The graphic style I am using for my game is cell-shaded as I looked at popular games of my genre and they used cel-shaded, therefore this seemed like an obvious choice for my game.
Deadlight and State of Decay, deadlight is a 2D side scroller with an abstract and cel shaded look to it. I plan to make my game just like these games as they were very successful and are very fun. State of Decay uses some photorealism mixed with cel shaded, however I mainly used the inventory system and statistics as inspiration for my game.
Cel shaded can also be used to create a unique and dynamic comic book feel to a game which can provide an immersive experience for the player.
The cel-shading process starts with a typical 3D model. Where cel-shading differs from conventional rendering is in its non-photorealistic illumination model. Conventional (smooth) lighting values are calculated for each pixel and then quantised to a small number of discrete shades to create the characteristic flat look – where the shadows and highlights appear more like blocks of colour rather than mixed in a smooth way.
Black “ink” outlines and contour lines can be created using a variety of methods. One popular method is to first render a black outline, slightly larger than the object itself. Back face culling is inverted and the back-facing triangles are drawn in black. To dilate the silhouette, these back faces may be drawn in wireframe multiple times with slight changes in translation. Alternatively, back-faces may be rendered solid-filled, with their vertices translated along their vertex normals in a vertex shader. After drawing the outline, back-face culling is set back to normal to draw the shading and optional textures of the object. Finally, the image is composited via Z-buffering, as the back-faces always lie deeper in the scene than the front-faces. The result is that the object is drawn with a black outline and interior contour lines. The term “cel-shading” is popularly used to refer to the application of this “ink” outlining process in animation and games, although originally the term referred to the shading technique regardless of whether the outline was applied.
This information contains facts about what cel shaded is therefore it is relevant to me as I am using cel shaded and the way it is explained kind of answers why I am using it along with the other information I have provided.
Cel shading or toon shading is a type of non-photorealistic renderingdesigned to make 3-D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. Cel-shading is often used to mimic the style of a comic book or cartoon. It is somewhat recent, appearing from around the beginning of the twenty-first century. The name comes from cels (short for celluloid), the clear sheets of acetate which are painted on for use in traditional 2D animation.
This information contains facts on what cel shading is and how it is used to effect the graphics of games.
Cel shading is one of the best graphic styles out there as it can be used in many different ways to attract audiences such as using screenshots of the graphics to show how the game will look and by using certain colour schemes to make potential fans become immersed in the world and want to buy the game. Cel shading can also be used to entice a certain audience like comic book fans. Cel shaded is very effective when creating a book adaptation game as cel shading is a very comic book-like graphic style so can be used to easily show the representation and link back to the original comic source and inspiration for the game. I can use software such as Cinema 4D and Zbrush and many more to help create a cel shaded look.
Bibliography:
http://watchmojo.com/video/id/13142/
https://turtlesgames.wordpress.com/category/gareth/
http://research.omicsgroup.org/index.php/Cel_shading
http://undeadlabs.com/stateofdecay/ : Initial inspiration
http://www.deadlightgame.com/ : Second initial inspiration
https://en.wikipedia.org/wiki/Cel_shading