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Re: What defines professional quality?
[Re: sPlKe]
#275903
07/02/09 17:49
07/02/09 17:49
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Joined: Aug 2005
Posts: 512 Bayern
Schmerzmittel
User
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User
Joined: Aug 2005
Posts: 512
Bayern
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Pro can mean everything.
For example take some games: Hal-Life 2 i.e. has a perfect scripting (my opinion) . The levels are very good and the atmosphere is great. Good soundquality and good story.
Then you can take Myth3 or Evil Island. Thats games i dont know what they want to tell you. The story is bad, the gameplay is horrible and i loose the fun to after 5 minutes.
But all title has the same: Good textures, good graphics and a big budget (ok half-life 2 has a very big budget from 40 million dollar).
What will i say? For me Half-Life 2 is very professionel. But the other two titles are not worth the 50 Euro that i payed.
It is in the eye of the beholder(can i write this?), what game or product are pro and what title not. Even a title with a budget from only 10 euro can be pro. It is because what you like.
A7 Com V7.80
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Re: What defines professional quality?
[Re: checkbutton]
#276127
07/03/09 12:58
07/03/09 12:58
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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In 3D games : the term 3D is for visual that allows camera and gorgeous lightening or others effects. It's the base of 3D games : the graphics computed by camera and shaders,geometry and textures. Even some AAA titles have bad gameplay, but are considered pro for their visual aspect. Mario Galaxy is a Pro game caus (even without latest shaders): It's a finished games that have lot lot lot of attention to each detail , they've put lot of work on models, textures, effects lightening etc ... Anyone with A7 could make some osrt of platform game, even without same great camera or gameplay, if graphics are refined,it will be consired pro by some people. (in the forums they say AAA instead of Pro  ) Like i said lot of people should work 3D bases instead of coding : - learn to make great Textures for the levels - make great level design - learn making acceptable animated characters - learn texturing,normal mapping characters and animate them - learn particle effects and all other effects - learn physics - learn AI gameplay etc ... etc ... Well lot of work. For casual games ok, but for big games you need a team.
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Re: What defines professional quality?
[Re: checkbutton]
#276155
07/03/09 16:19
07/03/09 16:19
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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It's also fascinating that even huge projects with million-dollar-budgets can just, let's say, "suck" while small indie project games can really be addicting. It's why visual coherency and a stable gameplay is MUCH more important than anything else. For something to look professional, you really don't need next-gen Crysis graphics. You will however need to come up with a visual style that matches the engine you're using and obviously need to make sure gameplay is good. It's why a Flash game can look a thousand times more professional than some of the projects over here. No offense to people depending on their own 'programmer' art of course. There are also very high quality models etc, wich I would not call professional, as they took too much effort to make given their market-value. That's clearly a nonsense argument, especially if the final result does look professional. It just means the person who made it, either isn't very good or just not very fast, but still able to achieve a professional looking result.
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Re: What defines professional quality?
[Re: Damocles_]
#276168
07/03/09 17:09
07/03/09 17:09
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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I can also repaint the monalisa with enough time, wich makes me not a professionsl artist. Many people can repaint the Mona Lisa and without exception such work tends to be looked upon as professional, no matter how long it took those people. We're talking about the quality of the results, not whether someone makes Mona Lisas for a living. Being able to replicate a Mona Lisa doesn't mean you're equally as skilled as Leonardo Da Vinci. Professional quality is an economical balance of effort to results. I fully disagree. In case of the Mona Lisa, being able to perfectly recreate it certainly doesn't mean it will somehow have a less professional quality. By the way, you've sort of brought up the worst possible analogy here anyways, as professional quality when it comes to traditional art can be just about anything really. Apart from the fact that say a picture of the Mona Lisa is still perfectly able to show the professional quality of the original. Professional work is an economical balance of effort to results. If you would have said that, I would have agreed fully.
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