How Did They Do That - Pre Rendered Backgrounds

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ClassicGameJunkie

ClassicGameJunkie

9 жыл бұрын

Looking fairly in depth, into how pre-rendered backgrounds in game such as Resident Evil, LOZ -Ocarina of Time and Final Fantasy 7.
As a game developer myself, I hope to bring some unique insight into the minds of the developers who made some of my favourite games.
Follow the development of my game -
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www.CliveGame.co.uk
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Disclaimer:
The information provided in this video is based on circumstantial evidence and experience. In game development there's rarely a right or wrong answer to a problem, and almost always more than one way to make something work. As such the information is accurate to the best of my knowledge!
Please feel free to comment if you spot an error, and I can correct it with an annotation!

Пікірлер: 167
@matthewsenn
@matthewsenn 8 жыл бұрын
Holy crap. When you started moving the cameras out of sync, my whole perception of pre-rendered games shattered.
@cavzach
@cavzach 9 жыл бұрын
I do miss the artistry of the pre-rendered backgrounds a bit. Stuff like REmake still looks absolutely amazing to me.
@hearther3811
@hearther3811 4 жыл бұрын
so do i i think they should come back, they would look even better on HD
@thesparkytv
@thesparkytv 2 күн бұрын
It does look absolutely amazing to anyone, its a 2002 game! Even in today's standards the game looks incredible. The problem with using pre-rendered graphics is the fixed game angle and tank controls which a lot of people hate.
@KainDrake
@KainDrake 9 жыл бұрын
I miss pre-rendered backgrounds. They were the matte paintings of video games.
@skycloud4802
@skycloud4802 5 ай бұрын
I thought I was the only one that made this curious comparison with matte paintings.
@KainDrake
@KainDrake 5 ай бұрын
​@skycloud4802 I feel like it's a lost art. Those backgrounds were beautiful.
@bsharpmajorscale
@bsharpmajorscale 9 жыл бұрын
I always appreciated how painterly a lot of the Final Fantasy VII backgrounds looked. Never thought of them as stages. Cool analogy, dude. There's also a movie-like quality to them as well.
@schmevil4697
@schmevil4697 7 жыл бұрын
You didnt explain how they did the 360 degree pre renders. Like how the camera follows Link in his room.
@CyMations
@CyMations 4 жыл бұрын
Sorry for the 2 year reply, but basically the camera is focused on link, and the prerendered background is like a panorama image
@Khyze
@Khyze 3 жыл бұрын
@@CyMations Ummm no... It isn't "panoramic", that scene actually looks 3D, remember that prerendered backgrounds were used for detailed scenes that couldn't be handled by old consoles. In that scene the real background could be a cylinder and everything else could be a plane (besides the characters) Not sure, I would have to play that scene by myself to know better.
@11equalsfish
@11equalsfish 3 жыл бұрын
That stage play animation was quite charming!
@Alianger
@Alianger 5 жыл бұрын
In FF8-9 they also did some nice transitions between these and cutscenes, and had animation in the pre-rendered backgrounds.
@CrystalFissure
@CrystalFissure 9 жыл бұрын
Quality stuff right here. I think you're spot on about Resident Evil, too.
@skycloud4802
@skycloud4802 5 ай бұрын
It makes me as a player feel as though the playable character is trapped and isolated when the zombies surround that character. Often a nearby zombie head might obscure my vision a bit, creating an illusion that I as an observer am separated from my own video game character distinctly, and all I can do is watch helplessly as the monsters close in. It's very unsettling. I want to help them as I feel isolated and disconnected from my character, especially with the harder to master tank controls.
@UncleBort
@UncleBort 6 жыл бұрын
simple, short and informative video. you get straight to the point and explain stuff really well! games with pre-rendered backgrounds always felt special to me. Would be interesting to see newer games with them.
@AgentMorgan2010
@AgentMorgan2010 7 жыл бұрын
Damn, I miss pre-rendered backgrounds. Maybe it's nostalgia talking, but as another user pointed out, it gives the game a whole different feel and atmosphere. I think if you were to remake something like Parasite Eve today with a fully 3D world, you'd lose the atmosphere in translation.
@Finnigan28
@Finnigan28 7 жыл бұрын
AgentMorgan2010 play Abe's oddysey remastered. It's a clear example where prerendered is much better
@cemsengul16
@cemsengul16 5 жыл бұрын
I am personally glad its dead.
