Wait What Game Design Episode 9: Hopeless Semantics
go here to read the original article: http://www.gamasutra.com/blogs/TomasSala/20140206/210238/Making_textureless_3D_work_a_howtomaking_of_guide.php
Tomas Sala has posted an article over at Gamasutra about making textureless 3D work, and it’s a very interesting read that we highly recommend. If you’re not entirely clear on how textureless 3D works, it basically makes extensive use of smoothing groups, vertex colors and shader-level tricks to give shape and color to a game, eliminating the need to use textures. This dramatically increases performance, making it an ideal method of art production for mobile or other low-end platforms that quickly run out of memory once you start using textures. The look this approach creates is also quite unique; we’ve provided a sample (from the Gamasutra article) below.
Vertex 2, the sequel to, you guessed it, Vertex 1, has officially been released, and yet again the book features the best of the best in the game industry. If you’re not familiar with the Vertex books yet, it’s a series of free art books that showcase the very best game art in the world, founded by Ryan Hawkins and Emil Mujanovic, and edited by Ryan Hawkins and Derek Burris. Vertex 1 released back in 2012, immediately gathering a large following in the professional world. It also gathered fame with game and art enthusiasts all over the world, so it’s safe to say some people were holding their breaths until the sequel’s release.
Early Access has been around for a while now, and we’ve seen a number of success stories pass the review, with games such as Prison Architect, Audiosurf 2 and the somewhat bigger Godus kicking up quite a lot of dust. Reviewers flock to review games that haven’t been finished yet, gamers throw their money at unfinished products, and in the meantime the games’ developers have a revenue stream to keep developing until they can finish the game, without ending up in financial trouble on the way, or at least minimizing the risk of doing so.
Mattias and Wiktor are joined by Tanner and Alexander to discuss the ongoing validity of yearly development cycles, after a lengthy discussion about whether or not cloud gaming is going to eliminate the need for another console generation.