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Looking for terminology and ideas for the following vector style.

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I'm looking to produce graphics similar to that of the following:

PJSideScroller2.jpg

What terminology should I be looking for to find references on this particular style?

My initial thought of "retro vector art" doesn't return this particular style on Google.

I can see that the Bloom technique has been used. Has High Dynamic Rendering been used also?

I can see that the screen has been given a fishbowl effect, along with thick scanlines; I am not interested in that as much as the graphics themselves.

This screenshot also shows what I would like to achieve (without the effects)

1634114-6554c51e_1949_467a_85b3_26de889ea934_super.png

Any thoughts on where to begin for drawing the basic "sprites?" would also be welcome. Would I be best using a vector art program or sticking with pixels?

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Look for "Vector Monitor", the display used in vector-graphics arcade machines. You don't need HDR to have that look; in my opinion you can get this by doing a high-pass render-to-texture, blurring the texture and then adding over the original.
Also note the first screenshot has every other line of the bloom modulated to give a rasterized, interlaced look. Zoom in to see it more clearly.

I don't think "vector art" is a good term for searching (even with the "retro" or "arcade" words), because it also encapsulates anything modern that was produced with Corel Draw and InkScape (logos, clipart etc.).

http://en.wikipedia....or_arcade_games

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Note how the bloom in the second screenshot is completely faked and baked into sprites, not created in the framebuffer:
  • round blobs around the corners of the squares that scale with the square instead of remaining constant, and nothing along the equally bright edges
  • mismatched halos between the conical and straight sections of the blue beam
  • the smaller particles are very bright and opaque, but they have no bloomingI'm not saying it looks good, of course.


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[color=#1C2837][size=2]Note how the bloom in the second screenshot is completely faked and baked into sprites, not created in the framebuffer:
[color=#1C2837][size=2][/quote]
[color=#1C2837][size=2]

[color=#1C2837][size=2]That's a good eye you have there, thank you.
[color=#1C2837][size=2]

[color=#1C2837][size=2]I'm still at a loss as to the best way to draw the original sprites before bloom processing, etc. My guess would be that simple shapes of 3-4 pixels in thickness would do it? The post processing should then eliminate aliasing and make the pixels more vector beam like?

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