• The Anime Industry Needs to Stop Trying to Make Rurouni Kenshin a Thing Again
    gizmodo.com
    Warning: The following story discusses criminal acts around the abuse of children that some readers may find distressing. As with Hollywood and video games, the anime industry is often guilty of carting out some of its older hit-making stories and remaking them for a new audience with mixed results. Weve seen this time and time again with shows like Dragon Ball Z Kai, Hunter x Hunter, and Ranma 1/2 leading the charge as streamlined remakes of their progenitors. While animes batting average with purposeful remakes tends to fare better than other media, the industrys worst pet project has been its repeated attempts to make the classic samurai series Rurouni Kenshin a thing once again. Rurouni Kenshin, written by mangaka Nubuhiro Watsuki, is a historical action shonen series that follows a wandering samurai named Kenshin Himura who turns over a new leaf from being the once-feared revolutionary killer to a peace-loving vagabond. Since releasing as a manga in 1994, the series spawned an anime series from studio Gallop and Deen, making it a formative anime/manga shonen combo alongside its contemporaries like Yu Yu Hakusho.This streak continued until the series conclusion in Weekly Shonen Jump in 1999 and its anime finale in 1998.While the merit of Rurouni Kenshins story remains one of animes most memorable tales, even spawning a five-movie live-action trilogy starring Netflix One Piece live-action star Mackenyu Arata, its authors baggage all but ruined the series reputation for fans in the U.S. In February 2018, Watsuki was fined 200,000 yen ($1,900) for possession of hundreds of child pornography DVDs. According to Anime News Network, possession of child porn in Japan can lead to a year of imprisonment, a one million yen fine, or both. At the time, publisher Shueisha reiterated that it took the charge seriously and placed Watsuki and his wife Kaoru Kurosakis sequel series, Rurouni Kenshin: Hokkaido Arc, on hiatus. Shueisha would resume the series four months later, with ANN writing that Shueisha and Watsuki decided to continue the manga to answer the desires of fans was a matter of duty. While the series resumed in Japan, with Watsuki stating hes living a life of reflection and atonement, Rurouni Kenshin: Hokkaido Arc would not receive new chapters in its English edition under Viz Media. That is until anime studio Liden Films announced it was making an anime adaption of the arc at Jump Festa 2022. Its now currently airing on Crunchyroll. These sorts of controversies unfortunately arent uncommon in the anime industry. Weve seen it in the past with folks like Toriko writer Mitsutoshi Shimabukukuro getting arrested and convicted of child prostitution in 2002 (his two-year sentence was suspended, freeing him of jail time); Act Age manga writer Tatsuya Matsuki getting an 18-month prison sentence for indecent behavior with a minor (which was also suspended for good behavior); and prolific voice actors like One Pieces Toru Furuya resigning last year following a scandal where he admitted to having an affair and physically abusing a fan. While there is undoubtedly room for argument over the age-old dilemma of separating the art from the artist and the statute of limitations on atonement, Rurouni Kenshins almost desperate prevalence in the anime industry following Watsukis wrist slap as a consequence of possessing child porn remains one of the anime industrys weirdest paradoxes. Overseas, most of the outcomes for the above boiled down to societal punishment for the crimes being punishment enough. However, Rurouni Kenshin, being the big shonen series success story it was, prevented it from being canceled like its contemporaries. This, in turn, has left seasoned anime viewers to advise newer fans not to support the series despite companies like Aniplex, Shuiesha, and Crunchyroll promoting with the acclaim and adulation of any other anime remake through social media campaigns and convention floor banners. This kind of muddles the whole societal shame aspect of punishment when a show gets this much of a push despite its creators controversy. The anime industry wouldve been better off if Rurouni Kenshin remained a thing of the past, rather than trying to force it back into relevancy. Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, whats next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.
