![]() If all this is copied, even with good intentions, you lose – your game becomes secondary, no one will remember it. The interface, environment, characters, even the loading screen – remember the sacred thrill of fans of might and magic in front of three simple letters 3DO – all these are the primary elements that can make your game stand out. And the visual elements are just what can express its identity and key qualities. Why is this unacceptable? Because every game must have an identity. That is why there are so many games on the market that are indistinguishable from each other. Having chosen an already released more or less successful game of the genre similar to the one that is planned for the future project, they copy its style. Which one will suit your project and highlight its essence and purpose?ĭue to the lack of a clear and universally approved taxonomy of 3D art styles, game creators often fall into the trap of unintentional plagiarism. ![]() And when it comes to choosing a method of its visual presentation, many people actually come to a dead end. No one would argue that game development is a complex multicomponent task.
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