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A short art lesson

posted on October 17th, 2007 by jay

This:

looks much better than this:

Congratulations! You have completed this lesson.

6 Comments

  1. Tyson said on October 17, 2007:

    WTF??

  2. SAGExSDX said on October 18, 2007:

    i dont get it? is this a post about realistic graphics not necessarily being better than stylized graphics?

  3. jay said on October 18, 2007:

    Yes, but if I just say that then I’m not being vague and pompous, and where is the fun in that?

    I spent too much time on gaming forums last night and the arguments over polygon count, texture bandwidth and resolution got to be too much for me.

    Obviously there are a million factors going into what makes something look good. The sketch was done by a famous artist, the picture probably taken by that unknown man’s wife. I also think realistic images may be more exciting if they are of things we don’t see in day to day life – like exotic animals killing each other or the front of a tank approaching however fast tanks approach people.

    But I still think in broad strokes, this is an important point. Realism can and often is boring (to me at least). It’s sort of amazing that this far along in gaming only Okami has looked like Okami, and I’ve never seen a game that looks like Dr. Katz, or a Giacometti sketch (at least no major releases).

    I was also inspired to post this by Cho Aniki. It’s an odd game mostly known for being slightly (or massively) homo erotic but I really appreciate how it looks – the way they use such clashing images and colors, not the muscle men, though they look pretty good, too.

  4. Matt said on October 18, 2007:

    But look at the self-shadowing on the guy’s legs! Oh, and I don’t need to remind you that the draw distance in that photo is AMAZING!

  5. Max said on October 18, 2007:

    Haha, I love it!

  6. Stefan said on October 22, 2007:

    I agree with Jay that there are a lot of visual styles that just haven’t been explored…

    I, for one, would love to see a cubist game. Cubist rendering engines with non-traditional perspective were introduced in 2000, but cubist games there are none. For more info, read up at http://mrl.nyu.edu/publications/artistic-multiprojection/

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