anything which uses "cel" type shading in the textures ie, okami, wind waker et al, are much faster to produce for art because the texturing time can be reduced greatly while the consistency of style and quality is equally as high or higher. i have worked on two projects that use this type of texturing and it can be really cool to be able to get things done at speed and inject some flair and artistic flambouyency into the texture creation process.
cave story would have a fairly intensive work process wouldnt it? its all hand placed pixels
edit: obviously i mean tiled gfx, but it seems like hard work to create to me
Does pure procedural generation count? I still am fond a bit about .kkrieger after all these years.
Don't know if that could be considered cheap. Yeah it's a free game, but a lot of time went into it, and it probably took a lot longer to create those procedural textures than it would if they were created by an artist in photoshop.
Basically, realism is expensive. Stylism is considerably less so, though this fluctuates depending on the style. Any rendering technique that requires less complicated models or textures is going to cut down on the time necessary to create resources. For 2D games, using 3D model sourcing for the sprites can actually cut down on the time it takes to produce them. (depending on the complexity of the sprite, and how many different angles it will be viewed from)
The game industry and the movie industry do have quite a few parallels. One of these is a quest for a cheaper and less time-intensive way of achieving the desired effect. In the film industry, there are any number of short-cuts and cheats that special-effects wizards use. In the game industry, they use things like normal maps, baked light maps, and other such techniques to improve performance while maintaining graphical detail. The best way to shorten time and expense for art assets is to....get creative in how they are produced and used.
I'm pretty sure this game was actually pretty complex in terms of art for it's time, but always loved the style, and it would be much easier to pull off with today's technology
Man, I want to play Lost Winds so bad but have no Wii As for Castle Crashers I wish they'd release it!! I've been waiting for it since playing Alien Hominid.
Replies
check out madworld or killer7
edit: obviously i mean tiled gfx, but it seems like hard work to create to me
[ame]http://www.youtube.com/watch?v=NVwoTR5kWCQ&feature=related[/ame]
Vib Ribbon
Jet Set Radio
Don't know if that could be considered cheap. Yeah it's a free game, but a lot of time went into it, and it probably took a lot longer to create those procedural textures than it would if they were created by an artist in photoshop.
awesome awesome game.
http://www.frontier.co.uk/games/lostwinds/
Theres some great concept art from the game on the site aswell.
The game industry and the movie industry do have quite a few parallels. One of these is a quest for a cheaper and less time-intensive way of achieving the desired effect. In the film industry, there are any number of short-cuts and cheats that special-effects wizards use. In the game industry, they use things like normal maps, baked light maps, and other such techniques to improve performance while maintaining graphical detail. The best way to shorten time and expense for art assets is to....get creative in how they are produced and used.
http://www.gametrailers.com/player/34108.html
(another world, 1991)
http://devblog.thebehemoth.com/
http://store.introversion.co.uk/images/screen_shots/darwinia_screen3.jpg
http://modetwo.net/users/nachimir/vga/media/darwinia-003.jpg
http://www.igniq.com/images/darwinia240105.jpg