2D might never die but modern 3D can be a compelling workflow for producing this kind of content.
The part that gets really painful with 2D sprites is animation. It can be a lot easier to model, rig and animate a 3D character and then place them into a special scene/camera arrangement for automatic capture into a sprite sheet.
Doing these by entirely by hand is a really difficult proposition in the current games economy.
> It can be a lot easier to model, rig and animate a 3D
Some do. The talking heads in Fallout were sculptures, for example (I think from paper, but cannot remember well).
But drawing vs rendering from 3D models can be either an aesthetic choice (Braid is an example) or an optimal choice depending on your workflow, expertise, equipment etc.
And in the current times, also Generative NNs I think were proven a possibility to generate animation.
bob1029 · · focus · HN ↗
The part that gets really painful with 2D sprites is animation. It can be a lot easier to model, rig and animate a 3D character and then place them into a special scene/camera arrangement for automatic capture into a sprite sheet.
Doing these by entirely by hand is a really difficult proposition in the current games economy.
mdp2021 · · focus · HN ↗
Some do. The talking heads in Fallout were sculptures, for example (I think from paper, but cannot remember well).
But drawing vs rendering from 3D models can be either an aesthetic choice (Braid is an example) or an optimal choice depending on your workflow, expertise, equipment etc.
And in the current times, also Generative NNs I think were proven a possibility to generate animation.
> in the current games economy
Indie vs mainstream have different ways.