HeyListenWatchOut

  • 0 Posts
  • 9 Comments
Joined 3 years ago
cake
Cake day: June 16th, 2023

help-circle

  • I don’t know if people realize how amazing this is.

    People who make games work so goddamn hard and are treated like trash… usually thrown out right after working hundreds of hours in unpaid overtime because they’re so passionate about making something they love…

    …And for a studio as major and long-standing as id Software AND it being physically located within the heart of TEXAS is also big.

    The techno-artisan work of game development might finally become a field worth getting back into and actually sticking with - instead of how it has been now since the mid-2000s - where people burn out and leave the industry all-together… meaning we have almost zero long-term master game makers except for a handful of people who are at the very tip top.

    I personally left games after the studio I worked at for 2 years (making them literal millions per day in revenue at one point) closed down only about a year after our hit game was released.

    My heart goes out to the guys at id. They are some of the GOATs and this is something they’ve long-since earned.


  • Agreed on the “shifting focus” part for vignetting specifically - but everything else… outside of specifically tailoring to fit a particular “aesthetic” I think are crutches that are generally used to obscure an overall graphical presentation in order to work in a similar way to how squinting your eyes works.

    I agree that highly stylized games like “Bodycam…”

    …use things like a specific kind of grain, noise, distortion, aberration, etc. to create a highly appealing visual aesthetic designed to match an actual low-fidelity police body camera, but Battlefield and CoD have much less excuse in my book.

    The camera aesthetic stuff only makes sense on things like the AC-130 killstreak in CoD where you’re emulating the on-aircraft cameras actually used in the real deal.






  • Our brains process simple symbols objectively faster than words - it’s why when you see a stop sign they all are 🛑s.

    Your 🧠 maps the shape 🛑 more rapidly than the word “STOP” which is made up of several letters that you have to first understand, combine, and then remap in your mind internally.

    If they made some stop signs purple triangles, there would be more accidents and traffic violations in relation to stop signs. “STOP” is secondary and takes relatively more time to process than “🛑.”

    Symbols that represent objects or entire words are a more direct mapping than words composed of multiple letters.

    If you’ll permit me to dust off my old game design hat… similar to the principle as to why it was easier to move Mario in any of his 3D games than it was to move your character in the original PS1 versions of Resident Evil

    …Less layers of “mapping.”

    In Super Mario 64, you just angle the stick relative to YOUR view to make Mario go “that” way.

    Meanwhile in the original Resident Evil games (and other earlier “3D” perspective games pre-Super Mario 64), tilting “up” on the Dual-Shock L-stick made your character go “forward” from THEIR perspective, not yours.

    Part of the challenge was being able to quickly “translate” that layer of mapping in your mind.

    TL;DR - 🛑 > ”STOP”


  • This is yet another one of the many reasons Steam is amazing. Not only do they have an abstracted layer that allows devs to insert control mappings that adapt to show your controller preference… but even BETTER, they have an option for “Universal” controller button iconography where they just show the relative position of the face buttons in a diamond layout ❖ where the button indicated is a filled circle ● and the others are outlined ○ - rather than letters like ABXY.

    So like this :

    …instead of “× or A or B” from PlayStation, Xbox, or Nintendo (respectively).