If you had to ask me why I prefer working with 2D, I'd probably give a simple yet vague answer. Something ambiguous along the lines of "Oh well its not as complicated" or "Oh well 2D assets are so much easier to make than 3D ones". Truth be told, while that statement about asset creation still holds true, I'm beginning to see the appeal in 3D production. Sculpting 3D terrain, while not as fun as working with tilemaps, is still wildly appealing and rather enjoyable. Sure, floating islands and nostalgic 16 bit landscapes are impossible, but perhaps there is a compromise. Say for example in the case of the original Mario RPG for the SNES, while technically a 2D game, the isometric view gives it an appearance of being 3D, all in 16 bit glory. In a sense, combining these two polar opposites of detailed sculpted 3D landscapes and meticulously plotted 16 bit fantastical scenes can exist in harmony, albeit with a bit of programming and camera magic. (and presumably a grid based map to account for the simple spritework) In any event, I'm slowly running out of excuses to not peruse 3D work, outside of personal preference and experience with creating 2D assets opposed to their 3D counterparts. Especially with my newfound experience with 3D game development. At this point, I firmly believe that the only thing holding me back from full 3D development is just my nostalgia for 2D pixelized handheld systems, and my inability to 3D model as well as I can create 2D spritework. The more I program these 3D games the more I realize they have just as much versatility, especially with isometric settings. They can be just the same as any 2D game minus the 16 bit graphics.
0 Comments
Leave a Reply. |
Creator InfoThis is a blog for a Game Art Design class. Future programmer and currently an artist and writer. Archives
June 2019
Categories
All
|