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Game Development from the Inside
February 14th, 2009 
So, in the second of a series (probably of 3), we're discussing iconography. Specifically, what it means to make something recognizable. Last time, we went over how a picture is worth a thousand words. That isn't sufficient though; a picture is a picture. A large part of this is because of the whole Uncanny Valley effect. When a human sees a still image, that person will be more forgiving of certain abnormalities than seeing the object in motion. Most of this has to do with subconscious acceptance of flaws.

So what does this have to do with iconography? )
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