Real Representation
As a game developer, I'm often forced to consider the balance between performance and visual fidelity when designing virtual environments. As the game has to run in real-time and at a solid frame-rate, it's important to ensure the user experiences it at optimum quality.
As such, the question of art style is vital in informing the performance of the game. Can the artist get by with less-realistic assets if it means the player gets a smooth frame-rate, or is it vital that the environments match real-life. In cases where the art is displaying aspects of real life (e.g. a realistic driving simulator), any obviously-CGI assets will immediately destroy any immersion.
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| Clay models as environment art in The Swapper |
Sometimes the problem can be solved by using innovative techniques to produce art. Facepalm Games' The Swapper [http://theswappergame.com] uses clay models and other everyday materials to create a realistic - albeit stylised - vision of its environments.
Picturesque
The use of perspectives and giving a sense of scale has always been paramount in ensuring games hold the player's interest. It is not enough to give players an interesting mechanic to mess about with, as it must be tied together with a strong visual direction, both in terms of character and environment art.
| The lake and mountain in this Uncharted: Golden Abyss screenshot aren't modelled, but a Skybox. |
Technically, producing art for games is a challenge unlike any other. Artists cannot simply model every element of an environment. Memory and processor limitations requires artists to budget their resources with great emphasis placed on objects near the area of play. Thus, some creative techniques such as Billboarding and Skyboxing are used to provide a sense of scale for the player.
Sublime
The practice of creating wonderment and inducing awe has been one of the focal points of game development, ever since 3D motion graphics were made common. As game budgets rise each year, emphasis is placed on scale and intensity over all else. The recent Call of Duty series has been a prime example of games built to take players on a rollercoaster ride of emotions, with its immense set-pieces, plot points, and James Bond-esque action sequences, all set in a thoroughly unbelievable world of chaos.
| The Citadel building in Half-Life 2 |
Above all, however, stands the Half-Life series. Half-Life 2,
widely regarded as one of the best games of all time, innovated heavily
when it released in 2004. Its dystopian atmosphere and unprecendented
storytelling, as well as its iconic visual scenery, is a prime example
of the power of interactive narrative and worldbuilding.



































