There is something very charming about low poly, low resolution art styles. I've thought about it seriously for a while now and what I think is going on isn't nostalgia, it is the participation of the brain in the imagining of the world. In modern games there is nothing left to the imagination in terms of scope or scale in the graphics, its either there or it isn't. But your trees have leaves, even though none can distinctly be seen. The forest is dense, dark, and full of mystery as to its size, even though it's a single plane with a texture. The engagement of the brain in imagining the world is more satisfying that simply showing all of it. For when we clearly see all of it, most often, we are disappointed.
I agree with you there. I would add that the game design also makes a lot of difference. Why a Legend of Zelda is so good is because you know there's nothing like it. In real life, there are no zora, gorons or fairies. It's fun to explore such worlds, because you don't know what's waiting for you behind the next hill. In modern (AA-AAA) video games, there is too much orientation to existing facts. Except for robots, a few more exotic weapons and movement, they don't dare to do too much. The game has to be suitable for the masses and there they only look at graphics and everything has to be simple, therefore leaning on the real world. Also, the world is becoming more and more irrelevant, as you run from one marker to the next without exploring, as it has no advantages. The "old" gameplay can work equally well in modern video games like Subnautica, Breath of the Wild, Raft, Portal 2, ...
It could also be similar to how the brain remembers things, if you don't have photographic memory, your brain uses your memory of an amalgamation of a thing to recognise a future one of those things you encountered in the past, and this art style with low res/low poly might be how our brains compress information to be able to quickly recognise things. I think it's kind of like how we can interpret sentences of words with jumbled letter order with little effort, as long as the first and last letter of each word are correct, part of our brains has this compressed information that we access to recognise things faster, and this art style directly accesses it along with enabling our imagination to fill in the blanks from our past experiences.
I love how much effort you put into these devlogs, hearing about all the little details and decisions behind seemingly simple parts of the game is fascinating.
About the kisaragi station thing, I found an archived version of the original 2ch thread and found the line (my Japanese isn't that great either so I had to use the English as reference). Here is the line: 鬼って書いて、きさらぎって読めるのね。。。 The 2 things of note are the kanji is 鬼 (oni) which is more of a japanese style devil, and the station is referred to as きさらぎ, which is hiragana (a phonetic spelling), not as 如月. I would write it in the hiragana if you want to write it in japanese, but if you wanted to use the kanji I would suggest making sure to have the hiragana as well, either as ruby text or just an alternate spelling. Because, as you noted, it's not a normal reading for 鬼.
I've always wanted to make my own game, but asset creation and coding always seemed so overwhelming. My interests and experience lay in level design, and world building. This was actually quite inspiring, as it shows even very basic geometry and textures can make a very compelling environments.
I love the sound of your inspirations for this game. Seems like it's really gonna bring that mysterious atmosphere that some of the best N64 games have.
BLESS THE ALGORITHIM! Fellow low-poly nerd here - this vid/channel is great! Though, right at the beginning when you said you couldn't talk about your current professional project, the clip of Banjo Kazooie got me very giddy very quickly. That gem deserves a remake. GUH-HUH!
I’m a 2D background artist for animation, but I’ve been very interested in getting into more 3D art and I just love your passion and skills for your project. It’s so inspiring, you make me want to create something of my own! So happy to follow along your journey, I’m having so much fun seeing the process!
Thank you so much for your videos on Legend 64! I am 25 years old and have only a minor in computer programming, but I am trying to learn how to make my own game for the first time as well! And videos like yours are super helpful and inspiring.
I love the ideas you come up with, I really believe if you make a full length game it will gain lots of traction I don't think I've seen anyone make their own fully fledged N64 game before.
Always love to see an update on this project, and interesting to see you branch out into a somewhat different type of video. The real-world arch definitely has a strong game-like feel to it, I'm not surprised you took inspiration from it.
I am really enjoying this series. The game and all of it's contents are looking incredible. I've always been a fan of retro graphics and have only recently gotten into incorporating them into my art. Thank you so much for the wonderful content and inspiration.
Just a few seconds in and I can tell you, you smashed the look, amazing. I see so many "PS1 style games" and people exaggerate one or 2 features of the system like pixellation and ignore everything else that was distinctive to that look, but you captured so much of what makes an N64 game look the way it does.
God these blogs are the best. I wish you could upload more regularly, because I lose myself in this game. These are VERY inspiring, and I love hearing where you get your references from.
I saw gameplay of the ps1 Harry Potter game recently. And the forest textures in that game were BEAUTIFUL. Really impressive how much they got out of the low resolution.
