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	<title>Comments on: GAFB: 02 &#8211; Less is more</title>
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	<link>http://www.rsart.co.uk/2007/04/11/gafb-02-less-is-more/</link>
	<description>Rick Stirling, games artist</description>
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		<title>By: Rick</title>
		<link>http://www.rsart.co.uk/2007/04/11/gafb-02-less-is-more/comment-page-1/#comment-8443</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Fri, 13 Apr 2007 11:45:21 +0000</pubDate>
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		<description>Indeed, art consistancy is important at all levels. Good art direction will win out.</description>
		<content:encoded><![CDATA[<p>Indeed, art consistancy is important at all levels. Good art direction will win out.</p>
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		<title>By: Dino</title>
		<link>http://www.rsart.co.uk/2007/04/11/gafb-02-less-is-more/comment-page-1/#comment-8442</link>
		<dc:creator>Dino</dc:creator>
		<pubDate>Fri, 13 Apr 2007 11:36:18 +0000</pubDate>
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		<description>Keeping it simple, low polygon count gets you higher frame rates than high, ditto texture sizes.  However, the games industry is anything but simple and there are plenty more aspect to take into consideration, though I&#039;m sure Rick will come on to those in due course.

What&#039;s most important is to retain a consistent art style throughout the product - this can violate some people&#039;s &quot;freedom of expression&quot;, well tough shit - you want freedom?  Go solo.  You want your name on the next GTA?  Suck up some rules.

Compare something like EQ2 which had massive polygon budgets and characters that looked ok in isolation but visibly jar when placed next to one another with World of Warcraft which must have some of the tiniest poly and texture budgets to hit the screens in years, yet they maintained consistency throughout the project and it looks and feels fabulous as a result.

Go look up &quot;uncanny valley&quot; when you get the time and inwardly digest - high poly is not the same as high quality.</description>
		<content:encoded><![CDATA[<p>Keeping it simple, low polygon count gets you higher frame rates than high, ditto texture sizes.  However, the games industry is anything but simple and there are plenty more aspect to take into consideration, though I&#8217;m sure Rick will come on to those in due course.</p>
<p>What&#8217;s most important is to retain a consistent art style throughout the product &#8211; this can violate some people&#8217;s &#8220;freedom of expression&#8221;, well tough shit &#8211; you want freedom?  Go solo.  You want your name on the next GTA?  Suck up some rules.</p>
<p>Compare something like EQ2 which had massive polygon budgets and characters that looked ok in isolation but visibly jar when placed next to one another with World of Warcraft which must have some of the tiniest poly and texture budgets to hit the screens in years, yet they maintained consistency throughout the project and it looks and feels fabulous as a result.</p>
<p>Go look up &#8220;uncanny valley&#8221; when you get the time and inwardly digest &#8211; high poly is not the same as high quality.</p>
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		<title>By: thnom</title>
		<link>http://www.rsart.co.uk/2007/04/11/gafb-02-less-is-more/comment-page-1/#comment-8422</link>
		<dc:creator>thnom</dc:creator>
		<pubDate>Thu, 12 Apr 2007 00:05:27 +0000</pubDate>
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		<description>Frame rate definitely affects how long I play a game.  If it&#039;s a game where I constantly feel I&#039;m watching a slide show - I&#039;ll just avoid it.  Saying that I also prefer stylised looks for games (such as Tak) which don&#039;t use as much power, I&#039;d take visual style over anything else like visual detail.  I do like detail but not for any other hit.</description>
		<content:encoded><![CDATA[<p>Frame rate definitely affects how long I play a game.  If it&#8217;s a game where I constantly feel I&#8217;m watching a slide show &#8211; I&#8217;ll just avoid it.  Saying that I also prefer stylised looks for games (such as Tak) which don&#8217;t use as much power, I&#8217;d take visual style over anything else like visual detail.  I do like detail but not for any other hit.</p>
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