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Re: Out of the Blue |
Feb 5, 2013, 15:54 |
Beamer |
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Rigs wrote on Feb 5, 2013, 15:51: There's a dev down there in Texas land...some big developer but the name escapes me at the moment...hmmm, made some marginally effective FPS's in the 1990's called Doom and Quake. Heard of them?
I want to know why there's such a dearth of good art talent for games these days? All these 16-bit (or, god forbid, 8-bit like 'Hotline Miami' and 'I seek the troof') wannabes with they're 'art' is making me cross-eyed. C'mon, fellas, it was fun at first, but now you're just trying to hard to look like you're not trying...
=-Rigs-= 16 bit art is very cheap, can typically be done by 1 person with limited training (which isn't to say limited skill, but it's certainly easier to learn to do than a model in Maya, and 3D art requires more people as you typically don't have the same person doing the model, animation and skin), is very easy to make a map with, and can be easier to hide flaws.
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