I'm so glad the algorithm blessed me with this video. I've been making small indie games off and on over the past decade and have always struggled with 3d. Seeing an actual industry professional go through their process of blocking out an area and doing texture work helps me realize what I've been doing wrong and is a big inspiration. Thank you for making this channel!
I would love to keep seeing these devlogs of Legend 64, Even If I haven't played any old titles games like Legend Of Zelda, I find old games like these nostalgic or cool for how they're able to make games in the first place. I love Level Designing, but I often sometimes lack the motivation to keep going, but when I found these videos on your youtube channel, it inspired me and gave me more knowledge about the old ways Level Designers had to detail each level. Hope you have a great day and keep on game creating👍😁
This is absolutely fantastic! I love how you leveled up the production on these videos and bringing us outside. It’s also interesting hearing about your backbround
That OOT forest temple music fits so well with the mood board forest pictures you showed. It just comes to show how well that Zelda music was composed, it hits the mark perfectly.
Your devlog videos are always so fun and insightful to watch! You completely nailed the style and the game is looking extremely promising. Always excited to see your next video!
repost from patreon: Looking sick my dude! Always excited to see you pop up in my notifications. I'd love to see more texture "tuts". I've been struggling to mimic the n64 texture look. I like the slightly enhanced definition from the 3ds versions due to the actual screen resolutions allowing for more pixel density. Also, because VR let's you can stick your face really close...
Man, this is looking fantastic! If you add support for low resolutions and a 4:3 mode, playing this on a CRT will the icing on the cake. Keep up the great work!
This forest area really reminds me of Gaul from Asterix & Obelix XXL, I used to stare at the ominous woods for hours as a kid, very awesome work you did here :^)
I've been watching and keeping up with your n-64 inspired project. Indie devs are obsessed with voxel graphics but the n-64 graphics are so much better! So I really appreciate an in-depth video on the environment. Also, I'd love to see an the logic for your fairy!
I've been trying to find modernized versions of how older games were built, and this emulates it pretty greatly. I think I've learned a bit from your thought process and I'm going to be experimenting with this. Thanks a bunch.
Just discovered your channel, this looks awesome. I can't wait to play it. I grew up playing N64, Star Fox64 was my favorite, but I put in plenty of hours in OoT and others as well. You have done an excellent job of recreating the style and charm of those games. Keep it up, man.
Fantastic video. Ever since first seeing your environment work, I've hoped you would showcase the more practical elements of your workflow, and this absolutely delivered.
You can use "walking (or was it flying?) mode"in blender to explore the model as a character ("tab button", I think, turn on gravity) it's just like in game engine, two meter high and has collision. It's because Blender used to have a game engine once.
Really loved seeing your process on environment design! It's something I struggle a lot with and this has really helped inspire some new techniques. Keep up the great work!
Very happy I stumbled on this channel. This is exactly the kind of inspiration I need! I'm not replicating 64 per se, but I am definitely influenced by these design principles. Looking forward to keeping up with your journey!
it's always interesting to see how you deal with the limitations of this artstyle, especially seeing the process of the arch texture was pretty fun. The only critique I have is that using unreals atmospheric fog might be a bit too high tech but that's pretty much just a nitpick.
Just found this channel - this is giving me inspiration as I plan on making a 3D PS1 style action platformer that's in the adventure genre. Something along the lines of Core Design era Tomb Raider games and the original Crash Trilogy (and their non-game inspiration and predecessors like Indiana Jones, TinTin, etc) - sharp, low poly models and crisp, pixel art textures.
This is great example of why you should always do grey-box testing for environments. You can't really tell if your level "feels right" for your gameplay without testing it. They author of the video does incremental testing through-out to make sure everything works.
one thing i would like to say is i like the simple and straight forward thumbnail of this video & the video itself is calm and understandable unlike being an over the top "youtube" video x). feels like you're taking your art seriously. the tree and ground textures really got that N64 look :D this is very cool! ^^
I love it. It reminds me of my childhood and why I fell in love with videogames. I'm trying to make my first game and I always just take a break to work on making the world.
There is something very charming about low poly, low resolution art styles. I've thought about it seriously for a while now and what I think is going on isn't nostalgia, it is the participation of the brain in the imagining of the world. In modern games there is nothing left to the imagination in terms of scope or scale in the graphics, its either there or it isn't. But your trees have leaves, even though none can distinctly be seen. The forest is dense, dark, and full of mystery as to its size, even though it's a single plane with a texture. The engagement of the brain in imagining the world is more satisfying that simply showing all of it. For when we clearly see all of it, most often, we are disappointed.
