Graphics Style References

Once I had decided that I would be making a game in first person 3D, I knew very soon that I wanted to make something in the Raw 3D look of the mid to late 90s like the Quake engine or the PlayStation. But now that I have started making character models and textures in Blender, I really had to made concrete decisions about how much geometry would be on characters and environment objects, what character faces should look like, and how many pixels a texture should have per one meter of surface.

(Humanoid limbs have seven segments. Hands are cubes without fingers. Cylinders have 12 faces. Faces are a static texture on flat geometry. And 128 pixels per meter.)

The first choice I had to make for a visual style is do I want something in the style of Quake or in the style of Unreal. Unreal also has a really pleasant visual style, but in the end it became clear that it really has to be Quake. While the game Quake itself does have a visual design style that isn’t really isn’t offering anything that would make for a useful reference for any assets in Iridium Moons, I really like the amount of fine grain detail on the textures that really pops out when texture filtering is disabled. And the pixel density on environment textures feels like just the right resolution for me. Quake also has a crisp sharpness to everything that PS1 games generally don’t have. I think it’s the lack of dithering, which I also won’t be using for Iridium Moons.

The other main game that stands out as one of the best looking Raw 3D games with fantastic looking unfiltered textures is Metal Gear Solid. But that game is designed to be seen from a quite high up top down perspective, and the models and textures designed for that in mind, which is quite different from a very close up first person view. So I am going for a higher pixel density on textures, somewhat more polygons on character models, and more small environment clutter objects on tables and shelves. I really like the approach to faces, which is flat heads with a texture that is so low resolution that you can’t actually make out any details on any features. I always hated drawing faces and having to deal with eyes and mouths, and Metal Gear Solid has a style that gets around that while still being consistent with the overall aesthetic. The use of color in this game is really nice, and I just love the use of lighting in the environments, which is something hope to be able to somewhat emulate. I am not going to simulate any kind of graphics artifacts caused by the PS1 hardware, because that’s just a silly gimmick.

A better example of great looking PS1 graphics that are closer to what you would see in first person view is the Syphon Filter series. I feel Syphon Filter makes for a great reference for modelling and texturing characters. I also quite like the character animations, which I think are a bit more smooth with less stiff body posture than in Metal Gear Solid, but still have some of the low-fidelity jitter going on. I also definitely want those transparent pixelated fire sprites for all my fire effects. While the level geometry and environmental decoration is extremely sparse in Syphon Filter, it’s use of darkness and colored light looks really cool to me.

A more recent game that uses a similar visual design but isn’t limited by 30 year old hardware is Peripeteia. As with Quake, the design aesthetic of Peripeteia is very different than what I am going for with Iridium Moons. But I really like how it uses modern computing power to make use of space and scale with its environment. Somewhat unreasonably sized buildings and natural features is something that I think will serve the overall tone of Iridium Moons quite well. I also like how the level geometry is not only big cubes arranged on a square grid but with much more pillars, pipes, and stairs and some environmental objects.

I am also very intrigued by the level of detail seen in the trailers for Compound Fracture, which might be the only thing we’ll ever get of the game. There is considerably more going on in the environment than in the PS1 games or Peripeteia and I think this might perhaps be the perfect level of texture detail, environmental objects, and lighting for me. It would significantly increase the work time on asset creation and I’m not even sure if I will be able to pull this of. But if I could get there one day, that would be really cool. Again, the tone and aesthetic here are completely different than the intended style of Iridium Moons.

Everything I said about Peripeteia and Compound Fracture goes double for Beta Decay. I love the graphics of this game. The level of detail here is probably too high for what I’ll be able to achieve. But having these graphics in bright sunset colors would be an absolute dream come true for me. And I’m absolutely going to combine PS1 style textures with real time dynamic lighting. With tiny texture files, tiny polygon counts, and probably a very limited use of shaders, I think it should still be able to run on a total potato of a computer.

