Will we get a new game from Ron Gilbert and Team in near future?

Here is a making of (german with english subtitles; warning: includes spoilers):

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Thank you! I’ll watch it.

EDIT: It’s an interesting video indeed! I wonder how they animated the reflections on the water. Maybe the software used the 3D wire-frame in order to calculate how the wood and the sky ought to be reflected.
Seeing the performance capturing descriptions, I think that the capturing works would typically be done by another company that is specialized in that and provides the equipment.

Id agree here. I wasnt a backer as i didnt learn until too late, but i will be a backer for another if it comes up.

Shaders? :slight_smile:

If you are referring to the docks scene, it’s a simple pre-rendered cyclic animation.

I wouldn’t be so sure about that. You can easily reuse walking animations and show them from all angles, but special animations need to be made as they do in 2D.

And we are talking about TWP-style graphics (low-res pixel art). I’m sure someone like Octavi is quite efficient now with animating those characters. How fast professionals can animate rigged 3D models depends on the complexity of the model and how much work you want to put in it to make it look realistic. Also in 2D you can easily do additional special art, like letting Reyes’ tie fly around which in 3D would mean a lot of additional work.

Nonetheless if you want to do a 2D game in HD then 3D is often the best choice to help you with having detailed and fluid character animations.
A very early example of such 2.5D approach being Grim Fandango with 2D backgrounds and realtime rendered 3D characters, another example is Broken Sword 5 with 2D backgrounds in HD and 3D characters prerendered to 2D HD sprites.

I understand Doom but I’m surprised about Myst (e.g. 1, 2, 3):
Sure they have used 3D techniques to create those prerendered graphics but the game itself is mostly a slide show with node-based navigation + prerendered movie clips. I wouldn’t have thought about them when thinking of 3D.
Also the exploration works the same as in typical point’n’click adventure games vs. free movement which was the great new thing about games when 3D came up.

The backgrounds in Grim are pre-rendered 3D scenes.

Which are 2D images in-game :slight_smile:

Do you know if they have touched up the images before putting them into the game?
(like in MI2 when they scanned hand drawings but then also did a lot of digital touch up)
Did they something about it in the Remastered version of Grim Fandango?

Uhm. Good questions. I don’t know if they have touched up the images back then. But it looks like if they have used the original backgrounds in the remastered version. Here is a making of:

And here are the differences between the original and the remastered version:


However, they told that the 3D data were lost and that they had used the pre-rendered screens from the original version therefore. It may be cheaper, but it’s also a missed chance to make the Remastered version even more enhanced. I never liked the room screens from Grim Fandango, so I would have appreciated completely new screens.
It gets explained more detailed in this video, which @LowLevel posted:

The way I do it for IJ:Fate of Atlantis Special Edition:

  1. The scene is completely done in 3D. Why? It helps me with camera, perspective, lighting and shadows and its super easy to change camera angle without re-painting anything :sweat:

  2. I do base render with all elements that will be set as a layers in Photoshop. The elements creates separations between image effects like: Shadows, Lighting, Specular, Material IDs, Ambient Occlusion etc.

  3. Layers are set and I do retouching and coloring to final look.

CGI cutscenes are done same way, but I dont do any retouching, only post-processing touches.
So, at the end you have 2D image and CGI video. Quick and easy.

Characters need to look final in the render, no post-processing or re-painting, because characters have tons of animations and you dont wanna waste your time on each animations. Result: bunch of 2D images, or sprite sheet packs.

BTW: I dont have a good experiences with 2.5D style…I am always trying to avoid it. It must be fully 3D or 2D game.


Sounds very interesting, but I haven’t got the foggiest idea what all of that really means.
Reminder to myself: download the IJ:FoA SE demo before it is taken offline again.

I don’t know how it is in the industry right now, but during my PhD in Computer Graphics I got to know a LOT of algorithms that help in defining smooth mesh transitions starting from a simple skeleton rigging. I’m pretty sure that in the long run, animating 3D is way cheaper than animating 2D pixel art.

Of course, if you want to make it look realistic you still have to put a lot of work into it, but once a model is rigged, telling it to raise its leg takes way less than having to draw each frame, even if you are an experienced artist. In the first case, you basically define the movement - the rest of the rendition is demanded to the animation software. In the second case, you have a human doing it. That’s why flash animations were so popular some time ago, and Spine is now: because they took care of tweening. Which is something you can’t do for pixel art.

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But isn’t the base of realistic/plausible movements a motion capturing session? And AFAIK these are very expensive. :slight_smile:

Well…you have to wait for Demo 2.0

There are also technical advantages when you can stay 2D-only with the engine, e.g. it requires less processing power and you choose from a lot of different ones. Although nowadays even mobile devices are quite powerful and often you are already using a 3D engine anyways (e.g. when using Unity for 2D adventures).

Speaking purely for my own tastes as a teenager, the closeups always struck me as an impurity tainting a pure vision. I’ve always liked it when the main engine is used to convey the story. A totally different art style in the closeups always felt jarring to my eye and kind of an annoyance. The images of the three pirate masters and the closeup of a voodoo head just didn’t sit right with me.
Scripted cut scenes on the other hand! Those were great after you have figured out a puzzle sequence, you could sit back and be treated to a little stage play that would further the story as your reward.

Though there was kind of spin-off before. At least it was said that it plays in the same universe as Blade Runner.

Btw, Lara didn’t have much more polygons, just a little bit better resolution:

3 was huge upgrade graphically, as you still didn’t walk around freely, but in the position where you were you could turn around 360° and look up and down, it was a great upgrade. compared to the static rotation of previous instalments.