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/ic/ - Artwork/Critique


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3939491 No.3939491 [Reply] [Original]

You can almost immediately tell It's a videogame from the 90's just by looking at it's cover
Why is that? What makes it so distinct?
Also, 90's videogame cover art thread

>> No.3939496
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>> No.3939497
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>> No.3939499
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>> No.3939500
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>> No.3939501
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>> No.3939502
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>> No.3939533
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>>3939491
No digital, half of them are just developers in house guy just copying movie posters, the other half are illustrators who don't know what video games are.

>> No.3939536

>>3939533
welcome to book illustration 101

>> No.3939545

>>3939497

I swear that I read GAY ZOR

>> No.3939551

>>3939545
two sweaty men with a penis shaped monster coming from behind, Gay Zor checks out.

>> No.3939574

Little or no animu inspiration, getting most of their stuff from superhero comicbooks and realism, thatd be my guess

>> No.3939584

Traditional drawings that take inspiration from 80s movie posters

>>3939500
What the fuck is the name? I wanted to check it out since i like the drawing, but they thought choosing such a stupid font was a good idea.

>> No.3939684
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>>3939533

>> No.3939687

Video game cover art is a lost art

>> No.3940016
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>>3939497
Thought that pose looked familiar

>> No.3940023

>>3939533
>>3939574
>>3939584
Yeah, but on a technical level
Is it the colors? What is the exact Graphic Style? Composition? What connotes? What kind of technique did they use?
I know I can differentiate them just by looking at them, I wanna know why
Why, on a technical level, are they so recognizable?

>> No.3940536

>>3940023
You're expecting too much. I'm old, so I remember that era, for commercial art:

They were bright, because marketing though bright=more noticable on the shelf. Most games were sold in stores or had magazine ads.

Most art was airbrushed, so the colors were cleaner and more vibrant.

Most of the art was by whoever was cheapest. Game companies were either small, or consumer companies like Atari who just hired from the same pool of freelancers. There wasn't much money in it, so most people saw this kind of work as entry level, the better artists went on to the more lucrative book and album cover jobs. Nobody really sought out this kind of work, because it was so low pay. A lot of it was done by illustrators who got turned down everywhere else, or the developers knew someone's kid brother who drew a lot.

The work is typical of the pre-anime science fiction/fantasy world - see Heavy Metal Magazine to see how it all fits the trends of the time.

The outlier was Roger Dean, the artist who did most of the Yes album covers. He got involved with game publisher Psygnosis.

Gaming wasn't mainstream back then. It was an obscure genre for illustration. That's all. It had trends, like any genre, and they all copied the better selling games. A lot of it was borderline fan art level work. It wasn't a "serious" genre like book covers or album covers, and was just made as bright and flashy as possible to make a 12 year old want him mom to buy it for him.

>> No.3940554

This style is more reminiscent of the eighties.

>> No.3940559

>>3940023
There are trends in this sort of art that are specific tells. Its generally and eighties thing.

Things like airbrushing, bright "neon" colours, specific graphics like grids, muscle cars, action heroes, machine-guns, beach babes, ect. There are a lot of recent films and games that try to emulate this style because its pretty extreme and fun.

It might not seem like it, but we have some similar styles and imagery that might go away in 10-20 years. It also depends on the media you're looking at in particular.

>> No.3940630

>>3940536
>>3940559
For college I have to make one of these PC games, I have to illustrate the characters and backgrounds to make a teaser and some concept art
I had like a month to do it, and decided to start a week before the end line

>> No.3940688

>>3940630
btw, does anyone know how to edit WAD files to replace the textures?

>> No.3940700

>>3940688

use slade. And google

>> No.3940718

Nostalgia

>> No.3940721

They didn't use photoshop and wacom for them back then

>> No.3940750

>>3940630
A week before? fucking teachers pet.

>> No.3940857

>>3940750
6 illustrations, character rotations, textures, sprites, storyboard, a script and an animation
I can already feel the stress crawling on my back

>> No.3940862

soul

>> No.3941006

>>3940857
Dude that's a lot of work even if you took the whole month, and you're going to do it in a week?!

>> No.3941008
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>>3941006
I hope so, I haven't slept and I just did this crap
Send help

>> No.3941036

If you think videogame box art was unique, you should see the first illustrations for magic the gathering. It has /beg/ to great illustrations. Scryfall hosts magic the gathering scans of cards, don't know if you can download though