@vie3147
@vie3147 4 жыл бұрын
Just look at third birthday for the psp. Not that I hate it but it kinda lost a bit of its charm
@vie3147
@vie3147 4 жыл бұрын
@Charles Brown lols, you obviously didn't even play the OG resident evil 2. It's so vastly different compared to the remake.
@Finnigan28
@Finnigan28 3 жыл бұрын
@Melvin Gravediggerz99 because the new one is much worse than the old one. The 3d background from the new one makes you feel like there's no much else than what you're looking at. The old one instead creates mystery and makes you want to explore
@artofdylan2356
@artofdylan2356 8 жыл бұрын
pre-rendered BG's gave 90's game a really nice signature look, i wish they still make games like this because it really have a different feel to it.
@BaroqueKeyboardist
@BaroqueKeyboardist 7 жыл бұрын
The Five Nights at Freddy's series are games which still use this pre-rendered technique.
@EBKDanteMustDie
@EBKDanteMustDie 5 жыл бұрын
Street Fighter Ex's infinite stages and trippy camera angles were so awesome. im mad they ditched that for the new 2.5 Sf5 look. SF kinda lost its identity after ex
@ImDrFail
@ImDrFail 9 жыл бұрын
This is a wonderful series, I do hope you plan to continue it on well into the future. Thank you so very much!
@TheHiddenNote
@TheHiddenNote 9 жыл бұрын
Why is it 5am, and I'm watching Micheal Caine narrate the way that developers created and implemented the original older-style backdrops through prerendering?
@HalfMaskMan
@HalfMaskMan 9 жыл бұрын
First episode already love your channel.
@erwinwinata4210
@erwinwinata4210 7 жыл бұрын
keep going making this series man, i love it!
@MultiplayerMario64
@MultiplayerMario64 9 жыл бұрын
This is just so awesome! Thank you very much for these videos!
@jeroenkooiman8927
@jeroenkooiman8927 9 жыл бұрын
I've actually wondered about this for quite a while! Thank you for clearing this up. Well deserved sub.
@DMBisAwesome
@DMBisAwesome 9 жыл бұрын
you have a good voice for this sort of thing. i've always loved pre-rendered backgrounds; it's understandable that they are not used today, but i think there is a place for them somewhere in the gaming market. good luck on your channel.
@thecaffineman
@thecaffineman 7 жыл бұрын
Very good video! Love your voice over and well thought out script! Just discovered your channel and immediately subscribed! :D
@YARGGG_GG
@YARGGG_GG 9 жыл бұрын
Wow, this is a really cool series. :) As someone studying in games I find this really fascinating. Subscribed!
@AlphaZeroX96
@AlphaZeroX96 7 жыл бұрын
I miss pre-rendered backgrounds. They're better than modern graphics.
@OscarTorresWork
@OscarTorresWork 7 жыл бұрын
Nightcaster460 me too!
@kazaloolovesgames
@kazaloolovesgames 8 жыл бұрын
I adore Ocarina of Time, and I am A-Okay with pre-rendered backgrounds, but I always thought that it's pre-rendered backgrounds were shockingly poor.
@BaroqueKeyboardist
@BaroqueKeyboardist 7 жыл бұрын
I would have liked to see how the "moveable" pre-rendered backgrounds work, like the one inside of the house shown near the end of this video, or like the full 360-degree view that can be found in the Hyrule market.
@deedoubs
@deedoubs 3 жыл бұрын
It's just multiple pictures and cameras really. In the case of Hyrule market it's just one really wide picture that tiles left to right that they pan across.
@JumpCutThoughts
@JumpCutThoughts 9 жыл бұрын
Can you do an episode on procedural generation for games like minecraft and no mans sky?
@Vandreand
@Vandreand 9 жыл бұрын
***** You need more thumbs up.
@DefinitelyAPotato
@DefinitelyAPotato 6 жыл бұрын
Both use Voxels. One is blended, the other is just left as cubes. You apply varying combination of noise filters over a predefined set of parameters like grass and dirt levels. Look up stuff like Perlin noise which is the most common.
@woah5937
@woah5937 9 жыл бұрын
HOLY CRAP THIS SHOW IS AMAZING! IVE BEEN WAITING FOR SOMETHING LIKE THIS FOR YEARS!
@codenamezero7357
@codenamezero7357 7 жыл бұрын
I love those pre rendered backgrounds its amazing you mentioned the best games ever made all in one package this is one of the secrets...