Absolutely agree. I’ve felt the exact same way for ages.
I agree with you there. I would add that the game design also makes a lot of difference. Why a Legend of Zelda is so good is because you know there's nothing like it. In real life, there are no zora, gorons or fairies. It's fun to explore such worlds, because you don't know what's waiting for you behind the next hill. In modern (AA-AAA) video games, there is too much orientation to existing facts. Except for robots, a few more exotic weapons and movement, they don't dare to do too much. The game has to be suitable for the masses and there they only look at graphics and everything has to be simple, therefore leaning on the real world. Also, the world is becoming more and more irrelevant, as you run from one marker to the next without exploring, as it has no advantages. The "old" gameplay can work equally well in modern video games like Subnautica, Breath of the Wild, Raft, Portal 2, ...
It could also be similar to how the brain remembers things, if you don't have photographic memory, your brain uses your memory of an amalgamation of a thing to recognise a future one of those things you encountered in the past, and this art style with low res/low poly might be how our brains compress information to be able to quickly recognise things. I think it's kind of like how we can interpret sentences of words with jumbled letter order with little effort, as long as the first and last letter of each word are correct, part of our brains has this compressed information that we access to recognise things faster, and this art style directly accesses it along with enabling our imagination to fill in the blanks from our past experiences.
Agreed 1000%
I agree
Love how the ground grass texture and the tree wall texture blend together at their contact points 😁
I love how much effort you put into these devlogs, hearing about all the little details and decisions behind seemingly simple parts of the game is fascinating.
About the kisaragi station thing, I found an archived version of the original 2ch thread and found the line (my Japanese isn't that great either so I had to use the English as reference). Here is the line:
鬼って書いて、きさらぎって読めるのね。。。
The 2 things of note are the kanji is 鬼 (oni) which is more of a japanese style devil, and the station is referred to as きさらぎ, which is hiragana (a phonetic spelling), not as 如月. I would write it in the hiragana if you want to write it in japanese, but if you wanted to use the kanji I would suggest making sure to have the hiragana as well, either as ruby text or just an alternate spelling. Because, as you noted, it's not a normal reading for 鬼.
I've always wanted to make my own game, but asset creation and coding always seemed so overwhelming. My interests and experience lay in level design, and world building. This was actually quite inspiring, as it shows even very basic geometry and textures can make a very compelling environments.
I'm having a bad day at work, and then this video drops in. This is energy to me, thank you :)
I never expected the final result to be that amazingly. You really are an expert when it comes to environment design.
I love the sound of your inspirations for this game. Seems like it's really gonna bring that mysterious atmosphere that some of the best N64 games have.
I love how you started playing Sims 1 building music when you started your blockout.
It seemed appropriate :)
I love how every era of technical compromise has become a style.
when you layered the moss over the stone wall then started drawing it in it was so satisfying
So glad this video got pushed by the algorithm, your attention to detail is AMAZINg
BLESS THE ALGORITHIM! Fellow low-poly nerd here - this vid/channel is great! Though, right at the beginning when you said you couldn't talk about your current professional project, the clip of Banjo Kazooie got me very giddy very quickly. That gem deserves a remake. GUH-HUH!
Love the choices of classic n64 tunes throughout the devlog
That long doc of all the hard work and then the disappointment is very relatable.
after browsing through so many channels. Yours is by far the best. The explaining thod is so great and detailed even complex stuff is
I’m a 2D background artist for animation, but I’ve been very interested in getting into more 3D art and I just love your passion and skills for your project. It’s so inspiring, you make me want to create something of my own! So happy to follow along your journey, I’m having so much fun seeing the process!
Been following this project for a while now. And every updates inspires me every time. Keep it up, my good man
I accidentally stubled across these videos, and I am absolutely enjoying them.
Not sure why, but it's incredibly captivating to watch!
You brought back good memories and made me laugh. "I hate it." Subscribed.
10:53 made me laugh so hard. Really funny and also a good representation of how stuff like making textures goes. Respect for this video.
I almost never actually laugh out loud when watching videos alone, but that made me burst out laughing. Fantastic timing
I like when a game would like to looks like a game and not reality. Good job.
The visual style is perfect.
I felt the "I hate it" part so much :D The feeling of putting hours into some creative work just for it to not come out as fancy as imagined.
Thank you so much for your videos on Legend 64! I am 25 years old and have only a minor in computer programming, but I am trying to learn how to make my own game for the first time as well! And videos like yours are super helpful and inspiring.
