Doom should have a narrative mod(e)
Oh I should keep up my tradition of posting my game jams here
Oh umm... I'm still doing game jams so... well, here you go:
https://tommyhanusa.itch.io/ldj8
(I guess technically its a camera game)
Hey I most recently made a mod for Deus Ex as a part of a game jam. I have a day left in the jam so if you have any feedback let me know.
Chat GPT is essentially a bot that's really good at telling you what you want to hear.
All this talk of it replacing jobs is concerning because it's basically an incompetent yes-man. And it's rather telling that the demand for it over people who can actually do the job shows how far you can get by just telling people what they want to hear regardless of how true it is.
There is this weird thing that I don't like about this thinking. Like at some level I'm trying to 'spend less' on artists and potentially get more art assets out of them.
But it could be positive, and potentially let them be a little more auteur. If there was one environment artist for a single (or sequence) of levels they could express more of themselves without having to conform as much to other artists.
The same goes for Level Designers, Writers, and maybe other disciplines.
A good question is how well do these art styles do in sales and on what platforms?
What styles are actually the most efficient to develop with? Where can showing brushwork be ok?
Are any styles particularly poorly suited for particular kinds or tones of games?
Is this an incredibly basic/boring realization?
Anime/manga has become a more or less cohesive style used across many series/genres. You could argue that bruce timm and tartakovsky do something similar, coming out of comic books. They have similarities and are also efficient.
In games there is also the Blizzard artstyle tm that has percolated into games like Valorant (or even ToR) and Mobas
Ps1 graphics is kinda similar for indies.
I feel like japan also has styles like this to, but it's harder for me to pin down.