@PEDRObv15
@PEDRObv15 9 жыл бұрын
I'd really really like to see how they did the animation for the eyes in The Legend of Zelda: Wind Waker. I was searching all around for some way to do that for a project I'm doing and while I figured out how to change the shape of the eye from open to closed, I have no idea on what to do with the pupils. Would you know?
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Pedro Vasconcelos The next video although not exactly what you're after, may be of interest!
@PEDRObv15
@PEDRObv15 9 жыл бұрын
Anything you do will be interesting, seeing as I'm just starting my game development career. I really liked the idea of your new series and i'll be watching every one. :)
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Pedro Vasconcelos Thanks mate, appreciate that!
@TonyStarkCLC
@TonyStarkCLC 9 жыл бұрын
Pedro Vasconcelos They were mostly using something akin to Animated Gifs that can be programmed to follow certain coordinates, depending on the frame. It is very similar to Mario Kart 64--all characters and items were 2D sprites, which had 8 different positions and animations depending on the position of the camera. Those were workarounds for hte limited hardware of the time. But CGJ can elaborate on it much better.
@PEDRObv15
@PEDRObv15 9 жыл бұрын
Antonio Briceño No, those would be for the eye shape, which I already know how to do in Maya. They are multiple, sequenced files, programmed to alternate. The irises/pupils on the other hand, are a single file, that somehow "moves" around the 3D object. Moving the texture is somewhat simple. My doubts are on how they made it not go outside the eye and how everything is pieced together.
@MusiGasm
@MusiGasm 9 жыл бұрын
Dude, i LOVE your videos. Came across them at /r/nintendo. Please keep them coming! upvoted + subscribed.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Ironspriter Thanks mate, appreciate it!
@robertoloaizaalamo4258
@robertoloaizaalamo4258 3 жыл бұрын
Interesting and Cool Video!
@dildism
@dildism 9 жыл бұрын
Awesome idea for a series
@DamienFatePlays
@DamienFatePlays 7 жыл бұрын
Watched several of your videos and subscribed, came here from Extra Credits. Nice channel! :)
@TehMonitorTV
@TehMonitorTV 9 жыл бұрын
I saw this on ZeldaDungeon and I must say great series mate!!
@andree1991
@andree1991 3 жыл бұрын
What i have always wanted to see is how the software is used to make the 3D environment and how the pictures of them are taken. But it seems nobody ever wants to talk about that or show it.
@andree1991
@andree1991 3 жыл бұрын
I wanted to see an example of them being made. What a shame that no video on KZfaq ever demonstrates the process
@ChickenSkit
@ChickenSkit 3 жыл бұрын
yup ive been on a hunt for many years, seing how the develpers make cutscenes from fallout2, little big adventure , final fantasy 7 ,and so on, got any source ?, i know little big adventure have a bit of a behind the scenes, but not alot
@sebbef
@sebbef 5 жыл бұрын
If I'd ever produce games it would always consist of pre rendered backgrounds, that makes the experience.
@Styrofoamism
@Styrofoamism 9 жыл бұрын
Never even thought about this before. Awesome
@OMGsicles
@OMGsicles 9 жыл бұрын
how does splatoon's ink work? it moves and spreads so well, and everything leaves trails in it.
@Halo3machenima
@Halo3machenima 7 жыл бұрын
I have been studying into this very same thing ever since its reveal. The closest I have gotten is it being similar to the gels from Portal 2.
@Spyderist
@Spyderist 7 жыл бұрын
solid videos. keep it up
@TheCinthio
@TheCinthio 2 жыл бұрын
Great video. I've always wanted to know how elaborate title and loading screens are made.
@nakateconroy
@nakateconroy 9 жыл бұрын
What's it like to be Michael Caine?
@stromstans
@stromstans 9 жыл бұрын
Scott Flake Haha, I was thinking the same.
@Mikewee777
@Mikewee777 Ай бұрын
Alfred threatened to shove batman out of a moving vehicle.
@arvelous
@arvelous 4 жыл бұрын
Thank you so much
@Outer0Heaven
@Outer0Heaven 3 жыл бұрын
To this day I still feel that PRB enhances the game and brings a grittyness that is unmatched and a feel that can't be copied in todays enviroment Sure Resi 2/FF7 remake looks great and feels great, but the original PRB takes the grit and feel to a new level. Or we have examples like Abe's Oddyssey/Tasty which feels like a goddamn lightshow in something that's suppoused to be dystopian
@Ghostabo
@Ghostabo 9 жыл бұрын
How did they do the twisted corridor in the forest temple in Ocarina of Time?