Off our Scopes

Things have been going very well for the past weeks, with progress on developing my 3D modeling, texture painting, and rigging skills going much faster than I ever anticipated. I am planning to keep focusing on improving my texturing and animating skills, developing an art style, and putting together a basic assets library for the time being. But as things are going now, I think there’s a good chance I might actually start moving on to learning game programming in Godot before next year.

As part of figuring out an appropriate, consistent, and practical art style, I’ve also been thinking again about the overall approach to storytelling, NPC interactions, and gameplay mechanics over the last weekend. These do have some real consequences on how the game world will need be constructed and what kind of expressions NPC models will need to be capable of. Working out game mechanics and a general style of level geometry first and then creating assets according to the needs that arise would probably be the smarter approach in most situations. But with how much I’m putting on my plate with all of this, I feel that mastering Blender first before moving on to Godot instead of doing both in parallel will be a lot more sustainable for me. It could mean that I might have do redo a good amount of assets as gameplay changes during development. But having at least a solid plan now for how players are intended to move through the game world and interact with it should help with reducing the amount of asset work that will have to be redone.

While researching 3D games from the mid 90s and recent indie games with a similar Raw 3D look as references for an Iridium Moons art style, I became aware of Compound Fracture, a game greatly inspired by Dino Crisis. But other than two trailers that look very nice and impressive, there really is very little information on that game. And as it turns out, the first trailer came out almost 5 years ago now. Is it actually going to come out one day? Hard to say, but by now it seems quite unlikely.

This had me check up on some other 90s styles scifi action games I’ve been very impressed by some time ago. Beta Decay had it’s first gameplay trailer 3 years ago. Selaco over 5 years ago. And Peripeteia 6 years ago. Peripetia had a playable build on Steam 1 year ago, and Selaco 2 years ago. And none of these games have a release date yet. That at least one of these four games will be finished eventually is probably almost certain. That two of them will get a full release is quite possible. But three? That seems doubtful. And all four? I really don’t think so. Grainy low-fidelity sci-fi games that exist on the intersection between action, ImSims, and Survival Horror have been a very popular idea that get people very excited for many years now. And getting something that looks really good and fun in trailers seems to be fairly easy. But the track record for such games actually getting finished has been terrible so far. And these are all from people who have way more qualifications and resources than I’ll ever going to have.

Back in the 90s and early 2000s, it wasn’t uncommon for popular games to have their follow up being released only one year later. Thief II, FreeSpace 2, Fallout 2, and Knights of the Old Republic II, all come to mind. Though many people at the time thought that it would have been much better if the games had been given another half or full year of development instead of rushing them out like that, it was possible to create beloved classics like that by essentially being just new levels for the same game with no meaningful changes to the engine or gameplay. Game development for mainstream, big budget titles has gotten longer ever since because developers wanted to appeal to new customers who weren’t already hooked by the gameplay of older similar games or the story of earlier games in a series by impressing with more advanced graphics, more spectacular game mechanics and physics, and more size. Simply making another campaign for a game that already exists was not really a commercial option for them, and still isn’t.

But for small indie developers that are targeting the retro-style market, I think this is exactly what the target audience is looking for. A bit more polish, a bit less jank, and taking some lessons from interface and controls evolution would be greatly welcome. But I think a game that has game mechanics that are basically identical to standards from 30 years ago is absolutely viable. Maybe add two or three small innovations to give the game an individual personality, but I think we really don’t need to have 2020s games with low-fidelity graphics as purely an aesthetic gimmick. Every developer and team is free to give it a shot, but I know it definitely is not an option for me. I made the decision to go with a Raw 3D aesthetic for Iridium Moons entirely because this is one way I can make a game look visually appealing while keeping the technical skill required to an absolute minimum.

The overall framework I settled on last week is to aim for a game that could pass as an asst flipped, knockoff-Star Wars themed, total conversion mod of Deus Ex with the sneaking and visibility mechanic of Thief. That’s it. Nothing more.

Actually less even, as I think character customization for different playstyles is better done by selecting your equipment loadout instead of assigning upgrade points to different skills.

