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Feature: 'Making Quality Game Textures'

In today's main Gamasutra feature, and in an immensely helpful hands-on article, art director Riccard Linde (Battlefield Vietnam) discusses how artists can create ...

Simon Carless, Blogger

November 23, 2005

1 Min Read

In today's main Gamasutra feature, and in an immensely helpful hands-on article, art director Riccard Linde (Battlefield Vietnam) discusses how artists can create better textures for video games by efficiently managing the visual results of texture compression. Linde explains in his introduction: "Creating mods and games for PCs, we often have the fortune of large amounts of memory available, but creating art for low-spec machines, or even some next-gen consoles, is a whole different matter. We need to be more aware of how we use the memory available, and how we achieve the best quality for our textures. Knowing more about how DXT compression works, it can benefit you to use smaller-sized uncompressed textures, rather than increasing the texture size to compensate for the DXT compression and remaining within the same memory footprint. As you most likely have seen, if you use a heavily compressed JPG, the texture becomes blurry, smeared and blocky. DXT has its similar blocky problems, as it will affect up the image in what can be seen as an uncontrolled way, something that can have devastating negative visual impact on our textures." You can now read the full Gamasutra feature on the subject, including multiple pieces of artwork demonstrating ways to mitigate the problem and create high-quality compressed art (no registration required, please feel free to link to the article from external websites).

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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