![]() “ Valorant has to run in the favelas in Brazil. “We're not trying to make the most beautiful game ever, we're trying to make an accessible game that everybody can play,” he tells Inverse. "Valorant has to run in the favelas in Brazil.” Only as internet speeds and cellular service became able to support a streaming first-person shooter video game, and only as online payments became trusted enough to evolve into micro-transactions, could the question of technologically accessible art arise. The decisions about Valorant sum up a question that really could only be posed over the last several years. Moby Francke, art director for Riot Games, tells Inverse that Valorant's instantly recognizable yet unfussy art style negotiates a careful balance between realism and cel-shaded animation, which Francke describes as “illustrative visual design.”Įnsuring that lighting, character models, weapons, and skills were clear no matter what hardware Valorant was being played on is critical, Francke told me in a recent interview. It's part of a strategy to emulate the success of Riot’s phenomenally popular League of Legends. These choices comprise an aesthetic that's come to define a flourishing genre of online games intended for a global audience who all experience this utterly modern art form different canvases, from high-powered gaming PCs with gigabit speeds, to mobile phones in rural areas. ![]() ![]() The art style of Valorant, the incredibly popular multiplayer shooter, is defined by clean lines, tidy gradients, and pleasing angles.
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