> On the back of the below email. What would the CS community like us to
> be looking at in the near future and the longer term?
>
> Regards
>
> Phil
In short : focus on technologies affordable for low budget projects 
(alternative render technologies, easy asset integration).

In less short : current hardware has led to astronomical prod costs. 
Only huge editors can fund Skyrim or Assassin's Creed. When a 
not-so-huge project tries to make a game "almost like the blockbusters", 
players and media often reject it violently, as if they were tricked. So 
if you don't have a Ubisoft budget, the safest is to choose a stylized 
rendering (cell shading or whatever), and Fully embrace this artistic 
choice.

Clearly, Crystalspace can't target the blockbuster market. So it must 
focus on solutions for these artistic rendering choices. It'd be a great 
"selling point" among the 3d engines market. Currently, I'd prefer Unity 
for my commercial games. I'd change my mind immediately (and would 
gladly donate) if the "CS sales pitch" talked about "anti-tedious 
alternatives" and "no Ubisoft prod budget".

Can't say more about specific technologies, since you are the ones who 
are experts. I just suggest to think twice before starting to develop a 
new feature or improve an old one, and focus on what a small studio 
would need for a non-pretentious game.

That's what I've wanted to say since I saw the recent GSoC subjects 
(some quite opposite to this anti-blockbuster point of view).

And as already said, easy asset integration is also a key matter.

-
Christophe
CS user for the project "La Fugue Orpheline"
... and maybe one day for a commercial game.


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