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Clive Thompson
has written a very interesting article
for Slate criticizing the use of realistic faces in video games. Our
upbringing turns us into experts in reading emotions in human faces and
this makes the accurate reproduction of a human face in any artistic
medium particularly challenging. This is especially difficult for
animators, who have the task of conveying realistic emotions through
time. Clive argues that the best results obtained so far, based on our
current inability to perfectly mimic human emotions, has been achieved
by stylized characters.
(continued...) Regarding video games and abstraction, it is also interesting to note how previous limitations in graphic resolutions stimulated the creation of many games that were based on non-photorealistic representation, like Qix, Breakout (the same concept that later brought Arkanoid) and Tetris, among many others.
Posted Sat Jun 12, 200412:06 PST by Pablo Hadis | Source: InsideCG.com
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