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> On the other hand, the nature of art and design is that it is a one-off and creating art for the game doesn't make creating art for another game easier for th
by asrp 10y ago
> On the other hand, the nature of art and design is that it is a one-off and creating art for the game doesn't make creating art for another game easier for the artist, their friends or their business associates.
I have noticed this too. But why is it this way? Couldn't the process be made more modular?
The artist sometimes gets tool proficiency and workflow improvement out of it but the gain and reusability is not nearly as important as with programs.
- Namrog84 10y agoKenney is one who does try and do modular artistic things. He even made a studio program to help non artist do this exact thing. https://kenney.itch.io https://kenney.itch.io His main site is down at moment or else I'd have linked that. Also I have no association with Kenney, only an appreciation for what he does.
- asrp 10y agoOh wow! Thanks for sharing this! Is there a write up on how the accomplish the modularity side of things? > Linux users: Kenney Studio works using Wine on Ubuntu and other Debian distros. We unfortunately can't give any support for this. Oh well, this is a rather unfortunate. There doesn't seem to be a video preview either.
- alphonsegaston 10y agoI think that's only possible if the baseline aesthetics of a graphics pipeline are good, which is definitely not the case today. The shift toward realism is driving things down the same dead-end path that fine art found itself at the end of the 19th century. Most games today are the aesthetic equivalent of Orientalist paintings - technically accomplished depictions of exotic scenes that are vapid and crassly seductive. An emphasis on reusability only hastens this trend. To get the kind of modularity your after, you'd have to develop a system that's premised on an alternate set of aesthetics. Japanese games of the 80s and 90s were so successful because they took as their basis the broader artistic culture of anime and manga. The tools for creating games followed suit.
- odessacubbage 10y agobroadly speaking, the more generalized an asset becomes, the less expressive it is. things that do allow for a degree of modulation like headswaps are often frowned upon or seen as cheap by the consumer. this is the key difficulty: making assets that are economical without feeling cheap.
- brudgers 10y agoOne way of looking at it: The programmer above isn't looking for an artist who needs tools and offering to team up to build them. Nor is the programmer looking to team up with someone with an idea for a game and to make it a reality. Another way of looking at it: The benefits of experience that accrue to the artist from working on a game are the same as the benefits of working on their art in any other context including a paying context. Reusability of software is a proxy for time and time (in the form of less effort on future work) is what programmers tend to get from free software...a function that takes two days to develop can reduce that two days to twenty minutes five times a year for five years. And it comes in the form of an artifact rather than a process.