I think a lot of what I am seeing in attacks against my #gamedev threads can be described as 'hardware elitism'.
That arrogant attitude of 'yeah but that isn't a problem for me' (because you are working/playing on expensive high end spec hardware).
We always push for better graphics, more detail, cooler lighting, crisper textures and awesomererer particle systems.

And that is great.

However, all systems have finite resources.
I don't care about those people who can afford ultra high end machines anywhere near as much as I care for people who cannot afford them.

And I respect artists who can do amazing things with limited resources and can really push the graphics for those low spec players.
I am impressed by a game that has killer visuals on a low end platform.

I am not impressed by a game that wastes huge resources simply because it can on the expensive platforms.

You should be pushing graphics EVEN FURTHER rather than wasting them.
I especially do not respect artists who don't learn their craft, and insist others take the resulting burden.

Others being their team members, and their customers.
That smacks of supreme arrogance and elitism.

And it robs players of the amazing graphic experiences they could have.
The vast majority of modern games can be played on much lower spec machines than they are built for. By which I mean, the gameplay itself would run just fine if the graphics had been designed for the earlier machines.
This is different to just cranking down the graphics settings in the options menu, making draw distances shorter for grass, turning down the texture resolution and so forth.
If you take a badly used 4k texture and downsize it to a 512x512 texture it isn't gonna look as good as a well used 512x512.

This is where the craft side comes in, and ultimately a skilled artist who knows what they are doing can really squeeze out incredible results.
Robert Rodriguez calls this "the money hose". You can fix a problem two ways: You can be smart, or you can hose it away with money.

Same with game resources.
So, great, I am happy for you having a PS50000 but I will be over with the lovely people enjoying their switch games and enjoying their steam library on the PC they could afford five years ago.
Support my free lessons by shouting me the price of the sort of coffee my worst local cafe makes.

ko-fi.com/dellak
Because I can't afford rent let alone a play station.
Patreon takes forever to pay out. :/

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More from @delaneykingrox

Nov 16
If you are reading this there is a chance you are working on your first game project. You may be at home, staring at a computer, feeling uncertain emotions and worrying if all this is worth it.

This is for you...
You may have heard that game development is a marathon, not a sprint.
It's also more like orienteering. You don't have a marked off track, you may go down dead ends and have to back track, you may get lost.
Development takes a lot of time, and a lot of that time is backtracking
You cannot learn very possible aspect of games development, nor can you do it all at once. It isn't a huge field- it is a continent with lots of fields in it.
Do not feel frustated that you aren't suddenly an expert.
Read 13 tweets
Nov 15
It means a lot having a lot of industry professionals commenting on problematic statements by others in the industry who hold some pretty problematic views.
It is emotionally draining having my experience and expertise constantly questioned publicly, especially when my goal is to fill in the education everyone in our industry is craving, and probably paid an institution a lot of money for in vain.
I am not infallible, nor am I the source of 99% of the techniques I teach. I am constantly learning new techniques every day, updating my own misunderstandings and devouring training material. And that is the mindset that video game artists need to adopt.
Learn constantly.
Read 10 tweets
Nov 15
DM question: Quite a few games struggle with characters being hard to tell apart at fairly close ranges.

First off, consider your field of view on your camera.
Your camera lens adjusts the size of distant things, as highlighted by this classic shot
I found doom 3, doom 4 and doom eternal all had a field of view that made enemies mostly either tiny or in your face.
I personally would have preferred a lens choice that made the fighting feel more mid distance, making the enemies more even in screen real estate
Read 20 tweets
Nov 15
DM question: game of the year? Elden Ring or GOW?
*sigh*
Look,I haven't played God Of War so I cannot comment on the gameplay. I have played Elden Ring a tonne.

If you want my opinion on technical art I do have an answer. God of War wins by miles.
I am not talking art direction. I am not talking artist skill.

I am saying technically GOW is vastly more impressive than ER on all fronts. Particles, characters, environments, animation systems.. no contest at all.
Again, this is technical art.
Read 5 tweets
Nov 15
Dm question: is there a formula used to work out things like triangle and texture budgets in games?

Lots of ways to calculate it, but the general technique used is a spreadsheet...
You enter in your target specs, and compare the sum of the columns to these values.

You then break down the game design document and have meetings with game designers to ensure you know what sort of things they need on screen and loaded.
Knowing you have X budget and need Y things loaded and Z things on screen, you can start to punch in numbers and get rough ideas of where the budgets need to be for each platform you need to release on.
Read 11 tweets
Nov 15
Just a heads up for 3dsmax users. The default bone weight is 20. Pop this down to something like 3 or 4 when you work on game characters. You may need higher (up to 8 in unreal 4- not checked 5 yet) but be aware that more than 4 doubles the memory to 8. Image
You want to use as few bones per vertex as you can, especially in very dense models, because it increases the data stored per vertex... so... lets say a character has 30,000 skinned verts.

30,000 verts x3 is 90,000 floats
30,000 verts x8 is 240,000 floats.
So with a few clicks you can slash your overheads really fast.

You're welcome.
Read 5 tweets

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