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Thesis

week23

The topic I want to write about is the Next-generation art style: limitations and innovative fields

First I need to explain what is Next-generation game art style.Next generation, this word was originated in Japan.It development techniques into modern games by increasing the number of faces of models (ZBrush high-mode) and the amount of data for mapping (PBR materials) and using next generation game engines (UE5/Unity) to improve the game’s graphics.It was formed through a Growing of styles:pixel era, pre-rendering era (2.5D), 3D era and 3D next generation.Classic next-generation style games such as:gears of wars,GTA,Call of Duty

Then, I will describe the advantages and shortcomings of this art style for next generation.
it brings a lot of problems.First of all, the creators rely on next-generation technology, they repeat the production of next-generation style, lack of style innovation. The second is that the aesthetics of players gradually become single and limited, touting realistic technology, resulting in some stylized games on the market with good reputation but low sales. The last is that some countries and companies cannot keep up with the technology and still using the last generation game engine.
But there is no denying that next-generation games have good commercial value, and the use of this technology is not limited to game development.According to the research, I found that this technology can be applied to many unexpected aspects, such as restoration of cultural relics, VR history recovery, etc.

On why I wanted to write about this topic: My current career plan is to be a game modeler, so my personal work and my final project will be related to this. At present, the mainstream style of game art in both Europe and China is the next generation style, so I will focus on this area of study. think researching this topic will help me design my work in two ways. One, from the technical aspect of implementation. The next generation has a more complex set of processes, and I can keep reviewing and understanding the difficulties and key points of production while writing my thesis. Secondly, learning the next generation and also reflecting on the next generation is a great opportunity to form your own style.

In this essay I want to learn and explore the sub-genre, but I also want to warn current industry practitioners as well as gamers not to be limited by the mainstream style. There are many different styles, and it is vitality and innovation that keeps an industry moving forward.

The difficulty I faced when the word next generation might be hotter in the Asian region, I don’t know if there is an exact word for it in Europe, it’s about my inability to pinpoint to academic references.

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