Today’s Critical Thought returns to the topic of graphics in video games. I talked about the differences between a game with strong graphics vs. one with a really good aesthetic.
Video games are obviously visually focused and companies spend millions of dollars making the best looking games possible. It’s why engines like Unreal and Crytek are sought after by developers with the budget to have them in their titles.
But there is another side of making a game that looks good and that’s getting the aesthetics right and is something that Indie developers and Nintendo continue to do.
This week, Ken and I were joined by returning guest Charles Amis from Artizens. Continuing my topic from last week, we talked about the recent debate on sales and followed that talking about art design.
As the Game Industry continues to improve graphics engines on the AAA front, we’re seeing developers strive for either realism or super detail designs similar to movies and other mediums. However, trying to reach that level of realism creates a problem that is similar to the uncanny valley effect and what I like to call loud visual design.