Episode 3 - Colour Cycling
from The Life & Times of Video Games Hosted by Richard Moss
Illustrator Mark Ferrari's artwork was so good it forced Lucasfilm Games to develop new graphics programming techniques so they could fit it on a floppy disk, and force the rest of the industry to come along with them. This is the story of Mark and his pioneering, world-renowned colour cycling and palette shifting techniques, which could be used to make a single computer illustration appear alive. You can see a collection of Mark's artwork — including his coloured pencil illustrations as well as his computer graphics — at his website markferrari.com. Gary Winnick has some of his past work viewable at garyart.net. Thimbleweed Park is available for nearly every current computer and game console. If you buy the iOS version through lifeandtimes.games/thimbleweedpark, I'll get a small cut of the sale price. Music Credits: Evan Schaeffer - Tulip Poplars, Anthem, and Big Tree from the album Glow, and Mantra and Graze from the album Big Spash Lee Rosevere - Sad Marimba Planet, More On That Later, Southside, and What's Behind the Door from the album Music for Podcasts 4 Kai Engel - Seeker, Run, and Denouement from the album The Run The ending from LoomAnd a few bits of my own stuff The Life & Times of Video Games on the Web and social media Website: lifeandtimes.games Twitter: @LifeandTimesVG Instagram: @lifeandtimesvg YouTube: lifeandtimes.games/youtube Patreon: lifeandtimes.games/patreon Please remember to subscribe and to leave a review on iTunes. A small donation of a few bucks a month on Patreon would go a long way, too, and it'd get you a bit of cool bonus content here and there on a private podcast feed. Support The Life & Times of Video Games
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Illustrator Mark Ferrari's artwork was so good it forced Lucasfilm Games to develop new graphics programming techniques so they could fit it on a floppy disk, and force the rest of the industry to come along with them. This is the story of Mark and his pioneering, world-renowned colour cycling and palette shifting techniques, which could be used to make a single computer illustration appear alive.
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