Monday, February 29, 2016

Game Art: The Ideal Art Style vs. Reality of Hardware Limitations

Fire Emblem Fates 2d and in-game models
There is something interesting that has been going on in video game art for a while now. In-game models haven't been able to be displayed at the fidelity of the target or ideal art style.

Fire Emblem Fates 2d and in-game models
JRPG's like Fire Emblem Fates pictured on the right have been dealing with this for a while now due to limitations on their former and current systems. The genre has always been big on hand-held systems and has been popular since at least the Super Nintendo Entertainment System (SNES), if not earlier.

As a result of these limitations you see beautifully hand drawn portraits shown over the top of in-game models that fit inside of the system's limitations.

Recently, fighting games were still using this technique. It appears Street Fighter V is using in-game models (possibly with higher texture quality), but Street Fighter IV still looked like this:
Street Fighter IV 2d and in game
Technology is getting better and the newest of titles on the current generation of hardware are using in game models. As an example Killer Instinct:
Killer Instinct vs screen in-game models
Even Gigantic is replacing some really nice 2d artwork with in game models:
Gigantic 2d art and in game model
This is done for various reasons both officially and unofficially. It's easier to maintain one asset as opposed to all of them. Some studios like ArenaNet have said they want customers to know what to expect in their game so they've gone as far as to make all promotional tailors using in-game assets. I just kinda miss the 2d assets. They are softer, more real, and more artistic in my opinion. They allow for something that either can't be done, or is too time consuming to make in the actual game.

I've been searching for a firm grasp on an art style for some Unreal Engine 4 work I've been doing when I have spare time so I've been watching this a bit more closely than in the past. Right now, I think cinematic mixed with a few post effects that are actually in game are getting close to what I'd like to get to.
Fire Emblem Fates cinematic
Other than finding out what all the fuss was about, I picked up Fire Emblem Fates because their cinematic are so good! I think with the limited shadow calculations I believe a better system could render these on the fly with only a few miner tricks.

Blizzard cinematics
Of course the day we are all waiting for is when the Blizzard cinematic quality can be rendered real time in a game... I feel we are probably many years from this, but honestly I don't care about pure realize if this can be pulled off.

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