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  • Drop-Stop Pavilion / aptdotapt
    www.archdaily.com
    Drop-Stop Pavilion / aptdotaptSave this picture! aptdotaptArchitects: aptdotaptAreaArea of this architecture projectArea:4 mYearCompletion year of this architecture project Year: 2024 PhotographsPhotographs:aptdotapt More SpecsLess SpecsSave this picture!An Event Route - Drop-Stop is located in the scenic area of Yandang Mountain in Wenzhou, Zhejiang. It marks the first stop on the "Event Route," a path we designed to introduce rhythm and narrative into the repetitive, mechanical journey of winding mountain ascents. Amid the grandeur of the mountain ranges, we sought to create pauses, like commas and semicolons in a piece of writing, to punctuate and enrich the experience.Save this picture!Save this picture!Raindrop Apparatus - Drawing inspiration from the raindrops formed between the tiles of traditional East architecture, we aimed to reform the spatial role of eaves. Originally external structures for sheltering from wind and rain, we inverted their function, bringing them into the interior space. Within the pavilion, transparent glass tiles are layered to form a stark contrast with the charred black timber exterior. Sunlight filters through the gaps at the top, casting textures across the tiles, weaving a poetic interplay of mountain, water, light, and shadow.Save this picture!Save this picture!On rainy days, water slides down the tiles into mirrored stainless-steel pools on either side, allowing every visitor to touch the falling raindrops, watch the ripples forming as the drops meet the water, and listen to the soothing sound of rain flowing from one pool to another. In this 4-square-meter pavilion, water becomes a bridge connecting the self and the surrounding environment. Reflections of lush mountains, waterfalls, and mist in the pools juxtapose reality and illusion, creating a moment of suspended time. Touching the water feels like touching a mirage, the intangible, the essence of Yandang Mountain itself, leaving visitors with a deeply personal memory of this place.Save this picture!Save this picture!The Geometrical Orders: Ritual, Body and Nature - The pavilion takes on a triangular form, with a circular mirrored stainless-steel roof embedded at the top. Suspended above the ground, its floor is lined with 40x100 cm rectangular grates arranged in layered patterns. Standing at the center of the pavilion and slowly looking upwards, visitors see the world mirrored in the side-pools, slowly moving to the light flickers on tiles, reaching to the top where crossed steel beams and the circular reflection of themselves, creating a dialogue between the cosmos and the self.Save this picture!Save this picture!In the vertical dimension, the rain pools on either side are placed at staggered heights, corresponding to two bodily gestures: sitting and standing. Complementing this, the side facades facing the mountains feature windows of varying proportions, reinterpreting the traditional East garden picturesque technique in a contemporary architectural context. The third facade offers two entrances: the main entrance is open, leading up a set of steps, while a secret entrance scaled for children invites them to duck and crawl in. This design also enhances visual penetration for extended stays.Save this picture!Save this picture!The stone step and pine tree at the entrance originated from the site. During construction, we intentionally positioned the entrance beside the towering pine tree, allowing its vertical elegance to resonate with the pavilion's upward posture, making the tree an integral part of the design.Save this picture!Save this picture!Project gallerySee allShow lessAbout this officeMaterialsWoodPlasticMaterials and TagsPublished on February 11, 2025Cite: "Drop-Stop Pavilion / aptdotapt" 11 Feb 2025. ArchDaily. Accessed . <https://www.archdaily.com/1026669/drop-stop-pavilion-aptdotapt&gt ISSN 0719-8884Save? / aptdotaptYou've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
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  • Multiresolution modifier test (Handsome Shrek)
    www.reddit.com
    submitted by /u/sirdioz69 [link] [comments]
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  • Breaking: Unity Suddenly Lays Off Numerous Developers With a 5 AM Email
    cgshares.com
