{"id":65,"date":"2012-02-23T12:50:44","date_gmt":"2012-02-23T11:50:44","guid":{"rendered":"http:\/\/tale-of-tales.com\/bientotlete\/blog\/?p=65"},"modified":"2012-03-14T14:17:11","modified_gmt":"2012-03-14T13:17:11","slug":"details-and-nothing-but-details","status":"publish","type":"post","link":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/details-and-nothing-but-details\/","title":{"rendered":"Details, and nothing but details."},"content":{"rendered":"<p>When I started working on <em>Bient\u00f4t l&#8217;\u00e9t\u00e9<\/em>, I was trying to find a style that was vague, blurry and perhaps a bit glitchy. At the same time, I did want the 3D simulation to feel real, and tangible. A big part of the effect I wanted to achieve could be done in post-processing the rendered image. But for an image to be processed, it needs to exist first. So I figured I should build a game world first and then mess it up visually.<\/p>\n<p>I designed and blocked out the exterior area over several iterations. There&#8217;s the sea and the beach, a dyke with a row of houses, a pier and an industrial harbour on one side and a villa on a cliff on the other, and there&#8217;s dunes. A lot of elements were inspired by my Google-enabled virtual visits to Trouville-sur-Mer, the city on the coast of Normandy where Duras lived for some time, aspects of which one can encounter in several of her books and films.<\/p>\n<p>As the game environment started feeling like a real place, I also started to realize how much model and texture work was going to be needed to achieve a near photographic illusion. And what for? To mess up the rendering of this reality in post-processing. I realized that I was taking the long way around and that this was stupid considering the small scale of this project.<\/p>\n<p>And then it came to me: why should I show anything in the game that is not important, that is not pertinent or poignant? So I swiped it all of the table and started, almost literally, with a blank slate. I had developed a fondness for photographs of early urban development at the seaside around the turn of the previous century (like <a href=\"http:\/\/bientotlete.tumblr.com\/post\/16346683330\/zeebrugge-beach-1907\">this<\/a> and <a href=\"http:\/\/bientotlete.tumblr.com\/post\/16458404605\/de-panne-la-digue-1900-via-album-220-photos-la\">this<\/a>). I like the emptiness in those scenes. Not much had been built yet, but what was there was wonderful Victorian seaside architecture.<\/p>\n<p>I decided to start from an empty space, a white room. And only add detail to elements that were important. In fact, make those elements as beautiful and &#8220;realistic&#8221; as possible.<\/p>\n<p>It&#8217;s very liberating to think of my game environment as empty. Instead of worrying about how to get all those models and textures made, and where to make the unavoidable sacrifices, I can now work in a purely additive fashion (and accompanying positive mood). If I need a tree, I&#8217;ll add a tree and make it beautiful. But I don&#8217;t start from the assumption that there will be trees. Maybe there will not be any.<\/p>\n<p>This idea also connects well with the artificiality of the holodeck context as well as with the gravitation towards silence in Duras&#8217; work. And it&#8217;s something that is always on our minds at Tale of Tales: the desire for an aesthetic style that emerges from the medium&#8217;s own strengths rather than its capacity to imitate.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>When I started working on Bient\u00f4t l&#8217;\u00e9t\u00e9, I was trying to find a style that was vague, blurry and perhaps a bit glitchy. At the same time, I did want the 3D simulation to feel real, and tangible. A big part of the effect I wanted to achieve could be done in post-processing the rendered [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[8,4],"tags":[],"class_list":["post-65","post","type-post","status-publish","format-standard","hentry","category-aesthetics","category-concept"],"_links":{"self":[{"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/posts\/65","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/comments?post=65"}],"version-history":[{"count":17,"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/posts\/65\/revisions"}],"predecessor-version":[{"id":81,"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/posts\/65\/revisions\/81"}],"wp:attachment":[{"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/media?parent=65"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/categories?post=65"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tale-of-tales.com\/bientotlete\/blog\/wp-json\/wp\/v2\/tags?post=65"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}