#Video Game Graphics
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iloveabortions · 4 months ago
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Nintendo: Animal Crossing (GameCube, 2002)
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keep-the-colour · 2 years ago
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gif source
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janebroe · 1 month ago
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Ethel Cain low poly poster
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machetelanding · 8 months ago
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fizzy-blood · 4 months ago
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Shiny Umbreon blinkie I made, please reblog if you plan to use it.
Sprite made by my brother aka Pokeeeeaid
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jolikmc · 7 months ago
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Oh.
Can we take a minute to appreciate how absolutely unapologetically adorable Roll is in Rockman Poker?
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krissiefox · 3 months ago
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How (older) Skyboxes work!
My wife was asking what skyboxes are, so I thought it would be fun to make a post showing examples of how Skyboxes can be done in Unreal 2.0 and 3.0 games. For demonstration, I'm using Killing Floor 1 (Unreal Engine 2.5) and Killing Floor 2 (Unreal Engine 3.0).
Killing Floor 1 Skyboxes (Unreal Engine2.5)
In Unreal Engine 2.5, a common way of making skyboxes was to actually create the sky scene in a separate room that can't be seen from within the playable level. You'd You would then apply a setting to the walls of the "box" around any out-door parts of the level. In-game, these walls will displayed as a "view portal" into the skybox room, thus creating the illusion of a massive surrounding environment, thus making the world feel much larger and immersive.
Visual examples below!
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Using my "Zombie estate" map as an example, this is how the sky of the level looks in the editor. The walls are all set to be portals into the skybox.
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Here's the skybox room. The half sphere makes the initial cloudy sky, then there's a gradient black ring to give it some more darkness. The little question mark block tells the game engine where to have the skies center perspective from.
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The in-game result - Your map has has a nice, massive looking sky to make the world feel bigger and more alive!
Killing Floor 2 Skyboxes (Unreal Engine 3.0)
Possibly due to the increases in both engine power and average computer specs by 2015, making a skybox in Killing Floor 2 is a more straightforward process. The base game includes many "skybox" type models, including a simple massive sphere that you can place over the level you built. Much like in the first game, you can customize the sky area in many different ways, such as adding lighting, fog, distant trees, mountains, buildings, etc.
Visual examples below!
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I'll show a few examples of skies in KF2. Here's the sky from Nuked, which is quite massive! The lighting is dark and moody to reflect the aftermath of the nuclear explosion. It's also got some nice mountains, which unlike in KF1, are to scale with everything else.
The skies in the Outpost map are quite pretty, featuring mountains, northern lights and a cold snowy winds. In this clip you can see that the mountains and sky are objects you can click on individually in order to move, scale, rotate or change their texture.
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Here is my map Zombie High School, showing a smaller skybox, as only certain portions of the map are outdoors. You can see that I used flat "facade" textures to decorate the background, which look obvious and fake from the high above angle inside the editor...
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..But in-game, the background looks more natural and like part of the world!
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Unlucky is being Develop in Unreal Engine 5.0, and I'm still learning how skyboxes work in this one. The third-person plat former game template comes with a nice looking built in sky that has animated clouds, and I have tested making Killing Floor 2 style sky spheres, which seems doable as well. I'm looking forward to learning more about how skies function in this version of the engine. :) -KrissieFox
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laurapalmersdiary · 2 months ago
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fogaminghub · 2 months ago
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🌿✨ Get ready for an adventure like no other! Horizon Zero Dawn Remastered is set to launch on October 31, bringing breathtaking enhancements to gameplay and visuals! 
With new foliage textures, improved NPC dynamics, and over 10 hours of motion-capture for more lifelike conversations, this remaster is sure to amaze. 💚
Pre-order now and rediscover Aloy’s journey with stunning new features! 
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autolenaphilia · 2 years ago
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The mainstream games industry is clamoring for more and more realistic graphics, and here I am playing the original Broken Sword: The Shadow of the Templars, (via Scummvm), a 2D point-and-click adventure game from 1996, and I'm so delighted with its graphics. The comic book art is so charming and colorful. It feels like I'm playing an interactable bande dessinée in the vein of Tintin or Spirou. And honestly I prefer that to anything realistic. Like I already got the real world? So when I play a video game, I would prefer to escape into the world of a comic book like Broken Sword allows me to.
Like just look at these random screenshots i took, this rules.
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knackeredforever · 1 year ago
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Seriously why is baldur’s gate 3 200GB I’ll probably get the game at some point in the future cause I know how good it is but I wish I could just get a version of the game with none of the high quality graphics installed in it even if It looked significantly worse because the graphics are absolutely not what I care about the most when playing the game.
I’ve said this before but Ives said it again the entire triple A games industry should go back to making games that have graphics similar to the PS3 and Xbox 360 because video game file size and graphics requirements have made a lot of amazing triple A modern games inaccessible to a lot of people.
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elriel-is-real · 1 year ago
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this place used to be my home elriel is real
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midnightfluters · 1 year ago
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I love the graphics is sky. They are just the best.
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91vaults · 2 years ago
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I wish more games were economical with their graphics like Rollerdrome. Not only does it look awsome but it was a 5gb file that i could download in the same afternoon i bought it on my shitty internet!
you don’t need a bazillion textures and lighting effects to look good. Stylisation can work too.
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psychedelic-charm · 2 months ago
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Lunchtime, mooties!
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hardcoregamer · 19 days ago
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As much as gamers have come to accept that graphics aren’t everything when it comes to a video game, especially when there are such great indie titles out there that prove this, there's still something about a graphically-intensive game that stands out and grabs the player’s attention. And when the game is good-looking on top of being fun, it’s just a cherry on top.
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