    This just in: Software developer Unity Technologies has executed yet another round of massive layoffs the sixth one in recent years eliminating an undisclosed number of employees, including, apparently, entire departments.UnityThe layoffs were first revealed in a LinkedIn post by Coline Turquin, a former Senior Software Developer at Unity and one of the affected employees, which states that Coline was terminated after five years as part of the recent layoffs, implying she was not the only one impacted. This implication was later reaffirmed by Florence Rolland-Soulier, who left Unity in 2023 due to the company changing too much from what it once was, who described the job cuts as mass and noted that some of the brightest, most talented, most visionary workers had been let go from Unity.Shortly after, a post from Unitys official forums gained attention on Reddit, revealing that what seems to be the entire team behind Unity Behavior, a visual tool for authoring behaviors used to control NPCs or objects, has been fired. Unfortunately, we were told today that our team is included in the latest round of layoffs and we will not be able to support you any longer. Ive reached out to leadership to ask if they can open-source the project, but there is no guarantee, wrote the affected Behavior developer, Shanee Nishry.Adding insult to injury, former Senior Technical Artist at Unity, Peter Roe, not only confirmed the large scale of the layoffs but also revealed how Unity executives chose to deliver the news. According to Peter, he and others received a 5 AM (presumably PST, given his location) email informing them that their roles were eliminated and that they would lose system access by the end of the day. The former employee found the announcement completely abrupt and impersonal, suggesting that the job cuts werent announced beforehand, even within the company itself.At the moment of writing, the exact number of affected employees and the reason for the terminations remain unknown. 80 Level has reached out to Unity and those impacted and will provide an update if a response is received.As mentioned above, this marks the sixth wave of layoffs within Unity Technologies, with the company losing 200-400 people in 2022, around 1,165 workers in 2023, and 1,800 workers in 2024. With that in mind,the potential number of affected developers could range widely, from a few hundred to over a thousand.Dont forget to join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Breaking: Unity Suddenly Lays Off Numerous Developers With a 5 AM Email appeared first on CG SHARES.
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  • Stylization In Video Games: A Deep Dive Analysis
    cgshares.com
    Stylization In Video GamesToday, were diving into the world of stylization in video games. Well look at how it all began, the transformations its undergone over the years and the many different directions its taken to where we are now. Our aim is to explore the wide range of stylistic approaches, their unique characteristics and purposes, and how all these elements come together to shape the atmosphere, gameplay, and overall experience of a game world.The history of video games spans decades of innovation and evolution. Well trace the evolution from the humble pixelated games of the past to the expansive, realistic worlds of today where theres still space for bold experiments, exaggerated forms, and intentional abstraction. In this study, Ill explore how stylization has evolved and expanded alongside advancements in technology and graphics, adapting to the pursuit of realism and becoming a key tool in the artistic and technical practices of industry leaders.However, the development of stylization in areas like pixel art, pseudo-2D, and highly artistic hand-drawn games wont be the focus of our discussion here. Well briefly touch on the early stages of its development, which are common to all video games. This vast area deserves a separate, more in-depth exploration. Instead, well focus on how technological and realistic advancements have influenced the evolution of stylization, particularly in 3D graphics.Historical OverviewLets start by defining stylization. It refers to the intentional exaggeration or adaptation of distinctive artistic features. Its a technique of simplifying and modifying objects appearances. This approach makes them more expressive and unique while retaining recognizability. This can involve changes in shapes, lines, colors, and textures to create a specific artistic effect, perception, or mood.OriginsNow that we have this foundation, lets dive into the origins of stylization in game development, where it first emerged as a creative solution to the technical limitations of the time. Underpowered processors and the limited 8-16-bit graphics pushed developers to adopt bold, contrasting designs to enhance readability on screens and televisions. Clean and straightforward art design allowed developers to focus on gameplay. This period marked the rise of a trend toward creating unique visual identities and characters that are still memorable today: Donkey Kong, Super Mario Bros., Metroid, The Legend of Zelda, and later, in the early 90s, iconic titles like Sonic, Earthworm Jim, and Mortal Kombat.The mid-90s saw the arrival of true 3D in games. During this time, the range of stylistic directions began to take shape, leading to the diversity we have now. Many developers were looking for ways to create visually memorable and unique styles despite the technical limitations they faced. It was still an era when experience, atmosphere, and gameplay concepts were considered more important than realistic graphics.Notable examples of stylization from that time include games like The Neverhood (1996), with its unique clay animation that transported us into the world of animations reminiscent