An interesting read about TF2's art style.

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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Precisionism is an especially good match for the Source engine as well. It allows for the world geometry to be inorganic and stiff, which is a necessity when everything is brush based and optimization depends on lots of straight lines and right angles. Imagine, for example, trying to create a quirky, cartoony world full of skewed angles and rounded-off corners in Source. It wouldn't work very well, if it would work at all. (I'm using that as an example because it's another "unique, unrealistic" style one might try to capture in a game.)