There’s no denying that the game industry moves quickly. The
expectations of the graphics for a professional game are very different from
what would have been expected a couple of years ago, and will likely have
changed again in a few years’ time. It is important to acknowledge this increasing
push for realism and that as consoles become more and more capable of producing
complicated graphics, the high standards will not just become expected, but mandatory
for any game that wants to exceed.
However, that doesn’t make technical skills learnt now obsolete.
Future developments in game graphics are only going to build on current technology,
and while some techniques may be dropped because they are inefficient or
unnecessary, they could still give a valuable insight into why certain things
are done in a certain way. Knowing how to optimise a lowpoly model will help someone
use resources more efficiently even when the tri count is in the tens of
thousands.
Many skills are transferable, for instance between different
modelling software or between game engines; learning one makes it quicker and
easier to learn how to use other programs. Even models for next-gen games use
the game basic programs; it is only the techniques that are different. Next-get
character models are still created using software such as z-brush and blender.
The difference is that there is more freedom, because the graphics are less restricted
by the technology.
Besides, just because top-end graphics set a standard for
console games doesn’t mean there isn’t still a place for low-resolution
graphics, such as on tablets and phones. There is a high demand for portable,
casual gaming, from an audience that has become accustomed to almost
photorealistic quality graphics. At the same time, hardware in tablets is still
at a much lower level than consoles an PCs, and so if game produces want to
compete in the same market they much make the best use of the available resources.
At the same time, basic art skills are also important. The
principles of colour, composition and anatomy don’t change just because they’re
in the medium of 3D game graphics. In some ways, these skills are more
important, because they are more fundamental. Furthermore, it is artistic
ability and creativity and that will set someone apart in the industry. The
ability to plan ideas, to concept them and convey them efficiently will always
be a part of the visual side of games. As much as realistic graphics are
important, stylisation and compelling design are what really draw players into
a game.
However, without knowledge of how to implement them, these
skills have a very limited use. The ability to use the available technology to
best effect allows underlying artistic skills to be fully realised. It is much
more constructive to think of them as two different tools that have to work
together for the same goal. With technology improving, technical constraints
move aside to allow characters and environments to be fully realised, and to be
used effectively requires people who know how to make the best of the available
resources.
No comments:
Post a Comment