of Wallace & Gromit. This was a conscious artistic choice, emphasizing the quirky and grotesque atmosphere of the game. Around the same time, Oddworld: Abes Oddysee (1997) stood out with its distinctive visual style, blending stylized realism with fantastical elements like objects and plants. These games embraced a more artistic approach, using stylized elements rather than striving for the realistic graphics that were just starting to emerge.Another fascinating example is Grim Fandango (1998), which mixed elements of Mexican culture with noir stylization. This game featured vivid graphics, intentional exaggeration, and a strong focus on atmosphere and narrative. LucasArts developed a new engine for this game, already operating with true 3D models.During this period, other developers harnessed the full potential of the available 3D technology, setting the stage for the move toward modern realism. Their work laid the foundation for franchises that continue to release new installments, expanding and refining their worlds to this day.Resident Evil (1996) and Final Fantasy VII (1997): Despite the limited resources of the time, these games managed to create immersive atmospheres by combining pre-rendered backgrounds with 3D character and object models. While not fully realistic, this approach conveyed the sense of a living world, with detailed backgrounds adding to the overall immersion. Final Fantasy VII introduced a unique artistic style, featuring highly stylized characters placed within realistic environments, which became a defining element of the games visual identity.Tomb Raider and Quake (1996): These iconic titles from Core Design and id Software represented a major step forward in realism by utilizing true 3D environments. Unlike games that relied on pre-rendered backgrounds, Quake and Tomb Raider featured fully 3D worlds with textured models, allowing for dynamic, interactive maps and enemies. Although the textures were far from perfect, the atmospheric design and environmental storytelling drew players deeply into these immersive worlds.Metal Gear Solid (1998): In Metal Gear Solid, Hideo Kojima and Konami aimed to achieve the highest possible realism of the time by utilizing intricate textures and animations. This approach fostered a deeper connection between players and the game. Kojima believed a game was meaningless unless it made players believe its world was real.These titles showcased how different approaches to 3D graphics in the 90s helped shape a variety of stylized worlds, where the quest for realism often intersected with technological limitations.At the same time, in the mid-90s, Blizzards heavy hitters like WarCraft: Orcs and Humans (1994) and StarCraft (1998) made their debut, laying the groundwork for the hand-painted style we recognize and appreciate today.Their visual style and its evolution had a profound influence on a wide range of games in the direction were interested in. For this genre, the form exaggeration played a key role in the stylization. These elements often went beyond just characters, extending to architecture and environmental details, which made the world more digestible, especially under the constraints of limited resources or fast-paced gameplay.In StarCraft, the focus on bold shapes and clear details is a core aspect of its design. The visual clarity of the units was crucial for gameplay. Many objects in the game, from buildings to units, feature distinct, easily recognizable silhouettes, allowing players to quickly orient themselves and instantly grasp whats happening on the battlefield. The striking, recognizable, and exaggerated forms not only enhanced the games visual perception but also created iconic images that later became symbols of the franchise itself.Millennium: Branching of StylizationTechnological advancements continued to fuel the shift from hyper-stylized to more realistic games, particularly with the arrival of a new generation of consoles and boosted computing power. As hardware performance improved during the 2000s, developers gained more freedom to experiment with visuals, leading to stylish projects where graphics became not just a surface feature but an integral part of the narrative. This era showcased captivating examples of stylization as a deliberate artistic choice, no longer constrained by technology. Here are just a few standout examples from that time:The Legend of Zelda: The Wind Waker (2002): Initially met with mixed reactions due to its cartoonish, exaggerated graphics, which stood in sharp contrast to earlier entries in the series, The Wind Waker eventually became a cult classic. This game serves as a prime example of how developers used stylization not merely as a visual tool but as a way to convey the games mood. Its vibrant, colorful graphics underscored the adventurous tone, immersing players in a fairytale-like world.Psychonauts (2005): Another great example where stylization takes center stage. The game uses bold, absurd shapes and surreal locations to reflect the unique worlds tied to its characters, which players explore. Its style can be described