57 - Silent Hill 2

Developer diaries about creating Neverending Nightmares.
Grabthehoopka
Posts: 316
Joined: Mon Oct 07, 2013 12:16 pm

Re: 57 - Silent Hill 2

Post by Grabthehoopka »

matt wrote:I believe Quake uses morph targets (individually positioning the vertices) and interpolating them at 10 FPS. We actually do something similar for the animation on Neverending Nightmares, so while it looks hand drawn, it can be smoothly interpolated.

I do agree about using your imagination to fill in the gaps. I think that is one of the things that makes H.P. Lovecraft's fiction so great. He describes how indescribably awful the monsters are. :)
Hm. Were you aiming to keep the art direction of the game consistent throughout, or were planning on having some things being, like, scratchy, poorly drawn, or otherwise deliberately different looking from everything else?
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matt
Posts: 2316
Joined: Fri Oct 04, 2013 10:48 am

Re: 57 - Silent Hill 2

Post by matt »

Besides the color, I think we'll probably be keeping the art style consistent. We tried doing different art styles for each level in Retro/Grade, and it ended up being a lot of work and the game's art had varying quality. I think given the time/budget we have, we'd be best off to concentrate on making all of our art in our current art style.
-Matt Gilgenbach
Lead Frightener at Infinitap Games
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