Valve's Creative Process

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An in-depth look at Valve's workflow and creation process of the Team Fortress 2 maps and its characters has been published over at CGSociety. Featured are some new concept art drawings and screenshots from earlier visions of the game. Oh yeah, and all that fandangled text to read...[br]
We tried out a variety of implementations before settling on our final one. Once we had it on paper, our artists worked closely with our engineers to invest in technology that could deliver the desired visuals. The shading techniques were designed to quickly convey geometric information using rim highlights as well as variation in luminance and hue, so that game players are consistently able to visually 'read' the scene and identify other players in a variety of lighting conditions.
It would do you a lot of good to see it. It's a very fascinating read. If you want to check it out, follow your mouse!
 
That is one of things why I love Valve. Short credits not 7+ min like in Crysis featuring nearly everyone who know what is Crysis
 
Good article, but annoying that the CA thumbs don't link to larger images.
 
In particular, the bases tend to be unrealistically near each other, as if each team somehow built a fortress without noticing their enemies doing the same on the other side of the road.

QFT

5char
 
Good article, but annoying that the CA thumbs don't link to larger images.
I got a sneaking suspicion it's pics from the upcoming TF2 movie. :D *This Wednesday with the new TF2 update? My best theory.
 
Very good article. This thread missed me completely..

EDIT: I meant my eye missed this thread
 
Good thing about Valve is that they focus at the gameplay a lot, and not just at showing off their "new" engine. They freaking study hard what makes a game fun. :thumbs:
 
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