as psychedelic, perfectly complementing a story that delves into psychology and the subconscious. In this case, the plot and visual style work together seamlessly to create an unforgettable experience.Okami (2006): The most vivid example of a game that used traditional Japanese sumi-e painting to create a unique visual style. The game did not strive for realism but instead immersed the player in a world resembling a Japanese painting, utilizing elements such as brushstrokes, paint textures, and traditional patterns. This style became a crucial part of the games atmosphere and helped convey the spirit of Japanese mythology.Team Fortress 2 (2007): The standout feature of this game is the caricatured design of its characters. This approach later became quite popular in mobile and some multiplayer PC games, which we will touch upon further. Stylization, in this vein, makes the game feel lighter and, as a result, more accessible for multiplayer experiences.Borderlands (2009): Borderlands was a true revolution in the shooter genre. Its use of cel-shading a technique that gives textures a drawn, rather than photorealistic, look combined with a bright, almost comic-book color palette, set the game apart. Stylization wasnt just a decorative feature; it was a key element of the overall atmosphere: characters, dialogue, humor all were tightly interwoven.Journey (2012): Journeys visual style goes beyond mere decoration, playing a crucial role in shaping its emotional impact. A minimalist approach is used, with vivid sandy landscapes and colorful vistas, where every design element enhances the atmospheric journey. The graphics emphasize symbols and simplicity, evoking a sense of loneliness and a grand voyage for the player.Today, with powerful GPUs and processors, many games strive for the highest level of realism. Yet, even in titles like The Witcher 3 or Red Dead Redemption 2, elements of stylization still persist, subtly enhancing the atmosphere and refining the intended experience. Lighting, color palettes, scale, and texture all contribute to creating a style that feels vibrant and captivating.Stylization Today: From Hyper-Casual to RealismAt this point, we can explore the full spectrum of stylization types that exist today. Well highlight the key features of each and provide defining examples from each genre to offer a clear view of this diversity.Hyper-CasualThe blend of minimalist UI and simple mechanics allows players to jump straight into games of this type without any need for prior preparation or training, resulting in an engaging and easy-to-understand user experience. This direction is characterized by minimalist design, simple shapes, bold colors, and simplified animation, all of which emphasize accessibility and ease of play.Let me propose a simple classification that we will apply to each style. Lets start with Hyper-Casual:Texture and Object Detailing: Very simple textures with minimal details, often monochromatic or abstract.Color Palette: Bright but limited colors, often using pastel tones or simple shades that dont create visual complexity.Object Proportions and Shapes: Highly simplified shapes with minimal detailing and clean geometric proportions.Lighting and Shadows: Simple lighting, often with soft shadows, to avoid overwhelming the visual experience.Approach to the Game World: Simple, repetitive, or abstract worlds, not overloaded with details, with a clear goal of providing quick and understandable gameplay sessions.Representatives of the Genre:Crossy Road (2014): Playing on the classic joke, Why did the chicken cross the road?, this game uses primitive geometric shapes, soft shadows, washed-out colors, and straightforward gameplay to create a simple, yet engaging experience.Human Fall Flat (2016): This physics-based puzzle game features simple mechanics, an amusing visual style, and the option to play with friends, offering a charming mix of fun and challenge.Overcooked! (2016): A cooking game where players must coordinate their actions to fulfill orders within a time limit. Its a prime example of the genre, with an emphasis on simplicity, fast reactions, and fun. The bright, cute visuals and easy-to-understand mechanics make it a crowd-pleaser.Fall Guys (2020): A vibrant and ridiculously fun multiplayer game that blends platforming and competition. With its simple mechanics, minimalist shapes, and quirky characters, Fall Guys exemplifies the core principles of hyper-casual gaming.CasualCasual games encompass a wide range of genres and often feature more intricate mechanics, yet they still maintain a low entry barrier, making them accessible to players of all skill levels. The assets and environments are more developed, yet they preserve a stylized look with bold, vibrant textures and cartoonish elements.Texture and Object Detailing: More details, but the textures are no longer simplified; exaggerated shapes, stylization of key features, and properties of objects and textures.Color Palette: Colors are more balanced, with a wider range of contrasts and shades.Object Proportions and Shapes: Proportions and shapes are more