Tierlisting ARTSTYLES for indie games

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  • Опубліковано 27 тра 2024
  • We often get asked "what's the best/easiest/most marketable art style I should use?". In this video, Marnix got kicked out and replaced with an actual artist to talk about the pros and cons of each style for your game.
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    Timestamps:
    00:00 Art is hard
    01:01 Low poly 3D
    04:06 Cell shading
    07:42 Voxel
    10:31 Toon
    14:30 Stylized low poly
    17:33 Stylized high poly
    21:18 Realistic
    24:56 Anime
    28:31 Pixel art
    32:29 monochromatic
    35:34 Hand drawn
    42:41 Summary
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  • Ігри

КОМЕНТАРІ • 168

  • @SharpDressedBear
    @SharpDressedBear Місяць тому +65

    It's really cool to see another member of the Bite Me team! She did an awesome job and it's really interesting to hear some of the more technical details about art styles broken down (as it's not at all my background)

    • @digineet8421
      @digineet8421 Місяць тому +4

      She’s also hilarious “oh my god you just explained drawing” got me

  • @cheesymcnuggets
    @cheesymcnuggets Місяць тому +38

    Hand drawn art is definitely the one and only S-tier imo

    • @bitemegames
      @bitemegames  Місяць тому +9

      In terms of looks, maybe, but in terms of being able to make the assets in a efficient, cost effective way, not as much, which is why we didn't put it at S -M

    • @Soturi4k
      @Soturi4k Місяць тому +4

      S tier look - F tier easiness

    • @thebeangod7752
      @thebeangod7752 Місяць тому +1

      ​@@Soturi4k hand drawn gives the maker a lot of freedom. Some times its hard and sometimes it's easier

    • @PutineluAlin
      @PutineluAlin 22 дні тому

      Agreed it started with Hand drawn pixels very crude then it evolved from there, not in S tier is Bitemegames being overly critical and uneducated with the history of the subject.
      Art being subjective is a copout and it's artist speak to "I don't know the answer leave me alone."
      It's S tier because Don Bluth got involved and made an arcade game that stood out from the rest, it's a real swiss army knife of the art style.
      I could give 100 more reasons to why hand drawn is the goat but for simplicity I will only give this example, Disney.

  • @flymacseamus3474
    @flymacseamus3474 Місяць тому +42

    Alexandra looks very comfortable in front of a camera, pretty impressive for an intern !!!

  • @lowellcamp3267
    @lowellcamp3267 Місяць тому +21

    I think anime style is a really interesting mixed bag.
    Doing 3D anime-style characters that look 2D is mind-bogglingly difficult. Similarly, hand-drawn animated sprites are super difficult for indies by virtue of the sheer number of sprites required.
    However, anime backgrounds are often a kind of “exaggerated PBR” oil painting style.
    This means that you can often get away with using premade realistic stuff for much of your (hard-surface) background assets, brush some extra contrast onto the corners, and maybe run it through a filter.

    • @mandisaw
      @mandisaw Місяць тому +9

      This. Watching/reading articles on how Mihoyo did Genshin & Honkai, or how Intelligent Systems (et al) did Fire Emblem Engage, really makes your brain bleed considering how complex their shaders are and how tightly integrated their design, programming, and tech artist teams had to be. Also because that style is so region-specific, most of the good tutorials, panels, and graphics libraries/plugins are documented in Japanese (or in some cases, Korean or Chinese [Simplified / Mandarin VO]).
      Engage's eye shader alone had like 10+ fields, and drew gender-specific output 😭 Even if you buy generic anime character models off the Store, you definitely need your tech-art game on lock to make it work.

  • @Zizaco
    @Zizaco Місяць тому +21

    It was interesting to see the discussion of "easy to make/mix assets vs marketability". It would be awesome to see other themes being covered through this same lens

  • @dobrx6199
    @dobrx6199 Місяць тому +58

    Damn Marnix got replaced lmao

    • @DestinedDotCom
      @DestinedDotCom Місяць тому +6

      upgraded

    • @DeadStawker
      @DeadStawker Місяць тому +1

      Well, the artist and the programmer were the right choices for this vid, I don't think Marnix was needed in this one.

    • @ultimaxkom8728
      @ultimaxkom8728 Місяць тому +1

      She's Marnix's split personality: Marnixy.

    • @user-ky4hc1bx7s
      @user-ky4hc1bx7s 11 годин тому

      @@DestinedDotCom simp

  • @marnixwyns
    @marnixwyns Місяць тому +26

    As I voxel art fan, I now know what it feels like to be construct 3 user.

