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As mentioned before, the visual style changed dramatically throughout development, later favouring a cartoon 50s - 60s industrial look with key design and gameplay issues in mind, such as the need to quickly identify character classes from each other. Thus, some areas I looked at was their inspiration for the art style such as rim highlighting, character design lead by silhouettes and impressionistic environments.
I'm a little up on the word count, which I hope is fine. Other than that, I quite enjoyed writing the essay learning the way in which Valve approach their games in production design.
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