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Another great example is Team Fortress 2. All the characters are carefully designed to be distinguishable at a glance - I remember seeing a great explanation o
by alex_c 13y ago
Another great example is Team Fortress 2. All the characters are carefully designed to be distinguishable at a glance - I remember seeing a great explanation of this a few years back, but can only find this pdf right now:
http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf http://www.valvesoftware.com/publications/2007/NPAR07_Illust...
- rictic 13y agoThe in-game developer commentary goes over this in some detail. It's quite good.
- lifeformed 13y agoThey kind of threw this out the window after all the hats and costumes, though.
- teamonkey 13y agoIt's all about the distinctive silhouettes of the character classes and how they move. Even with clothes you can quickly recognise a heavy, a pyro, a medic at a distance.
- lifeformed 13y agoIt's a lot harder though. The larger hats breaks up the silhouette quite a bit. At least you can still identify based on posture, which is done pretty well.
- anateus 13y agoThe Israeli military uses these: http://en.wikipedia.org/wiki/Mitznefet_(Israeli_military) http://en.wikipedia.org/wiki/Mitznefet_(Israeli_military) They're big floppy hats that go on top of the helmet to prevent the classic helmet silhouette look. Works better because human bodies aren't quite as distinctive as TF2 classes :)
- d23 13y agoYou can even determine whether a scout is about to hit a sandman ball at you vs. when he has a normal bat out just by the slight difference in stance. I've never had an issue with hats confusing what class I'm approaching.