I think this is one of the few games that properly emulates that n64 ocarina of time and banjo kazooie style
Really amazing stuff! I love seeing how you approach the environment as a professional artist
Love the N64-esque aesthetic. Look forward to seeing more and the progress of this project.
I love the ideas you come up with, I really believe if you make a full length game it will gain lots of traction I don't think I've seen anyone make their own fully fledged N64 game before.
Always love to see an update on this project, and interesting to see you branch out into a somewhat different type of video. The real-world arch definitely has a strong game-like feel to it, I'm not surprised you took inspiration from it.
I can't believe this wasn't recommended to me, this has to be your best video yet! Amazing progress as well :)
I am really enjoying this series. The game and all of it's contents are looking incredible. I've always been a fan of retro graphics and have only recently gotten into incorporating them into my art. Thank you so much for the wonderful content and inspiration.
Just a few seconds in and I can tell you, you smashed the look, amazing. I see so many "PS1 style games" and people exaggerate one or 2 features of the system like pixellation and ignore everything else that was distinctive to that look, but you captured so much of what makes an N64 game look the way it does.
i wouldnt mind if videos like this did go on forever! this was fun
thanks for sharing i enjoyed every second of the video, i love this project, your voice is so relaxing too :D
Was looking into N64 graphics and found this channel. Working on an N64 style Shmup and this channel is a treasure. Keep up the good work.
Awesome video as always! Great to see your creative proses when making such cool areas! Also you totally capture the N64 vibe it's insane
10:50 so relatable xD
Too many times have I put a lot of time and effort into something just to scrap it.
God these blogs are the best. I wish you could upload more regularly, because I lose myself in this game. These are VERY inspiring, and I love hearing where you get your references from.
Just discovered this project, your content is so good!! I was expecting like at least 50 thousand views with this kind of quality
Every time I watch a new video, I get a new idea 🥲 Awesome work, and thanks as always for sharing!
I always find set design for animation really tricky so seeing your environment design process is cool.
I'm just addicted to your work flow, very much inspiring to me, thank you friend!
I saw gameplay of the ps1 Harry Potter game recently. And the forest textures in that game were BEAUTIFUL. Really impressive how much they got out of the low resolution.
I'm so glad the algorithm blessed me with this video. I've been making small indie games off and on over the past decade and have always struggled with 3d. Seeing an actual industry professional go through their process of blocking out an area and doing texture work helps me realize what I've been doing wrong and is a big inspiration. Thank you for making this channel!
Every time I see the texture atlas and how it's used it kinda blows my mind. Good stuff keep up the good work.
These are so inspiring. I love your approach to environment design.
I love seeing when someone is inspired by their own location
So just want to say, Horizon Forbidden West is MF beautiful! And knowing you had a part in that, just...chef's kiss
I would love to keep seeing these devlogs of Legend 64, Even If I haven't played any old titles games like Legend Of Zelda, I find old games like these nostalgic or cool for how they're able to make games in the first place. I love Level Designing, but I often sometimes lack the motivation to keep going, but when I found these videos on your youtube channel, it inspired me and gave me more knowledge about the old ways Level Designers had to detail each level. Hope you have a great day and keep on game creating👍😁
This is absolutely fantastic! I love how you leveled up the production on these videos and bringing us outside. It’s also interesting hearing about your backbround
Sometimes I feel paralyzed by the sheer scale of gamedev, videos like this really motivate. Thanks!
That OOT forest temple music fits so well with the mood board forest pictures you showed. It just comes to show how well that Zelda music was composed, it hits the mark perfectly.
You've really mastered the N64 look 😍
Your devlog videos are always so fun and insightful to watch! You completely nailed the style and the game is looking extremely promising. Always excited to see your next video!
you nailed it the style of the n64 makes me feel nostalgic
Cant wait to see this project finished. It looks awesome
You are literally the best, I've been looking for a tutorial for three days and yours works
beautiful work and so is that tunnel you walk through IRL
repost from patreon:
Looking sick my dude! Always excited to see you pop up in my notifications.
I'd love to see more texture "tuts". I've been struggling to mimic the n64 texture look. I like the slightly enhanced definition from the 3ds versions due to the actual screen resolutions allowing for more pixel density. Also, because VR let's you can stick your face really close...
THANK YOU MY BROTHER FROM ANOTHER COUNTRY AND ANOTHER FAMILY!!!
Glad to see that you're still working on it, looks sick as always
Absolutely love this dev log I´m also an environment designer struggling to find work. And I find this really inspiring.
