The use of photo and image libraries was prevelent throughout 3D rendered graphics and images from the mid-90s onward. While I knew Rare scanned in books to make textures for GoldenEye 007, I hadn’t realised this practice was commonplace.
The Render96 Video Game Texture Preservation project posts findings sourced by itself and the community, and it’s fascinating (and simultaneously childhood memory destroying stuff):
Render96 | creating asset library archives | Patreon
(1) Render96 VGTP (@Render96VGTP) / X
Certainly a huge shift from the hand crafted dot art that was used up until the age of prerendered and realtime CGI graphics!
Having seen a hundred of these examples over a period of months, it’s clearly a huge part of the fabric of graphic design throughout many of the games we love, and I’m tempted to lean on the “soul” side, as it’s simply another tool in the designers’ toolkit, and it’s often employed in games that are aiming for realism with their backgrounds (GoldenEye 007 is another great example).
3D games like Mega Man Legends still relied on dot artists for their textures so it’s evidently a case of the right tool for the right job.
I think this style of graphics peaked on Dreamcast as a means of being able to assemble environments and locations that look very realistic in a small budget. Maken X, a game I hadn’t played until this year, uses it to great effect. The game plasters very detailed photographs over its low polygon environments, but it manages to come together and create a very believable, and richly detailed world, despite ultimately being very simple.
What are your thoughts on this approach to graphics design in games?