![]() a highly idealized version of an otherwise realistic environment think "Disneyfied" versions of the real world) to the obvious (e.g. However, it is more often than not also used for exaggerated realism or hyperrealism, such where the game's world or environment is rendered realistically but contains some exaggerations, ranging from the subtle (e.g. Rather hard to define on its own, "stylized" refers to something with its own distinct visual style. This technique was used most often during the earliest days of three-dimensional gaming, back when most home computers could only render simplistic 3D graphics, if at all.Īims for realistic depictions of characters and environments with no exaggerations. Used as static background images, animated cutscenes and game sprites. early Living Books and Disney's Animated Storybook games).Ĭomputer-generated graphics rendered beforehand by the development staff and thus handled by the software, not the client's hardware. Does not apply to games that have pixelated graphics but are much higher-detailed and were meant to resemble full drawings (e.g.This was one of two default graphical styles of the early days of computer and video games, vector art being the other. Graphics with old-school "blocky" by-pixel sprites and/or backgrounds. It is also used for Chromakey recordings with actors against a video backdrop or an animated background, as long as the actors are part of interactive gameplay sequences.A large amount of games with Live action as an art style for the interactive gameplay carry the art style FMV in addition.The live action scenes need to be part of the interactive gameplay. ![]()
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