I do love making trees. Especially the the rotating one I remember from low poly video games.
So many “mind blown” moments in this
Looks cool. Glad that someone is making oot looking game most of the n64 inspired game I have seen looks like mario 64.
Thanks for the motivation. I wasn't sure if I could do it, but I might try it eventually.
Man, this is looking fantastic! If you add support for low resolutions and a 4:3 mode, playing this on a CRT will the icing on the cake. Keep up the great work!
This forest area really reminds me of Gaul from Asterix & Obelix XXL, I used to stare at the ominous woods for hours as a kid, very awesome work you did here :^)
I've been watching and keeping up with your n-64 inspired project. Indie devs are obsessed with voxel graphics but the n-64 graphics are so much better! So I really appreciate an in-depth video on the environment. Also, I'd love to see an the logic for your fairy!
What a treat!
It was great to see the process of the stone arc. Truly inspiring!
I've been trying to find modernized versions of how older games were built, and this emulates it pretty greatly. I think I've learned a bit from your thought process and I'm going to be experimenting with this. Thanks a bunch.
Just discovered your channel, this looks awesome. I can't wait to play it. I grew up playing N64, Star Fox64 was my favorite, but I put in plenty of hours in OoT and others as well. You have done an excellent job of recreating the style and charm of those games. Keep it up, man.
This video is so well put together, your presentation is really inspiring and really makes me want to try N64 style myself
Fantastic video.
Ever since first seeing your environment work, I've hoped you would showcase the more practical elements of your workflow, and this absolutely delivered.
You can use "walking (or was it flying?) mode"in blender to explore the model as a character ("tab button", I think, turn on gravity) it's just like in game engine, two meter high and has collision.
It's because Blender used to have a game engine once.
Thank you. I appreciate the insightful comments :)
Really loved seeing your process on environment design! It's something I struggle a lot with and this has really helped inspire some new techniques. Keep up the great work!
Please continue these devlogs! Very inspiring stuff. Can't wait to see more!!
very satisfied with your work so far, keep it up!
I love the way your made this video as well as the level! So fun to hear about your inspiration :)
This kind of texture work is SUPER inspiring and informative. Thanks for sharing!!
This is epic work mate. If you ported this to the original N64 I would buy it. Take my money my first born its yours!
Hopefully it won’t come to that, but the sentiment is appreciated!
I love old 3D Graphics styled games!
Very happy I stumbled on this channel. This is exactly the kind of inspiration I need! I'm not replicating 64 per se, but I am definitely influenced by these design principles. Looking forward to keeping up with your journey!
it's always interesting to see how you deal with the limitations of this artstyle, especially seeing the process of the arch texture was pretty fun. The only critique I have is that using unreals atmospheric fog might be a bit too high tech but that's pretty much just a nitpick.
Hey Legend 64! I hope you are doing well! Really looking forward to the next video whenever it comes out.
Cheers!
Just found this channel - this is giving me inspiration as I plan on making a 3D PS1 style action platformer that's in the adventure genre. Something along the lines of Core Design era Tomb Raider games and the original Crash Trilogy (and their non-game inspiration and predecessors like Indiana Jones, TinTin, etc) - sharp, low poly models and crisp, pixel art textures.
Just found this channel, this is such a big inspiration source. Thanks!!
This is great example of why you should always do grey-box testing for environments. You can't really tell if your level "feels right" for your gameplay without testing it. They author of the video does incremental testing through-out to make sure everything works.
omg thank you for this video! it's very inspirational. And somehow it put me in a relaxing mood and gave me new hope for my project.
Really enjoyed watching your progress and process ❤
very cool tunnel you walk through. Makes me want to go find some cool places to look at too
one thing i would like to say is i like the simple and straight forward thumbnail of this video & the video itself is calm and understandable unlike being an over the top "youtube" video x). feels like you're taking your art seriously. the tree and ground textures really got that N64 look :D this is very cool! ^^
It's always cool to see your content
Would love to see more of these level design videos, it hits right in the nostalgia, with the Zelda music, it’s such a nice video to relax too
I love it. It reminds me of my childhood and why I fell in love with videogames. I'm trying to make my first game and I always just take a break to work on making the world.
Awesome video! The game is looking good. Really like the art style of the game. Also they story sounds really good. Keep it up! :)
wow, the environments look just like oot. great work!
I was so with you when creating that arch. Loved it in Photoshop and then seeing it in the game... hahah.
This is amazing. subscribed and hit the bell, can't wait for more content. I hope the channel grows quickly.