    • @monoinyo
      @monoinyo Місяць тому +6

      we construct devs are not used to all this attention and are glad to share the ire with the voxel community

  • @ElianeGameDev
    @ElianeGameDev Місяць тому +23

    Hi Alexandra, it must be stressful to be exposed to the world like this in a video, so thanks a lot! You're doing amazing with Guild Architect, the game looks really cool!

  • @KhroMcKrakken
    @KhroMcKrakken Місяць тому +14

    I really liked this. Although I have to correct you. TellTale didn't go down because of their art style. They were notoriously bad at managing their finances. I've talked to some people who worked with them at Gearbox when they were doing Tales from the Borderlands. They were a mess. Hopefully the new TellTale will do a better job.

    • @DestinedDotCom
      @DestinedDotCom Місяць тому +1

      plus they had very high licensing costs to get the IP they used

  • @KuroNK
    @KuroNK Місяць тому +11

    The thing with voxels, and the reason as to why you don't see many games with voxel art is how difficult it is to make on the programming side. You have to make a LOT of optimization, and memory management, but when done right, the results are astonishing, and i don't mean minecraft like "voxel" i mean john lin voxel game type voxels.
    When people manage to make really small voxels it lends itself to a style that allows to simulate a lot of things, from real time water simulation, to particles and free form object breaking. All while maintaining a beautiful look, really the best option if you wanna make a sandbox game.

  • @mandisaw
    @mandisaw Місяць тому +10

    No shade to Marnix, but this was like your second-best tierlist ever - having an artist's POV vs "I suck at art LOL" was so illuminating! Stylized mid-poly is the way to go if you have the cash & patience to hunt for and/or commission assets, or the skills to do it in-house. Having some normal textures / simple PBR shaders adds so much more depth & nuance than flat-shaded low-poly, while still not being too taxing on the tech or art side, and [hopefully!] will make it better for marketing.
    My game is mostly handpainted mid-poly, with Store assets I've customized to match my palette & aesthetic. Lighting is still hard 😅 You can also "cheat" a little by going for gradient-palettes to liven up otherwise flat-color models - still experimenting with this, but it can work well for background environments, crowd-fill NPCs, etc.
    Great chemistry, welcome to the channel, Alexandra (yes you can curse here LOL)

    • @bitemegames
      @bitemegames  Місяць тому +3

      So, which one was the best then...? -M

    • @mandisaw
      @mandisaw Місяць тому +3

      ​@@bitemegames Features! Funny *and* super-useful, like this one 👍

  • @HE360_Games
    @HE360_Games Місяць тому +3

    I rank pixel art as A tier. I grew up playing the NES, Super NES, Sega Genesis, and Arcades and yes, if those styles are done well, then it would draw us in and it was what made us want to buy and play many of those games or spend many quarters on them.

  • @dudedigital
    @dudedigital Місяць тому +4

    Hand drawn art is S-tier

  • @Jeroxia
    @Jeroxia Місяць тому +21

    Yooo! Marnix grew a beard! Lets gooo!

  • @bazyt1
    @bazyt1 Місяць тому +7

    That was a fun one, great job! Also v difficult: art preferences vs programmer requirements vs marketability.
    Hand-drawn is fun to make, just draw it and scan it in (or use graphics tablet). Like you say, its timeless if done well.
    One advantage of low-poly is (obviously) performance, you get away with throwing almost anything at the screen.

  • @dafff08
    @dafff08 Місяць тому +10

    ive spend roughly 1500 hours in blender and i still suck at coloring and lighting.
    i would say you dont really need high poly/quality assets as long you manage to make the things you work with look cohesive.
    nothing is a bigger deal breaker than having things that look odd or out of place.
    this can get especially infuriating when you know the scene looks not right, but you cant pin point what it is.

    • @dest5218
      @dest5218 Місяць тому +1

      Bro...1500 hours?!?!
      I got scared when I saw that number lol.
      As someone who wants to start making indie games I've been doing some research and I'm wondering how hard would it be to animate? Like say a character holding a sword and slashing? Like is it difficult? Does it require a powerful computer?( I'm using a potato core i5 made in 2015-16).
      Is this something I should undertake or is it too much? Also there are no facial expressions and yeah I plan to use a Mixamo whenever I can.
      Any reply would be greatly appreciated ❤️

    • @dafff08
      @dafff08 Місяць тому +1

      @dest5218 it depends. Computer wise if it can also play similar games you plan on making, it will be good enough to make them too.
      As for the 3d aspect. You will need to spend a decent amount of hours learning blender and 3d concepts just be able to get some basic adjustments done.
      As for the exporting and importing, prepare for headaches because there's a lot of jank and incompatibilities.
      When it comes to making use of animations, it depends on the engine. In Ue5 it takes some practice to use the states system, but once you understand it, it's pretty good.