detailed but still simplified.Lighting and Shadows: Clear lighting with soft shadows. It is more global, still its sometimes used to highlight points of interest.Approach to the Game World: World models with clear stylization but more varied locations to keep the player engaged.Representatives of the Genre:Luckys Tale (2016): A charming RPG. Bright animated graphics, simple controls, and no complex mechanics. The lighting work enhances the perception and helps immerse the player in the story.Crash Bandicoot N. Sane Trilogy (2017): A great example of a game that brought classic 3D platformers into the modern era, maintaining stylized elements and simple gameplay. Its easy for both children and adults to enjoy.Spyro Reignited Trilogy (2018): Takes us back to a world of vibrant stylization and intuitive child-friendly gameplay. Its suited for a wide range of players, featuring more levels, a developed narrative, and a variety of activities.PAC-MAN WORLD Re-PAC (2022): A remake of a gaming legend that taps into nostalgia but isnt a direct sequel. The game introduces new mechanics, refreshed graphics, and soft lighting, all of which are typical of the genre.Exceptions:Lego and Minecraft create their own unique worlds, making their stylization and casual nature hard to compare to other games. Minecraft, in particular, is unlikely to fit into the traditional categories of hyper-casual or casual, though it can certainly be seen as an example of stylization in a broader context.StylizationStylization is an artistic approach that alters the shapes and textures of real-world objects to establish its own visual storytelling rules, drawing the player into a unique, authorial world. In this approach, we often encounter exceptional use of composition, remarkable lighting and color choices, and techniques that shape the atmosphere, all of which enhance the overall experience of the game.Texture and Object Detailing: Textures with clear stylization, possibly using brighter or more unusual colors and textures. Objects are often exaggerated but still recognizable.Color Palette: Bright or unusual color schemes that match the games style, with contrasting or standout colors to create a specific atmosphere.Object Proportions and Shapes: Obvious exaggeration of forms (e.g., large eyes, simplified or mixed geometric shapes), highlighting the stylistic choice rather than realism.Lighting and Shadows: Lighting can be intense, with contrasting shadows to highlight certain elements, enhancing the impact of the game world.Approach to the Game World: Primarily focused on creating a unique atmosphere and gaming experience.Representatives of the Genre:Disco Elysium (2019): A strong visual language conveys the atmosphere and perception of the game world. Disco Elysium takes a unique approach, where stylization blends minimalism with expressiveness. The theme of hopelessness is perfectly captured through its hand-drawn graphics.Project Black (2023, canceled): This fantastic third-person shooter, canceled due to downsizing at Fishlabs, had the potential to be a standout title. Its bright, stylized imagery, broad strokes, and pure colors placed it right alongside Disco Elysium in terms of visual quality.Jinx Fixes Everything (2024): Including both the Arcane series and the related League of Legends event, this showcases a brilliant display of rich visuals and unforgettable style. Exaggerated forms, hand-painted textures, powerful lighting, and composition are key elements in this game.Wayfinder (2024): Wayfinder uses clear, stylized shapes while introducing PBR texturing with exaggerated narrative elements like damage and rust. It can be seen as a natural evolution of the style found in games like League of Legends and World of Warcraft.Hawked (2024): Though the games environmental elements are highly stylized, the objects players interact with lean more towards semi-realism and PBR textures.Tiny Tinas Wonderlands (2022): A heavily stylized world with fantasy elements featuring many exaggerated, comic-like features while incorporating advanced 3D graphics.Borderlands 3 (2019): Borderlands has long been a prime example of stylization through comic book-like world elements, with hyperbole in the forms, sizes, and proportions of objects and characters. Borderlands 3 continues this tradition with its bright and expressive graphics.Semi-RealismSemi-realism combines realistic textures and lighting with elements of stylization. Games in this style aim for realism while maintaining a clearly defined artistic framework that shapes the visual identity of the entire content. This often involves exaggerating certain environmental elements, a unique take on character and clothing design, and creative use of VFX and lighting, though rarely all at once.Texture and Object Detailing: Textures are more detailed but not excessively photorealistic. The narrative of the objects plays a significant role. However, wood, plants, and stone often appear more stylized.Color Palette: Colors are close to natural but with certain artistic techniques. For example, reflections or unusual shades are used