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Behind the scenes: A hard look at the visuals

[p]Hi![/p][p]We’ve already shared some of the process behind creating the foundation for a game, its setting. Now, let’s dive into a more eye-catching part of the creative process.[/p][h2]The Visuals[/h2][p]It's hard to overstate the importance of visual style in games because 90% of the information about the world is perceived visually. If the image doesn't grab attention immediately, few will be willing to give the game a chance and explore locations that don't appeal at first glance.[/p][p]Let's break down what visual style is, what it encompasses, and how to choose the perfect one for your project.[/p][p]A game's visual style is the combination of artistic decisions and graphic design that define how the project looks and is perceived by players. This style encompasses all external elements such as character design, environments, colors, textures, lighting and animations. The visuals directly influence the atmosphere of the game, helping to convey its theme, genre and uniqueness.[/p][p]Key elements of a game's visual style:[/p]
  • [p]Graphics and textures – the quality and style of visuals (pixel art, realism, lo-fi, etc.).[/p]
  • [p]Color palette – the selection of colors used to create an emotional tone or aesthetic.[/p]
  • [p]Character and environment design – how heroes, enemies, buildings, nature, and objects are depicted.[/p]
  • [p]Animation – the movement of characters, objects, and environmental elements (realistic, stylized, or exaggerated).[/p]
  • [p]Lighting and shadows – the use of light to create atmosphere and depth.[/p]
  • [p]Interface – visual elements for player interaction (menus, icons, health bars, etc.).[/p]
[p]There are many visual styles from realism to pixel art — how to choose the right one for your project?[/p][h2]The vote goes to realism[/h2][p]For NCORE, the team conducted extensive research across different regions, asking players about what they liked and disliked in shooters, as well as their preferred settings and visuals. Over 70% of respondents said they enjoyed shooters with realistic graphics.[/p][p]The developers also considered stylized realism, which allows for less emphasis on depth and photorealism. However, according to the research, only 40-50% of players favored this style. Additionally, the team had more experience with realism, making the choice doubly justified.[/p][p][/p][p]Realism in video games is a visual style that strives to accurately recreate the appearance of the real world, including people, creatures, objects, and environments. It relies on detailed textures, complex lighting effects, object physics, and lifelike animation, immersing players in a believable setting.[/p][p]Advantages of realism:[/p]
  1. [p]Deep immersion
    Realistic graphics allow players to fully immerse themselves in the game world, making it feel tangible and authentic. This strengthens emotional engagement and connection to the story.[/p]
  2. [p]Sense of presence
    Visual realism makes players feel like they're inside the game. Open-world titles like Red Dead Redemption 2 or The Last of Us Part II use detailed landscapes to create a convincing sense of place. In NCORE, levels are designed with unique landscapes to maximize immersion, even though they serve as combat arenas.[/p]
  3. [p]Stunning visual effects
    Modern technologies like ray tracing, dynamic lighting, and weather effects make realistic visuals incredibly impressive. Sunsets, rain, and water reflections are rendered with precision, enhancing the experience.[/p]
  4. [p]Mass appeal
    Realistic graphics attract a broader audience, as many players prefer familiar and easily understandable visuals. Shooters like Call of Duty and sports sims like FIFA use realism to appeal to mainstream gamers.[/p]
  5. [p]Ideal for serious narratives
    Realism suits games with dark, dramatic, or socially relevant themes. Titles like The Witcher or Call of Duty: Modern Warfare benefit from this approach to evoke strong emotional responses.[/p]
[p][/p][p]If we were to compare NCORE to modern games, it’s closest to a mix of Apex Legends and The Finals. However, NCORE’s battles take place on dynamic arenas called Hexes, a feature that currently has no direct competitors.[/p][p]The arenas are stages, much like in The Hunger Games, where new sets are designed for each round. They look highly realistic, with occasional deliberate inconsistencies (like a combine harvester in a medieval zone) to remind players they’re in a constructed spectacle, not a historical battlefield.[/p][p][/p][p]Moving from concept art to in-game assets is far more complex than just drawing an image and getting approval. [/p][h2]Here’s how the NCORE team approaches it.[/h2][p]First, content is divided into categories: weapons, locations, characters — each has its own pipelines. Let's examine the process using weapons as an example.[/p][p]The concept artist starts with creating a silhouette and basic form (massing) in 2D based on the assignment. They propose several options, and at this stage the creative team selects the one closest to their vision. After refinements, the approved silhouette returns to the concept artist who adds volume in 3D.[/p][p]When the 3D model appears, they check how the weapon will look in frame, then select a color scheme. At the 3D volume creation stage, weapon and animation teams join in to make decisions collectively.[/p][p]The concept goes into production after final approval: first to weapon artists for detailed model refinement, then to animators and further down the production chain.[/p][p]Typically, it takes 1.5-2 months to get from initial concepts to having a weapon ready for implementation.[/p][p]The pipeline for character development is similar, but here the first stage is image exploration: about 10 silhouettes and forms are created, from which 1-2 options are selected for further refinement.[/p][p][/p][hr][/hr][p]Did you learn something new? Tell us if you also enjoy realism in games, or do you prefer something more stylized?[/p][p]Next, we’ll share the process of making the locations for NCORE so stay tuned![/p]