Since I am much more interested in stealth and investigation gameplay and environment design and not really into the idea of writing big stories and complex characters, I think it can also be made very episodic. Instead of structuring the overall story like a 2000 page novel series, I see Iridium Moons more like 2 hour adventure movies with their own beginning and end that take place in the same universe and revolve around the same protagonists. This should allow me to get at least something out the door that players can play after 4 or 5 years of development. And if I still have more in me, I perhaps could continue with another episode over the next 2 or 3 years, and keep doing that until I get tired of it. Which seems much more feasible to me than aiming straight for a complete 40 hour game in 10 different locations that gets canceled after 12 years of development with no end in sight.

Border Dimensions for fixed resolution UI and Pixel Art

One of the annoying things with many older games that have been updated to run on newer screen resolutions is that the static image UI often gets tiny and unreadable or doesn’t cover the entire screen as it’s supposed to.

Fallout can do both!

Playing on the original resolution with the rest of the screen being filled black is usually my preferred solution. But sometimes the game doesn’t want to stretch out to make as much use of the screen as it could and be absolutely tiny, which can become a serious pain in the ass to fix. Scaling very low resolution 2D images by factors that aren’t whole numbers can also cause issues as image pixels have to be stretched unevenly to reach both sides of the screen. And even when all of that works out, playing with black bars on the sides of the game is fine for playing 30 year old games, but when making low-fidelity games now, we really should make an effort to deal with different screen sizes and dimensions.

My planned solution to this for Iridium Moon is to design all the UI in 640×360 resolution and upscale it by whole numbers to keep it from shrinking on the screen or get distorted pixels. This will allow the game to look identical in 720p (1280×720), 1080p (1920×1080), 2560×1440, 4K (3840×2160), and even 8K (7680×4320). Which going by the Steam user statistics covers the primarily display setting of 78% of players.

But that still leaves 22% of players for who this won’t display properly. It’s certainly one option to create alternative UI versions with different base resolutions, or to make a split UI that will stick to the top or bottom of the screen with variable space between them in the middle. A 640×400 resolution UI will upscale without distortion to 1280×800, 1920×1200, and 2560×1600, which covers another 8% of players.

But the remaining 14% of players are spread out over a wide range of different aspect ratios, which each are being used only by few players. Making alternative UI versions to fit all these resolutions is not really practical, and they are going to have to accept playing with borders on the sides of their nonstandard sized screens. But they don’t have to be just black bars. There are mods for Knights of the Old Republic that extend the edges of menu screen to fill the entire screen.

KotOR Extended Menu Screen

But how much additional border do you need to fill out all screens when the main game UI has to remain a full number multiple of 640×360? Well, I’ve done the math, and it is this much.

Click to embiggen.

This image covers almost all the resolutions listed in the Steam user statistics and covers the screens of 96% of players. All of which fit into an additional border of 860×520 pixels.

Click to embiggen.

These three unusual resolutions are already very rare, being used by only 0.2%, 0.3%, and 0.5% of players on Steam, and so I wouldn’t worry too much about getting the outermost corners lavishly detailed. Very few people would ever see it.

For very detailed borders it could look a bit odd if some specific detail like a face or switch gets clipped by the screen edges. So it might be helpful to know where the clipping lines will be when placing such elements on the border. You can download the .xcf file for GIMP to use as a template when arranging the layout for such borders. The resolution shown in green, yellow, and light blue are not exactly the same aspect ratio, but the differences are mostly just a few pixels that would be very difficult to notice if they get clipped by the screen edges.

A visual style for Iridium Moons

Iridium Moons first started as an idea from the thought of “How would I redo Star Wars from scratch if it were up to me?” I’ve always only really been a fan of the movies and the Expanded Universe we had in the 90s, but even back then there was almost as much unfitting nonsense being added to its worlds as today. Which parts would I keep as they are? Which elements do I feel were missteps? And how do I think they could have been done better and more in line with what came before? Everything that the world of Iridium Moons has become over the last five years is really just elaboration on that original question.

