I like to tell people that the brilliance of SimCity 2000’s art style rested on the fact that it was not isometric but rather used a technique called dimetric projection. In simple terms, that means the tiles were the same length in all directions horizontally, but they followed a different, flatter scale vertically. It created an iconic angular look and, functionally speaking, it was huge too.
Karl "Illsnapmatix" Smith was walking through a homeless community underneath the light rail tracks in a place called Strawberry when he spotted something. Lit in silhouette by the dying light, just barely visible, a man sat alone against a wall with a bottle in his hand. Smith pulled out his camera and, in his words, "caught this gentleman having a quiet drink." It's a snapshot of life on the edge, but it's not real. All of it happened in a video game.