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[In this bonus art feature, published onto Intel's Visual Computing section and originally created for Game Developer magazine, veteran Steve Theodore looks at how, visually, "although game technology seems to be
at the height of information age
modernity, the basic challenges of the
working artist never really change."]
We geeks of a certain age experienced
a little thrill of nostalgia during the
blizzard of pre-Halo 3 marketing.
For
most industry folks, the commercials
featuring Stan Winston's mammoth
"Believe" diorama were an intellectual
exercise: a chance to speculate about the
end of the trilogy, to nitpick about the
details of the beautifully executed handbuilt
models, or to debate the marketing
merits of the ad campaign. (See
Figure 1.)
Figure 1: Stan Winston’s "Believe" diorama -- the missing link between modern game graphics and old-school modeling skills.
For the more retro among us,
though, the mockumentary footage
showing the painstaking modeling
work resurrected some pungent
memories, the lemony smell of
polystyrene glue, the slimy slide of
water-release decals, and the
tedium of filing mold-marks off of
various Panzer sprockets and
Mustang manifolds.
The plastic modeling scene of 25
years ago might seem irrelevant to
a magazine that specializes in
whiz-bang next-gen game graphics.
The technical challenges of
modeling in plastic and in polygons are
completely different, but the artistic
demands of level design and asset
modeling are actually quite similar to
those facing diorama builders and other
real-world model-makers, like effects
houses and set dressers.
Physical and digital modelers both
need to engage their audience in ways
that differ from most of the other arts.
Temporal media like animation or comics
tell stories by controlling the audience's
experience of time and sequence.
Traditional graphic arts like painting and
illustration set the stage with a 2D
composition that guides the eye and
shapes the viewer's sense of occasion.
Physical and virtual modelers, however,
must both cope with a viewer who can
inspect the finished piece from any angle
or distance.
Of all the disciplines,
modelers face the toughest challenge in
reaching the audience emotionally. Just
as animators still find value in the works
of Seamus Culhane or Preston Blair (even
if they've thrown away their pegboards),
modelers should ponder the lesson of the
pioneering modelers of the 1970s and
80s, artists like diorama builder Shep
Paine, miniaturist Bill Horan, or ILM's
Lorne Peterson -- even if we never need to
know the right way to vacuum-form a
new Messerschmitt canopy or how to
unblock a dodgy airbrush.
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It's been a while since I did any modeling, but the spirit of your piece seems applicable to audio and mechanic design aspects of games as well. Thanks!