  • @vast634
    @vast634 Місяць тому +3

    With some small changes (better lighting, ACES color space, brighter sun, lighting from an HDR sky, more natural grass color, beveling-modifier on the low poly poly art) you could make your Forge Industries art look quite a lot more pleasant. Its not really the detailed models that drag it down, just the overall composition.

  • @JBurky15
    @JBurky15 6 днів тому

    The 16-bit pixel style is so timeless that it has come back around and people still love playing SNES games because the art style (and gameplay) is just so good and holds up to the test of time.

  • @Gregorious4
    @Gregorious4 Місяць тому +11

    9:35 does the art style really matter if the game has trains though?

  • @holacabeza
    @holacabeza Місяць тому +10

    Marmix got a glow up DAYUMMM!

  • @RewdanSprites
    @RewdanSprites Місяць тому +5

    This was a really really good video. Very glad you put this up. I just finished a project and was considering what to try doing next art-wise. I did my first few games in pixel art and it's one of those easy to get into but incredibly difficult to make look professional kind of styles. More recent games in pixel art that want attention are really making use of HD+ screen resolutions which magnifies complexity quite a bit. Which 'can' require multiple artists to pull off. Not ideal for solo dev's as simpler pixel art styles tend to get a lot less attention these days. Lots of competition too.
    So yeah, total trap.
    I love that toon style as well but could never pull that off personally. I'm considering doing hand drawn for the next one but haven't done hand drawn for quite some years. Animation can be painful with hand drawn to maintain consistency between frames. Although after hearing about monochromatic that might be a good option for my next one 😅.
    Lol. I agree with that F tier rating haha. That's way too long (although that initial rating ended up somewhere else).

  • @ceri1341
    @ceri1341 Місяць тому +5

    Something that gets ignored a lot with the photoreal style is that sure there are tons of models and textures you can buy but your biggest hurdle is going to be character animation. We've all seen asset flips that look great up until you see a character moving and it suddenly falls apart entirely. The characters are stiff, they move in odd ways, are obviously using canned animations, the animations blend poorly, etc. Even big AAA games like the SH2 Remake were recently torn apart with similar criticism. And unless you have access to an animator/technical animator and a mocap studio, this is going to be a massive hurdle for anything except a walking sim.

    • @mandisaw
      @mandisaw Місяць тому +3

      Generic humanoid animations are fine for locomotion and most "behaviors", what kills it are the facial animations. They are rig-specific, and many Store assets either have simple facial rigs, or no facial rig at all (maybe neck, jaw, L/R eye, and some not even that). The higher the human face's "resolution", the tighter our tolerance for what looks-good becomes, since of course we are all very familiar with how facial muscles, skin, eyes, etc work.

  • @TheMechanicalCoder32
    @TheMechanicalCoder32 Місяць тому +2

    Need more art takes. I'm a programmer and I think I remember thomas or the other guy (other guy -- say your names more often!) said ~75% of BiteMe's UA-cam audience are programmers, so the art insights are very valuable for us. Great video! Glad to see another one on the team and with unique takes
    Edit: Just got to the part where you gave the stats about your audience's specialties. Whoops!

  • @philbertius
    @philbertius Місяць тому +3

    Y’all, 3D anime is way harder than you’re giving credit for. Theres a spectrum of detail, but the more you do, the more “passable” it is. One look at Guilty Gear’s tech videos and you’ll see just how insane it is - shape keys for _everything_…

  • @ViewportPlaythrough
    @ViewportPlaythrough Місяць тому +1

    the lady in stripes is such a fresh breath of air. she has her marketing opinions on point. also, because shes more of an artist, she has a different perspective that the other 2 hosts.
    when they started talking monochromatic, you know that shes legit good about what she do

  • @webgr6352
    @webgr6352 Місяць тому +1

    This tierlisting was different from the other ones somehow... As an indie game developer, I like your tierlistings, because they are giving us, to indie developers, a point of view probably we never thought of or missed it. But this tierlisting has a completely different perspective. Because all of your previous ones are like "Which one to choose if you want to make your first indie game", but this one is like "It can be difficult to make, but still have advantages". In my opinion, it can create misconceptions somehow... Don't take it as a negative commentary though, it shows us a different perspective, how the artists see things! I like it! (I am a developer without an artistic background to be clear)

  • @Yener_Egal
    @Yener_Egal Місяць тому +5

    Awesome. This is exactly what I wished for.

