Fledgeling Visuals, First Concepts

We’ve talked about how not to do graphics, how to not make them overly complex or deceptive. But visuals are important to games, especially as a communication channel. Here are some examples of  what we expect the visuals to look like in Fledgeling.


A simplified motorcycle model, displaying the primary functional groups.

Things are going to look representative of their real-life analogues. The intent is to make things look recognizable as the real objects, without making them look like they would if you were to take a photograph of them in real life. Ludo-realism is our goal, not photo-realism.


A set of simple granite mountains jutting out of the landscape.

Objects will be deeply nested and procedurally populated, so what you’re looking at always has the potential for more complex structures inside it. However, you don’t need to deal with that complexity all the time. and the game certainly won’t always be showing it.

I hope these couple of examples help to illustrate the kind of presentation we expect out of Fledgeling. There will be more of these posts as we develop the geometry generation prototype code.

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About dudecon

I'm a Christian, one of the "crazy fundamentalist" ones perhaps, depending on what language you speak. As an engineer by trade, and an artist, computer wizard, and musician in the off hours, I keep pretty busy. Plus I'm married with kids. Life is good, even when it is hard. People tell me that I think too much, but I can't think of how that's a bad thing. People also tell me I'm scary. Occasionally they tell me to stop singing so loudly. If you really want to contact me, you can try e-mailing dudecon on my old fashioned Hotmail account. Or tweet dudecon on twitter. Or come to my house some time. I'm sure you can find me if you keep trying.

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