@SlamBolts
@SlamBolts 9 жыл бұрын
I know it may be kinda hard to research but can you talk about how Iwata did compress all of Johto and Kanto in the cartridges of Pokémon Gold and Silver? I'm still impressed of that feat. Great video!
@Elendieldunadan
@Elendieldunadan 9 жыл бұрын
Really interesting videos. I like this series. One thing I've always wanted to know: How the twisting hallways in the Forest Temple from Ocarina of Time work. And by that I mean, how do they fit in with the rest of the dungeon when walking through them flips gravity on its side?
@Shelf0808
@Shelf0808 4 жыл бұрын
“Link, cloud, and *jill* “ *claire shows up*
@thrusteavis
@thrusteavis 6 жыл бұрын
pre rendered bgs are my aesthetic
@MrCelroy
@MrCelroy 6 жыл бұрын
One thing, since the bgs were actual 3D models just made into an image.... is it possible that the original 3D models for the bg still exist somewhere?
@Lungoomba21
@Lungoomba21 4 жыл бұрын
I have a stupid question. Does SaGa Frontier 2, although using hand drawn scenery for the environments, still use the same basic concept of adding pre-render graphics on 3d object areas?
@ojosdebambi
@ojosdebambi 9 жыл бұрын
basically, what I learned on the only class I took on 3D modeling on all university....
@themadbank6
@themadbank6 6 жыл бұрын
That was *t o o* close! You were almost a Jill sandwich!
@iomatthew
@iomatthew 7 жыл бұрын
+ClassicGameJunkie Hi! Can you tell me if they have used extra quad planes, extra geometry to be more specific, to represent pixels of the pre-rendered background? Or the graphic engine does simply fill the background with render, which mean it doesn't use any additional geometry? Now, the most modern game engines like unreal 4, need to have some polygons with a shader attached to generate any kind of background, even a black solid!
@Retrofire-47
@Retrofire-47 2 ай бұрын
Fun fact. The developers of LittleBigPlanet initially created _infinite_ depth in the z-direction, which enabled *superior* world creation and personal expression, but, they found that this infinite canvas overwhelmed players and paradoxically stifled creativity. In this case, the presence of limitations [3 layers] resulted in a superior creative experience. I get similar vibes with prerendered backgrounds
@kenshokram
@kenshokram 9 жыл бұрын
Great show! Since you already covered water for the gamecube, you could do Fur next! Starfox Adventures and the Moogles in Crystal Chronicles are the examples that come to mind.
@timothymclean
@timothymclean 8 жыл бұрын
It's interesting how much tension old horror games built up by finding ways to exploit hardware limitations...and a bit disappointing that so few modern horror games have tried to find replacements for those tropes now that they aren't needed.
@CaptainLavender15
@CaptainLavender15 6 жыл бұрын
I've been looking for information on the Resident evil 2 and 3 renders. Like the program they used to make the city and what not. Did they just scrap that all or is it out there somewhere?
@abj7446
@abj7446 6 жыл бұрын
I wonder the same thing. Are there actual 3D models of Racoon city sitting on Capcom servers for all these years?
@TonyStarkCLC
@TonyStarkCLC 9 жыл бұрын
Great work, dude. Could you do a HDTDT on Metal Mario's Environmental Mapping effect on N64 and still used today on games like SuperSmashBrothers?
@Daxter250
@Daxter250 5 жыл бұрын
ofc you had to bring up the jill sandwich joke at the end! xD
@AgonywolfMedia
@AgonywolfMedia 6 жыл бұрын
Been nothing but downhill for Resident Evil since they ditched the pre-rendered backgrounds and fixed camera. REmake still looks good and it's almost 20 years old.
@educateyourself3872
@educateyourself3872 2 жыл бұрын
Does anyone know what modeling program they used back then, and which one they would use now?
@themeangene
@themeangene Жыл бұрын
Probably Soft Image. Most console games were made on Silicon Work Stations. The lighting looks like Soft Image to me. More modern software like Maya came out at the tail end of the 90s. 3D Studio came out in 96 but it was mostly used by American studios. I think Capcom probably used Silicon Work Stations through the Dreamcast era. Nowadays there's dozens of 3D software. If you wanted to make a pre rendered game with the best possible lighting and geometry you would just import the images into your engine after setting up the scene in a 3D program. The problem is Nowadays game engines running on modern hardware can get you really, really good looking scenes. 3D modeling programs can better handle millions of polygons per frame since they don't have to worry about game elements but the improvement is minimal
@wonder-games3579
@wonder-games3579 8 жыл бұрын
Can you do a video of how Sonic Jam 3d Hub world On the Sega Saturn Has a huge draw distance
@modernmanx7x
@modernmanx7x 3 жыл бұрын
what game engine was resident evil 3 1999?
