?

That's not cel shaded. Shading is too discrete for it to be cel shaded.
 

Valkyrie101

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Something weird and surreal that doesn't make sense. Bonus points for the level geometry not adding up properly (e.g. Mile High Club, though I think that was an accident).
 

Treblaine

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RhombusHatesYou said:
Treblaine said:
RhombusHatesYou said:
Unfortunately full physics based lighting is not something you can pull off in realtime yet.
Well, that would be asking for perfection.

I'm just asking for further evolution towards that ideal, though my understanding of computer graphics is that it IS light, realistic appropriation of light, which is what is needed to cross the "uncanny valley".

I just want to be able to walk into a dark room in a game and see by the shimmering reflective surfaces and then shine a light, glass diffracting, refracting and reflecting light. It doesn't have to be realistic, I'd be keen even for a highly stylised view.

I look forward to the first game to really crack this, that is able to have actual light in a game... rather than a collection of tricks to give the illusion of the game actually having photons and reflection. I think PS3 is closest to this... closer than even PC gaming (which is a bit too concerned in pure pixel pumping).
Realistic light physics is very resource intensive, way more so than dynamic fluid phyics. Lots of multiple ray evaluations and then all their interactions per polygon... It's also one of the hardest things to get right when working in 3D and it's the easy to make fuck all ALL your work and make it look like shit.

Admittedly, a plug in light physics engine for game engines would rock on fucking toast. Do for lighting in games what Havoc did for soft-body physics.
Oooooo

Ohhhhhhh
OHHHHHH!

Left 4 Dead 3... ray raced lighting from flames, torchlight, gunfire blasts, flares, glow-sticks, moonlight, luminance



Damn the processing requirements I WAENT IT NAOW!!!!

Well, at least we have something to look forward to. I am always impressed by what games can do with light by whatever tricks in the book they can, it can be boring with everything universally bathed in sunlight or dimly dark. This is what is holding back many developers from playing with presentation like film directors, painters and photographers do... light to frame and enhance composition.

I'd love to see a game that can master the light given off from flames, the shadows they cast and how they illuminate faces... though it has to be complex as hell. I'd be keen on a even a highly impressionist presentation if it could do something even remotely like that with light.
 

Ontoue

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suhlEap said:
cubism. it'd be nice to play a game where you don't know what anything is.
...Minecraft?





I don't know about cubism but it's certainly made-of-cubes.
 

RhombusHatesYou

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Straying Bullet said:
The art/graphical style is called "Cell-Shaded/shading" but in HD.
*sighs*

It doesn't matter if it's SD or HD, cel shading is where the smooth gradient of normal shading is replaced with a very limited palette, traditionally each colour having a highlight tone, a midtone and a shadowed tone.
 

Nyrad01

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I'd like to see more games being cell shaded. I'm in love with the art style, and have previously claimed it is the way forward with game styles (although I can accept that not all games need to, or should be cell shaded)...