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Re:Personal thoughts/notes from working on Zootopia 2 by a_e_k on Monday January 12, 2026 @02:33PM (#46593079)
A nice example of this is shown in Figure 2 of the paper "Illustrative Rendering in Team Fortress 2" [1] from Valve. It shows how they tried to make the silhouettes of each character class distinct and readable. (And the paper also discusses the choices that went into the color palette.)

[1] https://steamcdn-a.akamaihd.net/apps/valve/2007/NPAR07_Illus...

Re:Personal thoughts/notes from working on Zootopia 2 by orbital-decay on Monday January 12, 2026 @03:45PM (#46594070)
In case of games, that's pretty much optional. Many games (e.g. Battlefield) take the opposite approach where spotting the enemy in the chaos is intentionally hard and a skill to master. I'm sure there are also intentionally less readable movies or at least scenes, although no immediate example comes to mind.
Re:Personal thoughts/notes from working on Zootopia 2 by WheatMillington on Monday January 12, 2026 @06:20PM (#46595535)
Then they threw all of that out the window in the name of selling hats.