  • @sakislaspas6176
    @sakislaspas6176 Місяць тому +1

    A lot of this is as you also said is subjective but also comes down to personal experience.
    I have years of experience working on realistic games so pumping out realistic props/buildings is really easy and quick for me. At the same time, I really love monochromatic games like Obra Dinn.

  • @BlueGooGames
    @BlueGooGames Місяць тому +2

    Great! Our game’s art style ended upp in the A-tier! Thanks Alexandra, will send you a free copy of Space Chef when it’s done 😅

  • @juancarlospaco
    @juancarlospaco Місяць тому +1

    Realistic is easier if you consider Photogrametry scans DIY, you can just take 20 pictures with an Android of things or places or toys and have it in Unreal in minutes with materials and textures.

  • @dobrx6199
    @dobrx6199 Місяць тому +3

    Honestly I think retro could have been placed very high if you guys included it because it's relatively easy to make and I think for marketability too it's very solid, especially for boomer shooters or other types of games emulating older ones.

    • @bitemegames
      @bitemegames  Місяць тому +2

      That's a good one actually, since there's been a resurgence in that crunchy/ps1 era graphics for the boomer shooters indeed. Don't ask me when a sequel will release though. -M

  • @SenkaZver
    @SenkaZver Місяць тому +1

    My favorite art style is FFT, FF9, Unicorn Overlord anime-2D stylized style mesh. But thats such a high skill to do lol

  • @_P_a_o_l_o_
    @_P_a_o_l_o_ Місяць тому

    This discussion was super interesting! Very informative and fun to listen to, I loved the insights of the artist :)

  • @lorinatzberger3624
    @lorinatzberger3624 Місяць тому +7

    I think considering Minecraft to be a voxel game is wrong. It's a game that technically includes voxels (the terrain) but with a lot of models that aren't made out of voxels. The Minecraft dungeons is also in this direction. Pixel art textures on 3d meshes can yield much more depth than voxels alone. Starmancer for instance uses this more extensively and it looks pretty darned good even if it has a troubled development.

  • @drewskt1
    @drewskt1 Місяць тому +2

    This one should be on a 2 axis tier list Visual appeal vs technical difficulty

  • @vladcalin
    @vladcalin Місяць тому

    Really nice video, especially that it's about an area that I don't really know much about, and Alexandra seems very knowledgeable on the subject! Cheers! The marketability and complexity of producing breakdown for each style is really a game changer, as an indie game dev myself I struggle to find the balance between "looks good" and "the price is affordable"

  • @Chakuri66
    @Chakuri66 Місяць тому

    Really like this kind of content. The two perspective from the same thing make it interesting to watch.

  • @MrKingJavo
    @MrKingJavo Місяць тому +6

    Have you guys ever thought about sharing how you even get interns to work for your company? I think this would be beneficial to other indie devs who struggle to find quality artists.

    • @channyh.221B
      @channyh.221B Місяць тому +7

      First step: move to Belgium.
      That's it.
      That's basically it.

    • @DeadStawker
      @DeadStawker Місяць тому

      Man at least in my country it highly depends on the state and the city and the university and the company that is trying to get an intern. Like there are so many factors involved. So, sure they could make a video explaining how they made it but I don't think it's going to be useful for 95% or so of the viewers as the labor law and the legislation and context may be extremely different

  • @MichaelGame_Dev
    @MichaelGame_Dev 26 днів тому

    Nice video. I've been thinking a lot about the art style for my game.

  • @schoolofschrock
    @schoolofschrock Місяць тому

    Nice video. It's cool to see more of the people at your company.

  • @QuietPenguinGaming
    @QuietPenguinGaming Місяць тому +1

    Great video!
    I didn't realise BiteMe Games had interns - would love a video on this! Especially since you are so open with your finances and process - what can a small studio like yourselves offer an intern, is it worthwhile for them vs trying to do their own thing to boost their portfolio, etc?

  • @andreww2208
    @andreww2208 Місяць тому +7

    *Him:* Forge Industry and Project Zomboid are the same art tier.
    *Her:* No. Forge Industry is trash tier.

    • @TESkyrimizer
      @TESkyrimizer Місяць тому +3

      true, PZ looks great now. but project zomboid started out in earlier betas looking just awful tho. the fun permadeath gameplay saved it. it only got better looking after build 30-something?
      as for FI I think the color palette is very unappealing and a lot of terrain looks flat and lacking character. everyone is gonna have diff opinions tho

    • @tymondabrowski12
      @tymondabrowski12 Місяць тому +5

      @@TESkyrimizer FI could look great if they fixed the colors, imho. And the shadows are too black. It could've been an easy fix even now, frankly, they could make a setting for it, probably.

