Ani
30 posts






i feel like most of the people giving stardew valley clint any kind of grace have never taken him to the movie theater as a lady farmer (i need him beaten with jumper cables)




Por que Deus não acaba com o mal no mundo? Não pode ou não quer?









It’s always fascinating to me how many large studios employ incredibly talented artists - you see amazing concept art, great color keys, strong mood boards - and yet the final shipped product often lands in a very safe, very familiar visual space. The problem is that games like Highguard, for example, don't even look 'bad'. Instead, they really just end up looking very bland, basically generic. In fact, let's put two AAA sci-fi titles side-by-side (Highguard vs. Halo 4, a 14 year old game) and let's ask a normal person to describe what fundamentally separates them. I'm almost certain people would struggle to notice artistic differences - instead, they'd point to resolution, shaders, or particle count. So you end up with 'technically impressive', BUT also 'artistically interchangeable'. Is that what we're aiming for? We’re seeing something similar in film and TV right now. “Netflix lighting” has almost become shorthand for a very flat, hyper-readable, algorithm-safe visual language: youtube.com/watch?v=F4Nv7m… For one reason or another, the artists behind those massive productions have somehow decided that lighting should be as flat as possible - But... why?! Compare that to work from cinematographers like Conrad Hall, where lighting wasn’t just about visibility - it was about authorship. I mean, just look at what Conrad Hall produced here: youtube.com/watch?v=fGFLyA… 20 year old tech, but visually 20x more appealing that anything I'm seeing getting made today. Technical fidelity keeps improving. Every amatuer can nowadays throw a bunch of assets and some lights together in Unreal Engine 5 and they'll end up with this Highguard look. But... what happened to artistic authorship? 🤔

























