I fully agree, I'm also not a fan of overblown high-budget experiences like recent COD games that offer little, to no depth (talking about the single player here, so don't hate on me yet :p ) and I've always been a huge fan of games that go right to the point. However, unlike Braid, Portal doesn't aspire to be something…
Sorry, but I think that's complete and utter bullshit. Braid is a completely focused experience that, well, focuses on one thing and just gets it right - sounds familiar? http://www.metacritic.com/game/pc/portal - This game did the same thing. And a lot of times, that's all you need to create a great game. Here's another…
For me personally I find it harder to get advice when it comes to texturing. It seems to be the one field that's sortof left for the individual to figure out on their own. Everything else has tons of resources on it. Even when it comes to getting crits. When doing the sculpt, people will point out all sorts of problems…
I can see where he comes from when he says "When you run a radiosity algorithm on a scene full of unpainted geometry, it has an elegant, sophisticated, scent-of-the-real kind of thing going on; but it is very easy to spoil this sophistication through texturing". The funny thing is, ancient roman and greek scultpure was…
I think Blow tends toward categoricals, so he is suggesting something as universal when it might not be universal at all, yet that doesn't mean the problem isn't real and worth dealing with with. He's a really interesting and rigorous thinker; Ninjas and I have had more than a few conversations about his talks or posts. I…
yeah, he certainly didn't explain what he meant by "bad" very well, but just that isolated statement is something i can completely get behind. from my studies, game artists in particular have some really bad tendencies when it comes to texturing, something i generally don't notice in film/archvis/other forms of CG artists.…