    • @kthuludev
      @kthuludev Місяць тому +1

      @@tymondabrowski12yeah i feel like it wouldnt take that long to make a good color pallette and touch up on the major visuals but also it would kind of be a waste of time since the game is done and in the past now

    • @jaredcramsie182
      @jaredcramsie182 Місяць тому +2

      ​@@kthuludevI think it is still worth upgrading simple things, mainly because of the reputation.
      A personal anecdote: I wanted to give Brandon Sanderson a read. However I didn't want something too long, just in case I didn't like it. So I read 'Elantris', which is a standalone title and his first published book.
      I hated it so much that, even when multiple of my friends have recommended his later series's, I can't justify giving it a try.
      TLDR: Your past work can impact how people engage with your current work. Orangepixel made a video about this topic recently called "How do indie gamedevs handle game updates post release?" Where he talks more about finding the right balance between for this, I think it's worth a watch.

    • @ryuusaisai
      @ryuusaisai Місяць тому

      ​@@jaredcramsie182 That's an useless anecdote tbh. They gave some post release updates and fixes, and they are clear about what you are getting. It's not worth it for them to update anything else but game breaking bugs, as I doubt the game even sells anymore.
      I hate the idea that you imply you aren't able to release a game until it's flawless.

  • @PrasadOfRA
    @PrasadOfRA Місяць тому +1

    It would make it easier for you to decide where to put artstyles and for viewers to agree if you made 2 separate videos, where one is a tierlist about how hard or easy it to make technically, and another is about marketing standpoint. But overall it's a good video with useful info, thnx!

  • @mauree1618
    @mauree1618 Місяць тому +2

    Realistic graphics would be an F for me. Also, to help understand why less colors means more challenge when making good art, think about it like this; you have less tools to convey the same information, like using less words to say the same thing. Doing more or the same with less usually requires some kind of mastery of the medium.

  • @tiredlocke
    @tiredlocke 25 днів тому +2

    I haven't watched any of these ratings videos before... But wouldn't a matrix be better for ranking? They struggle so much to put them into a linear ranking because of attractiveness/marketability vs technical/difficulty. So have 2 axes? Then you can see the sweet spot. Then you can see why something that looks so good got ranked lower.
    Also, what's the difference between cell shaded and toon style? 🤔
    Anyway, great fun video! New subscriber.

  • @bcrane86
    @bcrane86 Місяць тому +1

    Hi both! Thanks for the video. Really informative! One quick question: I am a big fan of Hades and its art style, but what genre would you two classify it as? Would it be hand drawn? Want to know some keywords so artists can understand me 😅 Thank you in advance!

  • @renji-hjk
    @renji-hjk 6 днів тому

    i miss the old times in ps2 where every animated film got a game

  • @Freiheit-XXL
    @Freiheit-XXL Місяць тому +2

    you Guys are AWSOME!! Marnix too! loove your vids!😍❤️

  • @VictorJ-blog
    @VictorJ-blog Місяць тому +1

    Yay for team anime but the highpoly anime toon style is the hardcore difficult ones … the character face itself is hellish to make

  • @gsuandre5579
    @gsuandre5579 6 днів тому

    For some reason first tear list i saw from you guys hurt my eye, and today everytime i saw that tierlist with everything straight was hurting my eye, i feel like the in between tier is more clear to me now, kind of like b+ and b- and so on. Even after the video end i can undertand exactly why they are there if is straigh mi brain just group a as same, b as same and so on.

  • @Yoshi889
    @Yoshi889 Місяць тому +2

    So no matter what you choose, every art style is difficult. Got it.

  • @sooooooooDark
    @sooooooooDark Місяць тому +2

    i didnt know there was a difference between cel shading and toon shading 🤔
    to my noob eyes they look almost exactly the same (cel looks like the less effort/detail variant of the same thing)

  • @josueibarra6570
    @josueibarra6570 Місяць тому

    Yet another BiteMe Games' world famous lists! I hope you do vector art for part 2

  • @dancingdoormanable
    @dancingdoormanable 13 днів тому

    It's a shame they didn't make a distinction between Cartoon style and the style of FRANCO-BELGIAN COMIX. Partly because they are a Belgian studio and partly because both styles have very different audiences. The Franco-Belgian style has a more adult audience that also expects more adult themes so it matches more with Steam, which is probably the best Indie platform out there. The Cartoon style is more a kids thing so it matches more with console games Also having Disney and Nintendo as competition isn't easy, while Franco-Belgian style can be unique and as "Metal Hurland" weird fantastical (sci-fi/fantasy/horror) impactful (ero/violent) as you want. If your from Belgium or France you probably get some LITERARY exposure too, as it's considered "high culture" there.
    While it's true that graphic novels seem to be losing out to games, Moebius never died. He just lives on through his art style. Just ask your local artist if they know of his work and if they think they are influenced by him.

