/kong/ - kong

vidya

Site was down because of hosting-related issues. Figuring out why it happened now.

Build Back Better

Sorry for the delays in the BBB plan. An update will be issued in the thread soon in late August. -r

Max message length: 6144

Drag files to upload or
click here to select them

Maximum 5 files / Maximum size: 20.00 MB

More

(used to delete files and postings)


Open file (279.34 KB 1300x889 1.jpg)
Open file (763.30 KB 1210x898 2.jpg)
Open file (65.63 KB 450x470 3.jpg)
Concept Art Anonymous 02/12/2024 (Mon) 15:40:53 No.9031
Why is video game concept art always more interesting than the final version? No matter how good the game is, whenever you look at its initial concept art it's always way more fascinating. Is it just the technical limitation that forces to scale down on all the free-flowing idea spitballing or is it the inevitability of having to scale it down for a consistent, believable world? I always wanted a game where all the 'out there' concepts are actually implemented and not finalized into something more conventional.
Simple explanation: money. That is, much more money 'per frame' as it were, is poured into crafting the prototypical concept art, than can be done for the runtime environment.
Open file (200.86 KB 1280x720 el shaddai.jpg)
>>9033 >money I don't think so. They pour countless millions on poorly optimized garbage with 6 trillion polygons on a single sandwich. You can use half that effort to realize the wildest ideas in your game.
there are a few but ultimately a game must sell so making it too abstract and artsy is detrimental with normalfags
it's hard to pull off
>>9031 This is something they would only make in the late 90s/early 00s aka the golden age. Now everything is photorealism slop.

Report/Delete/Moderation Forms
Delete
Report