@Glockenspheal
@Glockenspheal 9 жыл бұрын
I've seen some, like, for one in OoT time there are some parts with fog, how do you accomplish that?
@bridgetpickens2300
@bridgetpickens2300 9 жыл бұрын
Easy. Well sort of. They take the pre-rendered background, and add a layer s of fog with varying levels of transparency. The hardware may not have been able to handle rendering a background but something simple like a uniformly coloured fog wouldn't cause too much trouble.
@Dukefazon
@Dukefazon 7 жыл бұрын
I was wondering how does this fit in the rendering process. Sometimes there are objects you can go behind but if you go around you can be closer to the camera and appear in front. So I thought the background needs a depth map too, not just background-foreground separation. When an image is rendered, it takes the z-depth into count for each polygon and counting each pixel of the pre-rendered background with it's depth map. Looks simple in the game but sounds difficult to program. These are just my thoughts, I don't know how it actually works.
@YannMetalhead
@YannMetalhead 4 ай бұрын
Good video.
@slweedlen
@slweedlen 9 жыл бұрын
Awesome Video! :) Could you please look into how they did the collision with the giants in "Shadow of the Colossus" for PlayStation 2. I have always been fascinated about how they did that kind of collision in that hardware. Please shine some light on the "Shadow of the Collision"! ;)
@NeatNit
@NeatNit 9 жыл бұрын
Another fun episode :) I think you should add a wider variety of in-game examples to your videos. Also, try to break things apart in a visual way - for example, in this video, you could backen out the entire background and render just the 3D characters, helping to visualize how only those are actually rendered real-time. Besides this, one comment on the first /r/Nintendo thread about this series mentioned that you make yourself sound a bit too 'official' or something like that, and I kind of agree. Maybe you could make the videos a bit more lighthearted? Hopefully this is constructive criticism and you take it appropriately, but despite those two things, I keep looking forwards to your next video and they've been consistently fun to watch so far. Thanks!
@TheMonyarm
@TheMonyarm 7 жыл бұрын
What I would do is make a really low poly version of the level make it be at the same angle as the prerendered background and map it so that as long as the camera doesn't move it looks like the background
@vaiyt
@vaiyt 7 жыл бұрын
That's exactly how it's done in Ocarina of Time. The BG is projected as a texture in front of the camera while Link is walking around an unseen 3D room.
@Jason-Skywalker
@Jason-Skywalker 7 жыл бұрын
Do companies use this same process, although far more complex, with movies and TV Shows?
@kittyandtiny9159
@kittyandtiny9159 7 жыл бұрын
Not necessarily more complex, just replace the backgrounds with green screen.
@NickHazletonMusic
@NickHazletonMusic 3 жыл бұрын
I’d love to know the actual software used for pre rendered cutscenes from ps1 era
@themeangene
@themeangene Жыл бұрын
Probably Soft Image. Most console games were made on Silicon Work Stations. More modern software like Maya came out at the tail end of the 90s. 3D Studio came out in 96 but it was mostly used by American studios
@JRokujuushi
@JRokujuushi 9 жыл бұрын
Something I've always wondered is how they did the fur and grass effects in Star Fox Adventures. I believe the same (or at least a similar) effect was used in Conker: Live and Reloaded, and on the queen bee in Mario Galaxy. It's probably used in other games as well, but those are the ones I'm most familiar with.
@ralphman8375
@ralphman8375 6 жыл бұрын
In SMG the bee has 3 or more layers with each layer being more transparent than the deeper one
@falcatoxretris
@falcatoxretris 5 жыл бұрын
what is the modeller shown there?
@ClassicGameJunkie
@ClassicGameJunkie 5 жыл бұрын
3DS Max.
@Gamelengnds
@Gamelengnds 9 жыл бұрын
I would suggest doing one on the lightning used in Alan Wake. You know, the light is solid, has volume. It's interesting to me
@JustJulyo
@JustJulyo 7 жыл бұрын
How did Pac man make each ghost distinct?
@jedschrock7636
@jedschrock7636 5 жыл бұрын
They programmed them with separate AI...