So the overall design style and aesthetic of Iridium Moons in my imagination was always extremely heavily based on The Empire Strikes Back and Return of the Jedi. The way that Yoda’s Swamp, Cloud City, Jabba’s Palace, the Ewok Village, and the Imperial Outpost on Endor appear in the films is already incredible, but I think their aesthetic essence come through even stronger in Ralph McQuarrie’s concept art that those sets were based on. Even paintings for sets that never made it into the movies feel to me more like capturing the essence of Star Wars that matters to me than much of the later movies. But I am also just a really big fan of how he uses light to really bring those places to life.

Two other artist who’ve been around just as long but who I’ve become really aware of only fairly recently are Greg and Tim Hildebrand. Who not coincidentally were hired to make movie posters for Star Wars 50 years ago, and who did produce concept art for Shadows of the Empire in the early 90s, because their sense of aesthetic is quite similar with that of Ralph McQuarrie.

The first of these three I only found two weeks ago, and I think it’s become perhaps one of my favorite illustrations ever. Though I have no idea what that place or scene it’s showing is from. That third image from Shadows of the Empire might actually the the best and purest representation of the aesthetic sensibility of Iridium Moons that has been in my mind for some time now. The vibrant colors, the light and shadows, the stunning night sky, and the combination of retro-futuristic architecture with lush vegetation has everything I love.

I have had a fascination and infatuation with pine forests in the summer almost as long as I can imagine. It goes back to at least my first school trip to the Lüneburg Heath, a fairly big landscape between Hamburg, Hannover, and Braunschweig formed by the last two ice ages that is such barren, sandy soil that almost nothing grows there except for heather and pines. We did five half-day trips there over a week in first grade, and it’s been one of the most memorable experiences for me in my whole life. The light under the pines is something very special, and it probably also helped that the landscape can look a little bit like something from a dinosaur book from the 80s.

Seeing Return of the Jedi four years later and a big portion of it being set between and under those giant redwood trees cemented my fascination with these kinds of environment for all time. I also had some great vacations with my family in Southern Europe, where such pine forests are very common as well.

When I started resuming working with Blender last week and getting ready to make some first game environments, I had been thinking about what the general architectural elements are that make up the vague images for that have been floating in my mind for the last years. Particularly the Ralph McQuarrie designs of course, and then I had a sudden realization where else I’ve seen that general architectural aesthetic that I am envisioning as well. Ken Adam’s interior set designs for many of the James Bond movies.

If you’ve seen the Bond movies from the 60s and 70s a couple of times, you instantly know what the Bond Villain Lair style is. Ken Adam designed about half of them, and the other half very strongly follows the style he established in Goldfinger and You Only Live Twice. He also did the sets for Doctor Strangelove, which I think won’t come as any kind of surprise to anyone familiar with these movies. And considering the timeline and that both worked in movie production design, I think there’s a good chance that Ralph McQuarrie took considerable inspirations from Ken Adam’s style. He’s probably my favorite architect.

Both Adam’s James Bond designs and McQuarrie’s Star Wars design share a lot of very prominent features. The first that came to my mind immediately are the rows of support beams for the ceiling that protrude from the walls rather than being hidden inside them as it is usually done. Walls, and sometimes ceilings as well, are often slightly angled inwards, creating the appearance of a vaulted ceiling. Which often appears relatively low compared to the width of the room they cover. Lighting is added to these spaces often indirect, with lamps shining at the walls and reflecting into the space from there, and often directed to mostly illuminate the floor and lower walls, leaving the ceilings often quite dark. I don’t know if they are were I got that from, but I’ve always been lighting my homes in very similar ways. It just feels so much more cozy, with a hint of rustic. Which is a great match for the overall low-tech retro-futurism of Iridium Moons.

Ken Adam’s designs have clear influences from Brutalism, but his sets never had the appearance of actual raw concrete. It’s always either covered in warmer colored limestome or in the appearance of bare rock. Often with inexplicable fireplaces and fuzzy rugs, a lot of wood, and even lush plants. Which all helps with that hints of a rustic style in these hard stone environments. I think Brutalism is a very fascinating design style, but leaving the concrete completely bare always seems like too much and makes every space hostile and inhospitable. But add a bit of wood and some plants to it, and I think it can look really nice.

