Thursday 10 October 2013

Style Case Study #1: Team Fortress 2

Style Case Study #1: Team Fortress 2
Genre: FPS, Multiplayer
Developer: Valve Corporation
Platform: Windows, Xbox 360, PlayStation 3, OS X, Linux
Engine: Source
Release Date: October 9, 2007

The sequel to a 1996 Half-Life mod, Team Fortress 2 spent the early days of it's 10-year development cycle resembling other military shooters at the time, such as Counter-Strike. Screenshots of the earliest builds of the game reveal a very typical photorealistic aesthetic, resulting in a very bland, uninteresting look that did little to differentiate itself from its competitors. It was also hard to tell the different characters apart as they all looked the same.

Image Source: http://media.bestofmicro.com/A-screenshot-of-the-early-design-shows-a-similar-look-to-Counter-Strike,0-M-94630-13.jpg

However, it seems that Valve realised this and, following a long period of experimentation that resulted in a string of delays, they revealed a completely different art direction for the game in 2006, which we see in the Team Fortress 2 we know and love today. Inspired by the art of J. C. Leyendecker, Dean Cornwell and Norman Rockwell, the game utilises a cartoonish style with a colourful yet limited colour pallete, and throuh this they have managed to create 9 distinct, unique character classes that are easily identifiable at first glance and each brimming with personality.

Image Source: http://randomaniac.us/wp-content/uploads/2011/09/tf29.jpg

So now for the Verdict; did Team Fortress 2's art style result in better character design?
Yes

Sources

  • J. Mitchell, M. Francke, & D. Eng (2007). Illustrative Rendering in Team Fortress 2. Valve Corporation.
  • Valve Corporation (2008). Stylization with a Purpose - The Illustrative World of Team Fortress 2. San Fransisco, Game Developers Conference 2008.

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