  • @Listoric
    @Listoric Місяць тому +1

    I really liked the discussion, but the rating ultimately felt like you chose a different metric for each type on the fly. Still, the point is less the list and more the discussion around it i'd say. Also, Alexandra is a natural and doesn't mind telling it how it is, good energy.

  • @pamparam3495
    @pamparam3495 Місяць тому

    I picked toon shading with outline for low to mid poly semi realistic assets for my game and I like how it looks now.

  • @ianbent0n
    @ianbent0n 15 днів тому

    37:37 "I know people that don't like the Cuphead style" WHO?!

  • @Kvantovy
    @Kvantovy 29 днів тому

    How about styles of programming a game now?
    Styles of structuring the codebase... like, putting the actual code of a certain feature on an object that uses it, like an NPC or a building, versus putting those codes into some separate class, static or a gameobject with this class, where all such functionalities are (Feature Manager? idk) and the actors just call those functions when they need to...

  • @ProrokLebioda
    @ProrokLebioda Місяць тому

    Monochromatic... with color!
    That killed me :D

  • @gekks
    @gekks Місяць тому

    Really enjoyed hearing Alexandra's perspective on this! Hope to see more from the artists in the future 🙂

  • @millkeeko
    @millkeeko Місяць тому +1

    -and that they made some very fun games to watch for the youtubers
    yeah-yeah-yeah-yeah

  • @andranaindra8769
    @andranaindra8769 24 дні тому

    I've been a gamer since the 90s, and despite being a big fan of Elder Scrolls series, I would pick up Cuphead before something like Skyrim. When gamers valued 2D hand drawn, it's all about the art style, not whether it's 2D or 3D.
    I think the opinion that the hand drawn art style not being 3D devalued a game, is something that's mostly adopted by game developers, because they saw games more from an artist point of view. Artists usually wants to create something that showcase their capability, instead of what would actually attracts more attention of the target market.
    Also, 3D is already way too saturated. Lets be honest here, you'll sell 2D hand drawn style games much easier than you will ever sell 3D games...because 2D are simply more niche and give more impression of "high quality" upfront before gameplay taken into consideration. Something like Cuphead is already seen as potentially high quality game by gamers simply because of its art style...it simply an easy sell.

  • @ninjadodovideos
    @ninjadodovideos 29 днів тому

    Interesting discussion and good points made, but imo many of these are variations of the same style. Toon is basically cel-shading with line-art and a bit more texture... and anime is a regional variety of toon/cel-shading. And I'd say definitely not more difficult than Western styles, just different. Indeed a lot of anime has such simplified characters and limited flappy mouth animation and held frames that I would say it can be one of the _cheapest_ styles even, though it can also be very complex depending on designs and detail... (eg Pokemon and Ghibli are a universe apart, like comparing Flintstones to Disney).
    Personally I would put _Team Fortress 2_ in the same Stylized 3D category as _Overwatch._ It's only somewhat lower poly because it's old now, but that art style is NOT easy to do from scratch. When you look at the making-of stuff from Valve they put a TON of work into building the look for that game (silhouettes, colour palettes, designs)... _Sifu_ also (which somehow got mentioned in Low Poly?), that game was neither low poly nor easy to make. It's one of the BEST-looking indie games; they art-directed the hell out of that game, not to mention top tier animation. Do not attempt unless you have a very skilled art and animation team. These do not belong anywhere near the same category as low poly flat shaded asset packs.

    • @ninjadodovideos
      @ninjadodovideos 29 днів тому +1

      There is definitely a lot of ignorance among gamers about what makes quality art. You're probably right that even though Hand Drawn is one of the best and most expensive styles, many gamers somehow think all 2D is "cheap" which is completely backwards since it's hard to get more expensive than the meticulously pencil and paper animated _Cuphead..._ Many seem to think (boring) realism is best while they call highly detailed stylized 3D "cheap" or "generic" when as you say it's actually one of the most difficult and expensive styles to do well. How much a game is taxing your GPU is not a measure of quality.
      I think something worth noting is that the difficulty of any of these styles depends more than anything on your standards and the level of detail you're going for. You can do really cheap-looking "realistic" art with some bought assets, but you can also try (and probably fail) to do high-quality Rockstar/Naughty Dog level realism, which is pretty much impossible for anyone but AAA studios (unless you make the scope so tiny it becomes manageable and even then it's VERY difficult). You can do cheap looking anime or cartoony styles with super basic animation and no textures, or you can do extremely detailed and elegant stylized work (2D or 3D), which is much much harder to do.