@lodown505
@lodown505 5 жыл бұрын
I always got into an argument with friends about the better console during the ps1 and n64 era. They always resorted to better graphics thanks to background renders and I always resorted to anti aliasing that made N64 graphics smoother and less "flaky" or blocky than ps1
@FalconFetus8
@FalconFetus8 9 жыл бұрын
Mind explaining how portals work in the Portal series?
@ImDrFail
@ImDrFail 9 жыл бұрын
***** I know that this isn't the same as an in depth explanation, and you may well know this already, but if you play the original Portal in developer commentary mode, they actually explain it fairly well. Hope that helps in the meantime. I agree, it would be a cool and informative topic for the series.
@KocsisGT
@KocsisGT 9 жыл бұрын
How did they do the metal gear solid boss Psycho Mantis
@Pysis868
@Pysis868 6 жыл бұрын
1:18 Mr. Bump!!
@ralpholiver2889
@ralpholiver2889 Жыл бұрын
2:31 I had a cardiac arrest.
@REALMARCHINADER
@REALMARCHINADER 7 жыл бұрын
in Mario Kart how did they do bitmapping
@goauld88
@goauld88 8 жыл бұрын
Where they always pre rendered 3d graphics for the backgrounds? I thought they were just drawn.
@Tustin2121
@Tustin2121 7 жыл бұрын
If you use cheats to leave the bounds of those indoor locations in Ocarina of Time (the "L to fly" cheat, for example), eventually the camera breaks away from its fixed position and you can see the collision geometry. It's nothing more than a simple green mesh. Perhaps the game is using a bit of a "green screen" sort of thing (or maybe just raytracing) to determine when to show the prerendered backgound behind the character, and when to show it in front.
@OscarTorresWork
@OscarTorresWork 7 жыл бұрын
Tustin2121 hmmm a bug that wasn't discovered.
@JobroskiSwaqqman
@JobroskiSwaqqman 7 жыл бұрын
Extra credits recommended this channel
@shaunmeyer3447
@shaunmeyer3447 5 жыл бұрын
1:45 mark, Link Cloud and CLAIRE dammit! CLAIRE!
@digitaljokerman
@digitaljokerman 8 жыл бұрын
How did they do mouth movements in Twilight Princess
@lemmingscanfly5
@lemmingscanfly5 8 жыл бұрын
Animation of the mouth opening and closing, they're not that complex.
@RexPhalange
@RexPhalange 5 жыл бұрын
I still don't quite understand. Why is prerendered background better looking than full 3D background when prerendered background IS in fact 3D background too? How is it different? They're the same old hardware, they're also both 3D, and yet prerendered looks better.
@murtazarizvi368
@murtazarizvi368 5 жыл бұрын
pre-rendered tend to looks better because A) its just one image rendered at the highest quality and inserted into the game with post-production and B)the characters and dynamic objects are realtime in them so they are lower quality
@Rah84eem
@Rah84eem 2 ай бұрын
Commando's 2 👍🏻🏅
@bearling477
@bearling477 9 жыл бұрын
....that wasnt jill. that was claire.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
mike mikeson I realised, there's a little annotation in there! Thanks all the same.
@knighthonor44
@knighthonor44 8 жыл бұрын
@classicgamejunkie do a show on Voxel games, and MMO multiplayer servers.
@Vandreand
@Vandreand 9 жыл бұрын
Ink in splatoon?
@TheBanannaPanda
@TheBanannaPanda 9 жыл бұрын
Do one on Splatoon's ink.
@johnnymnemonic69
@johnnymnemonic69 4 жыл бұрын
1:43 oh no you just didn't 😂
@parrisxsummers
@parrisxsummers 3 жыл бұрын
Link, Cloud and JILL???
@Vandreand
@Vandreand 9 жыл бұрын
Subcribbed.
@VentusK
@VentusK 9 жыл бұрын
whoa a generic video that actually is informative! +1d
@thenekokatze1141
@thenekokatze1141 2 жыл бұрын
Commandos 2
@juliantotriwijaya9208
@juliantotriwijaya9208 4 жыл бұрын
Me: thinking if I can apply this method to reduce lag in Roblox if I ever make a game there :)
@W34R3N00BZ
@W34R3N00BZ 8 жыл бұрын
ocarirner of time
@oliverboorman1434
@oliverboorman1434 4 ай бұрын
know one calling claire jill lol
@Figburn
@Figburn 9 жыл бұрын
First view Wow that's new. I guess it doesn't mean much BTW this vid is clutch.
@karlhans6678
@karlhans6678 8 жыл бұрын
+TheFireburn02 why is this video clutch?
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