Really intresting blog entry by Shadowruns graphics lead. The article is dead on about a topic that is very important in my opinion. The ability to identify other character models while playing an online game. The reason why Counter-Strike became so popular imho in part stems from the map Dust and how easy it is recognize other player models. The color of the texture maps and how the level is lit really makes playing Counter-Strike on Dust more fun. This aspect is normaly overlooked.
When playing online, I don't really notice texture detail that much, but concentrate on identifying enemy targets. A game should be fun to play, not a struggle to figure who the enemy is. In part this is why I really despise darkly lit maps. It's is so pointless and people just go out of their way to crank up the gama or display brightness so they can see into the dark spots on a map. It's no coincidence that the most popular maps in Counter-Strike are all brightly lit.
Anyway the blog post brings up some intresting things like how they use special lighting on the character models to help make them stand out.
http://blogs.ign.com/FASA_Studio/2007/02/01/45437/
According to Dean Takahashi's blog, Shadowrun is over 100 people strong and consists of both the Mechwarrior and Crimson Skies development teams working together. I don't think Counter-Strike ever looked mind blowing from screenshots, but when you played it, the look and feel was just right. Hopefully this will occur in Shadowrun as well.
When playing online, I don't really notice texture detail that much, but concentrate on identifying enemy targets. A game should be fun to play, not a struggle to figure who the enemy is. In part this is why I really despise darkly lit maps. It's is so pointless and people just go out of their way to crank up the gama or display brightness so they can see into the dark spots on a map. It's no coincidence that the most popular maps in Counter-Strike are all brightly lit.
Anyway the blog post brings up some intresting things like how they use special lighting on the character models to help make them stand out.
Another huge component of how characters look is lighting. I happen to think that the lighting in “Shadowrun†is top notch – level lighting has a complexity to it that you don’t see often in computer games. Many times unified lighting, where all items in a game engine are lit the same way, is considered a universally desired engine feature. In “Shadowrun†we don’t want unified lighting. We want the lighting on the characters to make them fit in, but also stand out.
Up close these lighting effects make the characters look great. The detail really shines through. However, in the distance they aren’t as effective; Once again when you only have ten pixels you don’t have details. But this also plays to our advantage. If we go over the top with our character lighting effects up close we can easily destroy the character look, flatten it and wash it out. But in the distance detail isn’t a concern, and we can go as over the top as we want. So the last piece is lighting. As characters move into the distance we smoothly adjust the lighting rig to highlight the characters more and more. This really helps give them the extra contrast we are looking for to pop them off the screen.
http://blogs.ign.com/FASA_Studio/2007/02/01/45437/
According to Dean Takahashi's blog, Shadowrun is over 100 people strong and consists of both the Mechwarrior and Crimson Skies development teams working together. I don't think Counter-Strike ever looked mind blowing from screenshots, but when you played it, the look and feel was just right. Hopefully this will occur in Shadowrun as well.