TheDesertRoad

TheDesertRoad

@thedesertroad

From the screen to the ring to the pen to the king... 🔥

thedesertroad
Joined 16 Dec 2024
Argentina
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Visual Alienation and the Perception of Flaws in Level Design 1. Introduction Game development combines technical skills, creativity, and psychological insight, with level design being a key visible aspect. However, designers can become overly focused on small imperfections, leading to visual alienation. This happens when they lose sight of the overall creative vision and become fixated on flaws that others may not notice. 2. Defining Visual Alienation Visual alienation is when designers overly criticize their own work, especially visual elements like layout, lighting, and textures. This can shift their perspective from pride to frustration and may cause self-doubt or detachment from the project. 3. The Subjectivity of Flaw Perception Designers often notice flaws in their work that others overlook. This is because they are emotionally invested in the creation, whereas they tend to overlook similar imperfections in others’ work due to a lack of personal attachment. 4. The Role of…

1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75.

2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree field of view, or FOV, which was pretty standard for first-person shooters at the time. But during the development of Half-Life 2, we were unhappy with it. With our game being character-focused, we put a lot of effort into detailed facial and body animations, but the 90-degree FOV didn't allow players to get close enough to fully appreciate that detail. So we started experimenting with a tighter FOV and eventually settled on 75 degrees. It required some adjustment from both us and the players, and an additional FOV was needed for the view models, which are the player's weapon held at the bottom of the screen. Their models were originally built with 90 degrees in mind, so they looked distorted at 75. But this change accomplished what we wanted: Put our characters front and center in the game.

3 - The images are my screenshots, using FOV 75.
1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75.

2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree field of view, or FOV, which was pretty standard for first-person shooters at the time. But during the development of Half-Life 2, we were unhappy with it. With our game being character-focused, we put a lot of effort into detailed facial and body animations, but the 90-degree FOV didn't allow players to get close enough to fully appreciate that detail. So we started experimenting with a tighter FOV and eventually settled on 75 degrees. It required some adjustment from both us and the players, and an additional FOV was needed for the view models, which are the player's weapon held at the bottom of the screen. Their models were originally built with 90 degrees in mind, so they looked distorted at 75. But this change accomplished what we wanted: Put our characters front and center in the game.

3 - The images are my screenshots, using FOV 75.
1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75.

2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree field of view, or FOV, which was pretty standard for first-person shooters at the time. But during the development of Half-Life 2, we were unhappy with it. With our game being character-focused, we put a lot of effort into detailed facial and body animations, but the 90-degree FOV didn't allow players to get close enough to fully appreciate that detail. So we started experimenting with a tighter FOV and eventually settled on 75 degrees. It required some adjustment from both us and the players, and an additional FOV was needed for the view models, which are the player's weapon held at the bottom of the screen. Their models were originally built with 90 degrees in mind, so they looked distorted at 75. But this change accomplished what we wanted: Put our characters front and center in the game.

3 - The images are my screenshots, using FOV 75.
1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75.

2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree field of view, or FOV, which was pretty standard for first-person shooters at the time. But during the development of Half-Life 2, we were unhappy with it. With our game being character-focused, we put a lot of effort into detailed facial and body animations, but the 90-degree FOV didn't allow players to get close enough to fully appreciate that detail. So we started experimenting with a tighter FOV and eventually settled on 75 degrees. It required some adjustment from both us and the players, and an additional FOV was needed for the view models, which are the player's weapon held at the bottom of the screen. Their models were originally built with 90 degrees in mind, so they looked distorted at 75. But this change accomplished what we wanted: Put our characters front and center in the game.

3 - The images are my screenshots, using FOV 75.

1 - FOV 75 in VALVe games. I recently discovered that Half-Life 2 does not save your custom FOV when you reinstall Steam. I set the FOV to 90. I uninstalled Steam if it changed anything and the Steam Cloud does not save my FOV 90 (and it also did not save the Very High Shaders from Half-Life 2's 20 Years). I started playing Half-Life 2 at 75 Degrees and it is playing well. Now I decided to tell you a little about FOV 75. 2 - VALVe developer named Kerry Davis: In Half-Life 1, we used a 90-degree…

Did the Universal/DreamWorks team take inspiration from CS2 to create this art for The Bad Guys 2?

Art 1: My Custom Image;

Art 2: Universal Pictures/DreamWorks Animation;

Art 3: VALVe Corporation.
Did the Universal/DreamWorks team take inspiration from CS2 to create this art for The Bad Guys 2?

Art 1: My Custom Image;

Art 2: Universal Pictures/DreamWorks Animation;

Art 3: VALVe Corporation.
Did the Universal/DreamWorks team take inspiration from CS2 to create this art for The Bad Guys 2?

Art 1: My Custom Image;

Art 2: Universal Pictures/DreamWorks Animation;

Art 3: VALVe Corporation.

Did the Universal/DreamWorks team take inspiration from CS2 to create this art for The Bad Guys 2? Art 1: My Custom Image; Art 2: Universal Pictures/DreamWorks Animation; Art 3: VALVe Corporation.

cs2happy5
It was supposed to be in the Half-Life 2/Source SDK version, but it was cut and years later... An update with HDR is released. Capable of producing clever uses of Shaders and Bloom... The SOURCE ENGINE HDR WAS OVERDONE AND WAS ONLY FIXED IN SOURCE 2. The images are my screenshots with HDR enabled. And as Lucia said: ''Don't look at the Sun''.
It was supposed to be in the Half-Life 2/Source SDK version, but it was cut and years later... An update with HDR is released. Capable of producing clever uses of Shaders and Bloom... The SOURCE ENGINE HDR WAS OVERDONE AND WAS ONLY FIXED IN SOURCE 2. The images are my screenshots with HDR enabled. And as Lucia said: ''Don't look at the Sun''.
It was supposed to be in the Half-Life 2/Source SDK version, but it was cut and years later... An update with HDR is released. Capable of producing clever uses of Shaders and Bloom... The SOURCE ENGINE HDR WAS OVERDONE AND WAS ONLY FIXED IN SOURCE 2. The images are my screenshots with HDR enabled. And as Lucia said: ''Don't look at the Sun''.
It was supposed to be in the Half-Life 2/Source SDK version, but it was cut and years later... An update with HDR is released. Capable of producing clever uses of Shaders and Bloom... The SOURCE ENGINE HDR WAS OVERDONE AND WAS ONLY FIXED IN SOURCE 2. The images are my screenshots with HDR enabled. And as Lucia said: ''Don't look at the Sun''.

It was supposed to be in the Half-Life 2/Source SDK version, but it was cut and years later... An update with HDR is released. Capable of producing clever uses of Shaders and Bloom... The SOURCE ENGINE HDR WAS OVERDONE AND WAS ONLY FIXED IN SOURCE 2. The images are my screenshots with HDR enabled. And as Lucia said: ''Don't look at the Sun''.