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A programmer can make a videogame, but a function alone doesn't sell. For as long as videogames have been marketed there's been a concious effort to make them visually stand out, either promotionally or in-game, so long as the engine could handle it.
Dump artwork, promotional renders, adverts, posters, sprites, even in-game screenshots if you're pushing it; whatever you deem made the game cool. With every game trying to find their own visual niche and themselves being a little time capsule for their technology and the zeitgeist of their devs, there should be plenty to cover.

For instance I've always liked the uncanny look of early 3D renders, and believe the technology lost its edge when CGI got standardized and overdeveloped. On traditional artwork, Roger Dean's cover art on Psygnosis games is fantastic. Don't know how they managed to land the job on him but I'm glad they did. A master of the canvas, disingenuous cover art aside.
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I miss old prerendered 3d stuff. It's kind of a lost art these days. The only "modern" prerendered game I can think of is the Desolate Hope, made by Scott Cawthon, AKA the funny bear game guy
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I loved this game as a kid when i first played it with MAME and half of the reason why was the claymation visuals.
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>page 4
FEAR's renderer is amazing and the game makes good use of it. Deep shadows, dynamic lightning everywhere, strong contrast, tasteful normals and no faggot bloom or post-processing effects unlike every game from 7th gen onwards. Very visually clean overall.
How many more games used this engine? If there were, there weren't enough, it's gorgeous. A horror co-op made as a mod to this game would've been fantastic, something akin to Killing Floor.
Replies: >>238994
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>>238984
>How many more games used this engine?
https://www.pcgamingwiki.com/wiki/Engine:Lithtech_Jupiter_EX
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Ayami Kojima's Castlevania art really elevated the series. Going from this to Dawn of Sorrow's anime portraits was painful.
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