Gamasutra: Philippe Ringuette-Angrignon's Blog - Why "Next-Gen Games" Went Gray, Brown, And Grey.
june 2009 by infovore
"There is one thing that our current consoles are terrible at; lighting. Our current lighting solutions are improving, but for the moment we have much difficulty simulating indirect lighting, especially in real-time... To hide this problem, we tend to instinctively desaturate everything. The mere presence of saturated colors unbalances the rest of the image. Since we often have some form of ambient occlusion in our environments, this visual effect makes the game look more visually convincing." And so: everything is brown.
lighting
games
technology
programming
aesthetic
brown
june 2009 by infovore
ongoing · Empty Walls
april 2009 by infovore
"A decade or two ago I spent some days in a “study” in an old Oxford college: bed, desk, lamp, and a window with a view of the quadrangle; nothing else. It made an impression that hasn’t faded. Among other things, I made insane, immense progress on a difficult piece of writing at the front of my to-do list. Here’s a prediction: Geek fashion in particular and intellectual fashion in general will swing hard over: from cluttered to ascetic, from high to low entropy, from library to monastery." A few thoughts from Tim Bray - not all of which I agree with - on the changing geek aesthetic.
aesthetic
space
interiors
writing
timbray
decoration
april 2009 by infovore
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