creatively.Object Proportions and Shapes: Object proportions aim for realism but dont always match ideal physics or anatomy. Notable are softer object edges and pronounced thicknesses of thin surfaces, fabrics, and ropes. Wrinkles in fabrics and organic vegetation are often still stylized.Lighting and Shadows: Lighting is close to realistic, taking into account light sources but with possible artistic interpretation.Approach to the Game World: Worlds are often more stylized and exaggerated than characters and interactive objects to create visual contrast and a greater focus on gameplay mechanics.Representatives of the Genre:Overwatch 2 (2023): Building on the stylistic foundation of its predecessor, Overwatch 2 stays within a cartoonish stylization, emphasizing vibrant colors, clear shapes, and dynamic visuals. However, the game significantly enhances lighting, textures, and model details, bringing it closer to a modern take on the genre.Valorant (2020): Valorant merges stylized characters with minimalist surroundings, using soft materials and lighting. Clear outlines, rich colors, and geometric shapes enhance the clarity and readability of the gameplay space, simplifying perception and creating space for tactical focus.Fortnite (2017): Fortnite blends bright, cartoonish stylization with elements of realism. Characters and environments sport exaggerated shapes, making the game visually engaging and easy to read while improving element recognition. Well-detailed textures and accent lighting add depth, balancing stylization with realism.Gears 5 (2019): Approaching realism, Gears 5 incorporates artistic embellishments in both the environment and characters to heighten the atmosphere. The deliberate roughness of metals, dirt, damage on edges, and added texture noise create a distinctive visual style that signals the games direction toward semi-realism.Apex Legends: Apex Legends boasts fairly realistic graphics, with stylization expressed through accents on the heroes and their unique abilities. While the characters are distinctively stylized, the game world overall leans toward full realism.RealismRealism is a genre where the real world is reproduced with maximum authenticity. While artistic techniques still play a role, theyre mainly applied to gameplay elements, environment design, and framing. For the most part, developers focus on leveraging the latest technological advancements to achieve the most accurate representation possible.Texture and Object Detailing: Photorealistic textures with attention to minute details such as dirt, wear, reflections, etc.Color Palette: Colors are primarily as close to reality as possible, without exaggeration or stylization.Object Proportions and Shapes: Proportions and shapes faithfully reproduce reality, adhering to the laws of physics and anatomical accuracy.Lighting and Shadows: Complex work with both global lighting and accents. Accurate shadows and realistic reflections are recreated as close as possible to physical correctness.Approach to the Game World: Environmental objects have real-world scale. Landscapes appear realistic and atmospheric, though their scale is often altered for gameplay purposes. Vegetation is rendered naturally.Representatives of the Genre:God of War (2018): A prime example of transitioning toward realism while preserving stylized environmental design elements. Kratos character masterfully balances between stylization and photorealism, often in ways that are nearly imperceptible to the eye. The exaggeration of environmental elements is partly dictated by the colossal scale of events and the games mythological inspirations. However, well dive into this aspect more thoroughly later.Control (2019): Control squeezes every ounce of power from your graphics card, especially with its extensive use of lighting, which takes up a large portion of the games resources. Its the combination of lighting, massive futuristic structures, and mystical elements that introduces a layer of stylization. Though the game is heavily atmospheric, it stays very close to realism.Death Stranding (2019): Death Stranding features photorealistic textures, meticulously detailed landscapes, and modern architectural designs. A lot of attention is paid to the design of costumes, technology, and weapons, making it an example of the shift toward pure realism. Yet, stylization elements remain visible in the games unique and mystical details.Deathloop (2021): Deathloop has a striking visual style. Its futuristic design feels so vivid that its easy to imagine it existing in the real world. The game heavily relies on cinematic framing, accents, and lighting. Still, at its core, it maintains a foundation in photorealism.Atomic Heart (2023) and Metro Exodus (2019): These two games are excellent examples of the genre, showcasing realistic graphics, a meticulous focus on detail, carefully crafted textures, and narrative-driven assets. Combined with modern lighting technologies, they fit firmly within the realm of realism.Stylistic InconsistencyWhen looking at the examples, you may notice that different elements in a game