Broken Hourglass Artist Q&A
8:04 AM | Cord Kruse | Comment on this story
For the fifth January information update for The Broken Hourglass Planewalker Games has released an interview with Lead Sprite Artist, Ric Halliwell. The upcoming RPG will feature an isometric viewpoint, engaging storyline, and mod friendly engine.
PWG: How did you first become interested in computer art? Click on the link below to check out the rest of the interview.
Q&A With Broken Hourglass Artist
RH: I have very little art background. But when I first got a computer I stumbled into the game Dink Smallwood, I made a module for it, and I regretted not being able to create graphics for it. So then I stumbled into 3D graphics. Then I got sidetracked again... I can get quite obsessed wondering how to make new effects and new objects. It's endless.
PWG: How does creating a good sprite differ from just creating a good 3D object?
RH: When making a sprite for 2D graphics, I can have a very high poly count for my models. For a 3D game, I would have serious restrictions on the poly count.
Animating an object to use as a sprite is actually very easy. It doesn't get hard until the sprite is a human—then it gets hard, because the human brain has an area specifically for analyzing other humans. So a level of realism that would make a tyrannosaurus look okay would still leave a human looking like a cartoon. The slightest error in a human walk cycle looks like a serious limp, yet for a lesser animal it would look quite normal to us.
The Broken Hourglass
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