Re:Nvidia's new AI model quickly generates 3d objects and ch...
by smoldesu on Friday September 23, 2022 @01:51PM
(#32955074)
Asset creation is indeed part of the problem, but another part of the problem is scale. Take a title like Resident Evil - it's fully feasible that a team of under 20 people could make the game, if they were dedicated and could source outside talent. One person can do texture work/game art, one person can do the music and pretty much everyone else is working on asset production or programming.
Game development really is a whole different game. Not only are you making higher-resolution assets, but there's often a greater demand for variety and detail. Resident Evil's debut has a fairly limited palette, mostly combining cityscape textures and simple gothic/wooden architecture for the indoor segments. Resident Evil 8, on the other hand, takes place across 5 or 6 unique locations, all with their own unique styling and trappings. First-person perspectives demand well-educated firearm experts to tune every polygon of gun geometry. High-resolution assets require dedicated artists to give them filigree. Nowadays, games are built by teams of specialists who each have a little something to contribute. My favorite example comes from a teacher I had in high school, who was married to a motorcycle engineer that exclusively worked on video game assets. Apparently he had no shortage of work, and I don't doubt it.
Think about how that's scaled up in the past two decades, though: https://www.youtube.com/watch?v=arEdruKxrQ8
Game development really is a whole different game. Not only are you making higher-resolution assets, but there's often a greater demand for variety and detail. Resident Evil's debut has a fairly limited palette, mostly combining cityscape textures and simple gothic/wooden architecture for the indoor segments. Resident Evil 8, on the other hand, takes place across 5 or 6 unique locations, all with their own unique styling and trappings. First-person perspectives demand well-educated firearm experts to tune every polygon of gun geometry. High-resolution assets require dedicated artists to give them filigree. Nowadays, games are built by teams of specialists who each have a little something to contribute. My favorite example comes from a teacher I had in high school, who was married to a motorcycle engineer that exclusively worked on video game assets. Apparently he had no shortage of work, and I don't doubt it.