sometimes seem to exist in separate visual worlds. This phenomenon is known as stylistic inconsistency, where various game elements such as characters, objects, and environments look visually distinct within the same world. It often manifests within the spectrum from stylization to semi-realism, with individual elements highlighted through varying levels of detail, exaggerated proportions, or unique artistic approaches.In Valorant, Hawked, and Fortnite, for example, characters and weapons are designed with PBR textures, allowing for more realistic and detailed surfaces. However, the game worlds themselves remain distinctly stylized: levels and environments are typically more abstract, featuring soft lighting and clean, geometrically simplified shapes. This approach helps maintain visual clarity without overwhelming the player with excessive detail while still ensuring a cohesive and recognizable atmosphere.This strategy is frequently employed to balance artistic style with technical constraints, preventing visual overload. It can also create a clear contrast between characters and the environment, making characters more prominent and easier to recognize in fast-paced, action-oriented scenarios.God of War presents a particularly interesting case of stylistic inconsistency. While characters like Kratos and Atreus are rendered with high photorealism, the environment though highly detailed tends to lean toward more exaggerated stylization. Architectural elements, for instance, often feature oversized proportions, while the wear and tear on wooden surfaces and stone feels amplified. This creates a striking contrast with the realistic portrayal of the characters, helping to avoid visual clutter while also reinforcing the mythological atmosphere of the world.Control strikes a unique balance between realism and abstraction. While characters and objects are rendered with intricate detail, the environment plays with light and shape in a more stylized manner. This contrast not only enhances the aesthetic but also adds to the gameplay experience, heightening the sense of mystery and intrigue that defines the games atmosphere.In Death Stranding, the color palette often leans toward cool, sterile tones, contributing to a sense of detachment and immersing players in the solitude of its world. These stylized elements serve not just to shape the environments atmosphere but to deepen the emotional perception of it. Multi-layered fog, decaying cities, and an imposing natural world come together to create a surreal emptiness where reality and fantasy blend. Lighting and color contrast further enhance the narrative, with frequent references to gold evoking a mystical link to ancient civilizations and their views on the afterlife.Reasons for Stylistic Differences:Clarity and Recognizability: In fast-paced games like shooters or battle royales, its crucial for characters and objects to stand out clearly against more detailed backgrounds. This ensures that players can quickly identify whats important in the game world without being distracted by excessive visual complexity.Balance Between Realism and Performance: Developers often strive for photorealism in characters and objects while opting for more stylized environments. This helps balance the demands of visual effects with performance, especially in multiplayer games, where smooth gameplay is essential.Emotional Atmosphere: Stylizing the environment helps create a more immersive and unique atmosphere. This can make long gaming sessions more comfortable for the player and deepen the emotional experience, helping them connect better with the game world.In all these games, stylistic inconsistency is used effectively to create visual dynamism and improve how the game world is perceived. It allows developers to make their games visually distinctive by introducing interesting contrasts between characters and environments.ConclusionStylization in 3D games is more than just a visual choice its a powerful tool that shapes atmosphere, reinforces gameplay mechanics, and defines how players experience the world. From early 3D titles, constrained by technology, to todays games, where stylization is a deliberate artistic decision, developers have found a way to balance expression with realism. The examples weve examined show how stylization can serve multiple purposes: enhancing readability and aesthetics, as well as crafting a games unique identity. While the industry moves ever closer to photorealism, stylization remains an essential force, proving that games are not just about technical achievement but about the artistry behind them.Many thanks to Eugenie Vegera, Alexey Korotkih, Kirill Scherbina, and Nadezhda Pliusnina for their thoughtful feedback and insightful review, which helped refine this article.Alexey Shiyan, Senior 3D ArtistSource link The post Stylization In Video Games: A Deep Dive Analysis appeared first on CG SHARES.
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  • Free-To-Play Delta Force Will Add Paid Black Hawk Down Campaign February 21
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