Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Travis Williams interview - Prelude to Darkness

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,048
Location
Behind you.
Tags: Prelude to Darkness

We've just posted an <a href="http://www.rpgcodex.com/content.php?id=18">interview</a> with <b>Travis Williams</b>, the artist on <a href="http://www.zero-sum.com">Prelude to Darkness</a>. Here's the pink spoon:
<br>
<br>
<blockquote><i>6. What is the most complex model/texture/mesh you worked on for Prelude to Darkness?</i>
<br>
<br>
<b>Travis Williams:</b> We were always more interested in diversity than complexity. We knew that we weren't going to be able to make the most graphically sophisticated game the world had ever seen, so we wanted to focus instead on providing a lot of graphical variation - things like making different areas of the game world look very different from one another, or providing a lot of visual variation in NPCs (hence the system of clothing that can create hundreds of unique characters). I think this paid off: different towns and regions have very different aesthetic atmospheres. So I focused on producing more textures, and different varieties of textures, than extremely complicated ones. Same with models: none of the models are more than a couple hundred polys, so there's not a terrific amount of complexity.</blockquote>
<br>
<br>
Thanks, <b>Travis</b>!
<br>
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom