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NikolaNovak 11 hours ago

For me it's also the style of animation.

For some reason, if I don't think about it, instinctually I would always describe Overwatch (to take a gaming example) and Zootopia as "simple" graphics. My mind recalls big swathes of primary colours in relatively flat yet cheerful lighting, rounded/smoothed shapes, relatively little complex texturing or surface detail.

It's when I pause overwatch that I start realizing 1. how much detail there is, and 2. How quickly and flawlessly it's rendered on relatively slow computers. And then I start truly appreciating the relentless optimizing work to make it "seem simple and fast" :).

Same thing with Zootopia - I've enjoyed the movies (doesn't hurt that I have two young kids), but they would not come to mind if I were asked to name breakthrough or particularly well animated movies. Yet the detail and work is clearly there once you pause and examine :)

munificent 10 hours ago | parent | next [-]

> I would always describe Overwatch (to take a gaming example) and Zootopia as "simple" graphics.

I think an art director would describe them as "readable". When there's a lot of detail and quick motion, it's important that the audience can very quickly recognize what they're looking at and what's happen. Otherwise, it just turns into a big jumble of chaos that the viewer can't follow, like in Michael Bay's Transformer movies.

A big part of the art of movie making is telegraphic a sense of rich realism and complexity while still having everything clearly visually parsable. Doing that when cuts and action are fast is quite difficult.

Doing it well affects every level of the production: the colors assigned to characters so they are separated from the background, wardrobe choices to also keep characters distinct, lighting, set design, texture, animation, focus, the way the camera moves. It all works together to produce one coherent readable scene.

a_e_k 9 hours ago | parent [-]

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...

WheatMillington 6 hours ago | parent | next [-]

Then they threw all of that out the window in the name of selling hats.

orbital-decay 8 hours ago | parent | prev [-]

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.

mjevans 3 hours ago | parent | prev [-]

Like the best special effects ever - if it's done right the audience doesn't even really realize it happened.