Ross Scott
Staff member







attempting to implement Adam Adamoviz's concept art in Fallout 3 with artistic representation of absolute monochromatic postapocalyptic industrial horror
First, I can't believe anyone can seriously praise FO3 and Skyrim's art direction. Even rather hardcore Bethesda fans agree that it's an ugly eyesore.Skyrim which you so disliked for "Tinted filters" which actually help to distinguish regions, set the mood, and the artistic atmosphere.
Real-life color "tints" are the result of the atmosphere or liquids playing with the light source, be it the sun. And actual atmospheric filters and other post-effects were the way we went in video games: this is how we represent things in paintings, and this is how we used them in movies for almost hundreds of years. More than that, in art-media form we can stylize it, force it and twist it to communicate information with the viewer most effectively, which in the end, is the goal of all art.I feel like there's a better way to achieve a desired color palette than to just run the whole game through a post-processing filter. One that produces more natural results. Unfortunately it would require making it easy to adjust the colors of individual assets after they've been painted and plopped down into the landscape, and do so in a way that doesn't also just make them look they've been run through a post-processing filter. Either that or have very tight control over the asset development pipeline in the first place, and limit how much assets can be recycled across multiple zones. That last part probably isn't too difficult now that studios seem intent on procedurally generating unique textures for every single surface of the entire game, even though it results in games that clock in at over 100GB total and load times that test the limits of even SSDs.



That's a.. statement. "everyone says it is bad", quite argumentive.First, I can't believe anyone can seriously praise FO3 and Skyrim's art direction. Even rather hardcore Bethesda fans agree that it's an ugly eyesore.
This is why games are not art. In actual art, the artist has the power to be uncompromised, to be free to make strong statements and expressions of his ideas. To choose the audience with which it resonates or not. But this is not the case with the big game market, or often, big movie market: they need to be "attractive" to as much audience as they can. So they create "consumables" where you can't have any kind of strong visions or to deliver some statements. Everything should be equalized, simplified, and made conventionally "attractive" to the "average person". And what the average person wants is the dumbest, blandest, most empty and devoid of any kind of personality product.If you are feeling artsy and your goal is to express yourself - sure, why not; but in this case prepare for people not sharing your tastes to pass your game by and you becoming a starving artist. Otherwise understand that your main job is to please your audience, and shove your artistic vision™ where sun don't shine.




Real-life color "tints" are the result of the atmosphere or liquids playing with the light source, be it the sun.
Don’t you see that you are contradicting yourself?.. You mock people who demand realism, then immediately use realistic ugliness as a case for tint filters.Anyway, I know lots of people have no respect for academic art, and they will need "realism and logic" only in their settings - so here it is, a place where I've been irl
It’s literally the polar opposite. Everyone™ says that Skyrim is the best RPG ever made (usually because this is the only RPG that these people have ever played). I find it hilarious that you snobbishly distance yourself from “the average person who wants the dumbest, blandest, most empty and devoid of any kind of personality product”, while at the same time whacking off to one of the most egregious examples of a dumbest, blandest, most empty and devoid of any kind of personality product."everyone says it is bad", quite argumentive.
That's a.. statement. Quite argumentive [sic].from Bethesda games which probably, excluding Morrowind, have the strongest and most awesome art direction.
This is wrong on several different levels.This is why games are not art. In actual art, the artist has the power to be uncompromised, to be free to make strong statements and expressions of his ideas. To choose the audience with which it resonates or not.
God I hate people who perceive games as monolithic entities that should either be experienced in their original form or not experienced at all.You don't like it? Were you off-put by it? Great! Since this is the goal.