  • @themore-you-know
    @themore-you-know Місяць тому

    Cell shader:
    Jet Set Radio Future.
    And Bomb Rush (which itself is a remake of JSRF)

  • @digiross7199
    @digiross7199 Місяць тому +2

    Graphics is highly subjective. I've played all types. Depends on the genre and gameplay as well.

  • @agronacilius4584
    @agronacilius4584 Місяць тому

    Personally my favorite style is something between mid poly realism and stylized. Older games such as Oblivion, Skyrim, Dargons Dogma and so on would look amazing simply by adding more objects to the world. And by having better textures.

  • @shotoutgames8823
    @shotoutgames8823 Місяць тому

    Good stuff 😊. You should do something like this again

  • @cilcoposea
    @cilcoposea 23 дні тому

    Aaaaaaaaaaaaaaaahhhh finaly, you found someone to help you with your weakest point! I hope you'll try to rework a bit the forge (not a lot, just a bit to test if it helps with sales).

  • @mrrager1409
    @mrrager1409 Місяць тому +3

    she is very good on camera. well informed and percise

  • @TESkyrimizer
    @TESkyrimizer Місяць тому +2

    27:48 not sure if anime always sells. If I look at VNs which are almost exclusive anime, YMMV a lot and there are a great deal of shovelware.

  • @IvanTeslenko
    @IvanTeslenko Місяць тому

    21:30 I'm not an expert but I believe that Unrecord falls out of the category a bit, because basically 70% of its realism accounts for the photoscanning of real environments. Something like Last of Us is for sure much harder to make, because you'd have to actually paint high-poly textures, while for Unrecord you just need a camera to go and scan an abandoned place irl. Which is probably why one person (or a fairly small team, idk) was able to pull off Unrecord demo. But at the same time, it quickly became boring, with more and more demos coming out in this hyper realistic style.

  • @Ed-jk1mg
    @Ed-jk1mg Місяць тому

    Great informative video! As an artist I would put everything in completely different places :D but as you said art is subjective.

  • @viniciusantonio2253
    @viniciusantonio2253 Місяць тому +9

    Damn Marnix, did you stop hitting the gym?

    • @kthuludev
      @kthuludev Місяць тому +1

      he's been on a vegetarian diet 🤫🤫

  • @kenkai9097
    @kenkai9097 24 дні тому

    what website is at 25:46?

  • @Atticus_Moore
    @Atticus_Moore 26 днів тому

    Anime style is S tier and F tier depending on the art. Which you could probably say for a lot of these but especially so with anime. There are anime games I will never play because they have toothpaste colored hair.

  • @alexanderstewart9923
    @alexanderstewart9923 13 днів тому

    Pixel Art is S tier 👌 its iconic

  • @attlayz6152
    @attlayz6152 26 днів тому

    She is right, SHE IS RIGHT

  • @ArtexStudios
    @ArtexStudios Місяць тому +1

    Pixel art is beautiful! ;)

  • @lildgamedev6885
    @lildgamedev6885 Місяць тому +6

    Is marnix wearing a wig?

    • @vast634
      @vast634 Місяць тому

      The hair is mostly CGI

  • @microdavid7098
    @microdavid7098 Місяць тому

    voxel art looks spectacular when done right. I feel like it gets too much hate for no reason, and sure there are many examples of it looking eh, it can look great tho. The minecraft mods are a perfect example of how pretty the artstyle can get. Also I think voxel art works excellently with shaders

  • @wdavis81x
    @wdavis81x Місяць тому +1

    me: i'm broke
    also me: high poly stylized indie game lets goooo!

    • @bitemegames
      @bitemegames  Місяць тому +5

      At least it'll look good once you release in 2083! -M

    • @wdavis81x
      @wdavis81x Місяць тому

      @@bitemegames lmao true!

  • @gyokzoli
    @gyokzoli Місяць тому +1

    What is the difference between low poly and low poly stylized?

    • @cecile5271
      @cecile5271 27 днів тому

      I think "low poly" just a lowpoly models with very simple color, but "low poly stylized" is more difficult at texture, the focus is on a procedural art style.

