I'm currently in the process of pinning down "my" stylized style in a game project I'm currently working at. Before posting some WIPs I want to talk about defining a style, which seems to be quite hard. Computer games as medium, like a peace of paper, has some characteristica which are quite unique (polygons, shaders,…
instead of searching for dull platitudes to repeat, just embrace the medium, experiment and steal. The most important part about art, stylized or not, is communication. All this talk about strong sillhouettes, color schemes and consistency have one common goal in mind and that's readability. And the more you can…
I think consistency makes or breaks alot of styles, it could be said that's why alot of "realism styled" games fail in visual regards because it's hard to be thoroughly consistent in their assets to the realistic style, you see some small piece rushed or poorly executed and it kills the immersion or falls into the uncanny…
I think the big devices of games like TF2, and WoW are the aspect of silhouette differentiation that adds to gameplay. In TF2, the size of the character is indicative of how many HPs they have, and how fast they move. The same could be said for Valve's other game: Half-Life 2. Not necessarily stylized per se, but when you…