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MaxwellGT2000 said:
spiffiness said:
MaxwellGT2000 said:
spiffiness said:
MaxwellGT2000 said:

Haha so this is why Scott Pilgrim vs the World didn't hit Wii Ware despite that game being nothing but a 2D brawler

See he feels the Wii is just a Gamecube, which if we are to believe the fan warz of last gen Gamecube was the weakest console out of the three cause it had all the kiddy games, so yeah... it couldn't even do 2D graphics... yeah so Wii... can't even make 2D graphics... lol

Really though this is what I always tell people, look up the people making these comments, 90% of the time they might be a dev but it will be a dev for someone else, in this case the guy is an artist... not really in the know when you're discussing hardware.

The last paragraph seems quite relevant here. If he's an artist, he will likely know the specifics of what needs to be downgraded from the best quality possible in 3D, i.e. lower res textures, lower poly count, etc. and that will form the basis for his impression of the Wii. He is not going to care about the tech specs, only about how much detail he has to leave off the final assets, so to him, the Wii might as well be at the same level as a Gamecube.


You really don't need to be that up and up on all the info, it really depends on your level cause you can be a grunt just doing the textures on someones toe if he's the lead he needs to know his limits and what he can cover up where power is lacking.  I can't get any solid info about the guy other than he was an artist on a 2D Brawler AKA Scott Pilgrim vs The World: The Game, I haven't found much else on him, but the thing is you can be an artist and still not know about the console, really I dunno if you've seen the actual textures on Brawl but they're high res with a crap load of detail but you simply can't tell cause of standard definition.  

So really he could make a highly detailed piece of art for a game but you might not be able to see it

I'm not sure if you're agreeing with me/yourself or not lol... I agree on the fact that an artist probably won't be that knowledgable on hardware specs, but even that grunt will know generally how big that texture should be, or will end up being, and how much he/she has to fudge what it's supposed to look like. It doesn't seem worth the time and effort to put more detail than you can see in the final output. 


Well I was generally saying they don't have to work within specs backing up the fact they don't need to have a good knowledge of the system that's for the coders to figure out and make a engine that runs well  

I'd say the team that needs to know the limits of the system most would be coders and the guys sculpting the models and building the levels since that has a real effect on each other the engine handles applying textures and video output.

So then... the artists? LOL... unless you mean concept artists or just texture artists? Modelers/3D artists often have to create textures as well, so I was just using that as an example.



Currently playing: Gran Turismo 5
Just finished:
Infamous 2