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Another great example is Team Fortress 2. All the characters are carefully designed to be distinguishable at a glance - I remember seeing a great explanation of this a few years back, but can only find this pdf right now:

http://www.valvesoftware.com/publications/2007/NPAR07_Illust...




They kind of threw this out the window after all the hats and costumes, though.


It's all about the distinctive silhouettes of the character classes and how they move. Even with clothes you can quickly recognise a heavy, a pyro, a medic at a distance.


You can even determine whether a scout is about to hit a sandman ball at you vs. when he has a normal bat out just by the slight difference in stance.

I've never had an issue with hats confusing what class I'm approaching.


It's a lot harder though. The larger hats breaks up the silhouette quite a bit. At least you can still identify based on posture, which is done pretty well.


The Israeli military uses these: http://en.wikipedia.org/wiki/Mitznefet_(Israeli_military)

They're big floppy hats that go on top of the helmet to prevent the classic helmet silhouette look.

Works better because human bodies aren't quite as distinctive as TF2 classes :)


The in-game developer commentary goes over this in some detail. It's quite good.




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