Matte Painting in Games

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  • Опубліковано 16 жов 2024
  • Remedy Entertainment's Patrik Rosander helps make matte painting for games accessible and broaden use. It's a simple and powerful technique that is underutilized in game development, mainly because it is inaccessible. In this GDC 2023 session, gain a thorough understanding of the possibilities afforded through the use of matte painting.
    Note: Repost of earlier upload.
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КОМЕНТАРІ • 22

  • @ProjectShinkai
    @ProjectShinkai Місяць тому

    wow so many good techniques and theory.

  • @charoleawood
    @charoleawood Рік тому +10

    I've always been arrested by matte paintings, even the chunky designs in the original Half-Life captured my imagination.
    Criterion's "Trickstyle", a Dreamcast launch game, had matte paintings to die for --- they're still beautiful to look at even now.

    • @doko3000
      @doko3000 10 місяців тому +2

      To me it was Quake 4, the Strogg world. They even added a little smoke effect out of a chimney in the distance, distant factories. I spent a good amount of time staring at that skybox art.

  • @sdrawkcab_emanresu
    @sdrawkcab_emanresu Рік тому +14

    Is this a re-upload? I could have sworn I've seen the title and thumpnail before

  • @pilouuuu
    @pilouuuu Рік тому

    Matte paintings can work really well. A good example is the movie Robocop.

  • @somefishhere
    @somefishhere Рік тому

    Still a good watch though I’ve seen the presentation already

    • @Domarius64
      @Domarius64 Рік тому

      It's uploaded 8 hours ago yet it's already been added way down one of my playlists! What weirdness is this ...

  • @melindaweixler3682
    @melindaweixler3682 Рік тому

    Ola! ♫♪♫♪

  • @Domarius64
    @Domarius64 11 місяців тому +2

    I think a better movie / theatre analogy would be a "backdrop", not a matte painting.

    • @aledmb
      @aledmb 7 місяців тому +1

      exactly, i watched this whole thing thinking "why is he refering to that as a painting when it clearly is an animated 3d model?"

  • @EcchiRevenge
    @EcchiRevenge Рік тому

    .

  • @Patheticbutharmless
    @Patheticbutharmless 8 місяців тому

    To be honest, if this is all the artist is allocated, a flat plane, it would be better to have nothing there instead. It looks awful, it feels awful, there is NO way to add fidelity that even seems remotely seamless. This is the way things HAD to be in the 90's and early 2000's. But to see this now is baffeling. There are so many examples where this was done differently to much greater effect. You NEED basic geometry to play off of and this ressource should always be available.

    • @aledmb
      @aledmb 7 місяців тому

      it all depends on so many more variables, like project budget, scale of the universe that has to be modeled, minimum hardware specs that devs have to acknowledge, etc.

    • @pakumies
      @pakumies 4 місяці тому

      It's good for games that need to be superoptimized. League of Legends uses it on the outskirts of the playable area, and I'm pretty sure some DOOM vistas are made this way with the way that game runs.

    • @Patheticbutharmless
      @Patheticbutharmless 4 місяці тому

      @@pakumies Nope. I give you "out of bound secrets | DOOM". In the vast majority of cases rudimentary geometry is used. As it should be. Everything else is lazy.