DESIGN FOR THE SCREEN: Horizontal Design in 4:3 || BULLET PATTERNS

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Whi nnana

Whi nnana

Күн бұрын

Пікірлер: 8
@3rd.Eye.Saw.Destruction
@3rd.Eye.Saw.Destruction Күн бұрын
This is great fr, something I’ve talked about all the time
@soratheorangejuicemascot5809
@soratheorangejuicemascot5809 2 күн бұрын
Interesting topic you got. Gonna watch these once I am not busy.
@EllisForga-bt5ix
@EllisForga-bt5ix 4 күн бұрын
Embracing the void. Interesting style. I kinda dig it. The visual negative space. Kinda gives it all a certain sharpness.
@MotWhinnana
@MotWhinnana 4 күн бұрын
I don't care much for the standard B-roll style, and I practice calligraphy so I'm well attuned to the value of blank space in composition for emphasis.
@destroytheziggurat
@destroytheziggurat 8 күн бұрын
Super cool vid about an interesting topic! I love the visual language you are developing, though would love a more formal or poetic delivery of your points. Keep up what you're doing!
@PowercellZeke
@PowercellZeke 8 күн бұрын
I've played very little shooters (though I've always wanted to), but this video was super cool. I love the passion you express for what you're talking about
@thefebo8987
@thefebo8987 Күн бұрын
What about 4:3 Verticals like Devil Blade?
@MotWhinnana
@MotWhinnana Күн бұрын
Vertizontals are their own beast, the design is similar to standard 3:4 verticals, but there's a problem where there's just too much extra space, and a lot of early examples of them are weirdly/poorly paced because there wasn't really a proven way of doing it yet. Devil Blade to me is more like a beefed up classic shooter, with all of the patterns and formations being pretty fine tuned, since I think he worked on that game for decades. I also think the space the player and enemy sprites take up on the screen might be bigger than a lot of vertical games, which gives it that chunkier feel I think is close to compile games like MUSHA and Spriggan, which also tend to have some larger sprites to compensate for the 4:3 space. I might talk about this in another video, since a lot of PC-engine classics are vertizontals
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