This is a very strong design aesthetic to use as a basis, but there’s also a couple of other things I want to add to that to give it my own personal touch.

I think lattice screens of any kind make every space instantly way more interesting and comforting. I think I got this idea from many of the artwork in the RPG Coriolis, where it’s a common element of the overall aesthetic. They also create shadows similar to pines (and planes, also a very nice tree), which I guess adds to my attraction for them. Though I do have some concerns that such visual elements might not work too well with low-resolution, unfiltered textures that make the Raw 3D look of the PlayStation so memorable. Covering already jagged textures with jagged see-through overlays might result in an excessively noisy image, and so this might not work out with the intended graphics style I am aiming for. But that’s something that will have to be seen later.

Another cool design element that is all over Coriolis is having decorative trims on the edges of fabrics. Which is something that I later noticed was also used by Ralph McQuarries design for the architecture of Tatooine, to make the otherwise plain and single color buildings more visually interesting. But I think that didn’t make it into the movies. Still very cool design, and I want to put that all over buildings and clothing in Iridium Moons.

And finally, something that I found very memorable back when I played Dragon Age II, were the huge bright orange banners that decorated many of the pretty barren walls in Kirkwall.

I think these really give a nice extra touch to bare sandstone walls, which I think will be in Iridium Moons a lot. And it’s such banners, flags, and awnings that are the sole reason I want to bother with any kind of physics in Iridium Moons at all. I think these will look even better when they are fluttering in the wind. And if there’s going to be cloth physics, might as well go all the way and have big capes and long scarves on characters as well. The golden sunlight and interesting shadows of pines are already cool, but they become even better with a persistent breeze from the sea. I lived close to the coast for most of my life, and practically all my vacations have been to the sea. And landscapes without wind are always only half as interesting at best.

So far, all of this still only exist as somewhat vague images in my head. But I think I have the component for something very strong and memorable, which I hope will give Iridium Moons a very specific look and aesthetic. Video game graphics style for a long time seem to have gone either for realistic drab or full out crayon cartoony. And especially in the Raw 3D style, nearly everything being done today is very dark brown and grey horror stuff. I think trying this with the Hildebrandt approach to color and light is going to be really fun.

First Game Assets!

So, Iridium Moons has now officially moved from preproduction to active development.

I have created the first game assets!

Wall cracks, 128×128 pixels and 64×64 pixels.

Blood splats in red, green, and yellow, 64×64 pixels and 32×32 pixels.

Some decals for cracks in walls and blood on the ground.

It ain’t much, but I made it. All by myself.

I’m a real Game Developer now!

I originally started learning Blender probably over a year ago, but never finished the snowman. I tried getting back on that horse last winter, but only made it through repeating the introduction to the UI and the basic tools to deform a cube over two days. But this week I got once again interested in texture painting rather than 3D modeling, and though I couldn’t find any good introduction or explanations for the kind of things I want to do specifically, enough little pieces of understanding some basic concepts fell out of the tiresome process that I thought I actually do already have all the pieces to at least get a rough model thrown together that I could do some painting practice on.

My plan was to see what I can accomplish with what I already know and only looking up what menu items or shortcuts I need to select to get the tools I already understood in 12 hours. There was a lot of trial and error throughout the morning, but after six hours I had this model finished, and never having done anything with texture painting before, I got this completed after only 9 hours.

And I think for the purposes of making assets for a game with the graphics style of Quake and Metal Gear Solid, this is already perfectly serviceable. There’s actually way too many polygons on this model.

I’m feeling really good about this. If this is any indication, I think with some practice it should be quite possible to eventually create a mid-scope asset like this with the right level of detail for Iridium Moons in two or maybe three hours. Making one after work and a couple on the weekends, and that would add up to quite a lot over a year.