![turbo overkill developer turbo overkill developer](https://i.ytimg.com/vi/ORhNsw0Idj8/maxresdefault.jpg)
#Turbo overkill developer full#
There is a reason many indy devs choose art styles like these, and now imagine that time and budget saving measures applied to a full on AAA dev team with a AAA budget.Ī game looking like this but open world and with the budget of a modern blockbuster titleĬlick to expand.On some level that's not a hardware issue - From's world design being an example case for expansive high-quality spaces that also look real nice.īut closer to the topic, I think Civvie put it best in his Pro Nukem 3D series (timestamped):
![turbo overkill developer turbo overkill developer](https://i.ytimg.com/vi/Gh8o5ilkllE/maxresdefault.jpg)
Less demanding assets and style would mean level designers wouldn't be limited as much and faster iteration times would be possible. Imagine a Cyberpunk 2077 like game, with a retro artstyle, that had a strong focus on immersion by having way more fully traverseable buildings with more things to do in them.
![turbo overkill developer turbo overkill developer](https://i.ytimg.com/vi/d--XXrmMtrk/maxresdefault.jpg)
Imagine how much more complexity in level design would be possible due to the saved hardware resources this would bring with it. Imagine the amount of development time could be saved optimizing for performance with a way more limited polygon count, way less shader permutations and lower res textures. go play it!) and I was once again thinking how great it would be if developers stopped pushing to photo realism and instead focused on a less demanding (both in dev time and hardware power) but still appealing style for their games. So I recently played the demo of the game Turbo Overkill on Steam (fucking amazing shooter btw.