  • @Krisz01777
    @Krisz01777 24 дні тому

    Visually I think stylized high pixel looks best, but I dont even know many goof games in that style. Funnily I love Fortnite and Overwatch styles but hate their gameplay.

  • @SuperEssenceOfficial
    @SuperEssenceOfficial 23 дні тому

    Is it just a gut feeling that people pay more for 3D games than 2D game? You should instead look at what percentage of Hand Drawn games (of a certain quality) are successful on steam versus the other styles or versus 3D. Im not sure, but curious

  • @randomdsfhqe
    @randomdsfhqe Місяць тому +2

    'More E-tier' is confusing. Is the lesser E-tier towards D, or F?

    • @bitemegames
      @bitemegames  Місяць тому +1

      Should have just put it in between 2 tiers... -M

    • @ultimaxkom8728
      @ultimaxkom8728 Місяць тому

      @@bitemegames E-Tier is F-Tier. Delete it.

  • @NeZversSounds
    @NeZversSounds Місяць тому

    C'mon, it is not an argument against any style if some shmuck says it looks like something already existing. Good.
    I dislike using words like "you see that everywhere" (specially saying about Synty assets). Below 0.1% is not everywhere. I've seen maybe 3 games that releases with them.

  • @funasylumstudio
    @funasylumstudio Місяць тому

    LOL she LOVES Cuphead for its style - but never played it. I assure you, once you play it, depending on how much patience you have - that patience will run out real quick.

  • @wesleymassey6914
    @wesleymassey6914 3 дні тому

    Minecraft gets a pass for voxel because of what it is. I don't think it would be able to exist if it was made in a different art style. Plus if you don't like the voxel cubes, there are mods for that and lots of ways to improve the look. Other games that use a voxel art as a stylistic choice really just look bad. There are some exceptions of course but overall I don't care for it

  • @sooooooooDark
    @sooooooooDark Місяць тому +1

    what i find looks pretty cancerous is pixel art TEXT
    maybe with a bold font it can be okay, but if i see big paragraphs in pixel art text i feel like i got adhd or something (which i dont)

  • @ilkinqafarov87
    @ilkinqafarov87 Місяць тому +9

    voxel sucks in my opinion, F tier

  • @matthewb192
    @matthewb192 Місяць тому

    Yep. I am exactly like the dude on the right hand side. 😅

  • @blackdoc6320
    @blackdoc6320 Місяць тому

    I'd say pixel arts marketability has taaaaanked in the last 5 or so years. Its just such an oversaturated market that I rarely stop and look at a pixel art game unless it was specifically recommended to me by a friend.

  • @VforVictorYT
    @VforVictorYT Місяць тому

    For me the "Good" graphics (the realistic style) is like, do you not have a outdoor environment IRL? I just think how ugly something like Borderlands would look like in the realistic art-style ;P

  • @felix34ever1
    @felix34ever1 Місяць тому

    So what im hearing is: ASCII 👍

    • @bitemegames
      @bitemegames  Місяць тому +1

      It's monochromatic, without drawing! -M

  • @joantonio6331
    @joantonio6331 9 днів тому

    Super realistic is not that hard honestly. If you are willing to learn substance painter, stager and designer, you can have low poly looking very realistic. My game is super realistic and I am advancing pretty fast. Just find assets and substance painter the hell out of it.
    For super realistic you need to learn :
    Substance painter, stager and designer, learn marvelous designer and then spendoney on other software like Houdini ect... I already spent like 10k on my ge because I want it super realistic and also optimized... And I use unreal engine 5

  • @bivouac__
    @bivouac__ Місяць тому

    2d hand-drawn artstyle is just as difficult to create as pixel art. many people don't realize this. if you make dissent pixel art, you will probably do well in 2d hand-drawn as well

  • @DestinedDotCom
    @DestinedDotCom Місяць тому +3

    At the end of the day most art styles are S tier if you do them well and F tier if you do them badly.

  • @Lucas-gg9yb
    @Lucas-gg9yb Місяць тому

    I greatly agree with pixel art being a trap, to me is a lot easier to just making anything in 3d for the game, specially when you need animations.

  • @6Pope9
    @6Pope9 Місяць тому +4

    Love Alexandra's personality

  • @channyh.221B
    @channyh.221B Місяць тому

    Wait ... I thought we all knew it can't be Marnix (in a wig, with a beard, stopped going to the gym, ...) if the person isn't wearing a white shirt (or on the rare occasion, a black shirt), right?!