
Heavy Weapons Guy and Medic
I have fond memories of wasting many hours playing “Team Fortress,” a class-based team mod for the original Quake. This is way back, now. Ooooh, ‘95 maybe? My buddy E.Flo would log on from MI and I from OH and we would pwn noobs until our fingers seized up from mad mouse+WASD skillz, and we called it a night. Or morning.
Valve just released their Orange Box which includes the beta for the new Team Fortress 2. I’ve been looking forward to this for awhile. Not only is it a return to a great, fast-paced, fun and quick online game (and I’ve already got a few days jump on E.Flo,) but the art design is, in a word, INCREDIBLES. Er. Incredible.

Team Fortress 2 Load Screen
Since this is somewhat of an art blog, let’s take a look at the design for TF2. I’ll leave the game stuff for my other, as-of-yet-nonexistent gaming blog.
Character Design

Character Line Up
Team Fortress 2 Character Design Video: Sweet video on You Tube of Jason Mitchell, Moby Francke and Dhabih Eng, designers for the game, presenting a paper to … maybe Siggraph?.. on the art design considerations and the technical rendering methods they used. That and a few other interview videos on You Tube provided me with this info.
They chose to go with this cartoony look after two other art iterations didn’t work out. The first was pure WWII realism, the second was some sort of dark scifi look they nicknamed “TF2 Invasion.” Eventually they realized that the game had exaggerated physics, unrealistic weaponry and a humorous approach, so the simplified, expressive cartoon look was the way to go.

Scout Chases Pyro (Click for a closer look)
The designers were influenced by early 20th century commercial illustration. These illustrators knew the importance of design elements having distinct silhouettes to separate forms and make images visually interesting. The art designers purposely designed significantly unique silhouettes for each character. They echoed the shapes throughout the clothing folds and interior elements.

Character Silhouettes
To emphasize the shapes of each class of character, they also used shaders and renderers that would produce rim highlights on each character, even when the lighting in the world wouldn’t actually create rim lighting.

Sniper and Spy
The result is that the player can instantly identify the class of their ally or opponent and make the appropriate strategy, say, run straight up to the heavy weapons guy as soon as you see him and torch him with your flame thrower because you know his gun takes a second or two to warm up and start firing… FIRE! FIRE!

Pyro Concept Design

Pyro - Fire in the Disco!
Architectural Elements
The thoughtful design of the art in Team Fortress 2 carries over to the structures in which the player pwns and is in turn pwnd.
The architectural design of the buildings differ between the two teams. Where the red team’s base is made of wood and features organic textures and plenty of angles…

Red Team’s Base
…the blue team is a bit more technological and industrial with cool “orthogonals.”

Blue Team’s Base
That’s what the guy said. For example, in the most popular map, “2Fort,” the red base looks like a lumber mill while the blue base appears to be some sort of industrial factory.
Every detail shows carefully considered thought and intentional design. I love that.
Muted colors dominate the world with small patches of color saturation, the narrator of the video said. The background textures for the red and blue bases stick to this color scheme.

Color Scheme
In painting the textures for the world design, the graphics used on top of the 3D models, the artists kept out the visual noise. Instead, “broad brush strokes appear in perspective on objects as if they exist in the 3D world rather than on the 2D image plane.” The narrator says a primary influence for this look was traditional 2D animation backgrounds, particularly those used in Hayao Miyazaki (Spirited Away, Princess Mononoke) productions.

Example of brush strokes in background, from Nausicaa of the Valley of the Wind

Spirited Away
I would love to see the work that was put into this game reward Valve in the same way Pixar has been so successful with audiences. The secret ingredient after all, (to this ultra-violent, blood-soaked, shooting game,) is love.
Highly recommend this game. If you play, drop me a note or comment and let me know where you are!
Don’t miss these videos:
They feature almost-Pixar-quality animation, and most of it is gameplay footage.
Interviews with the characters.

I feel happy. Oh so happy.