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CALLING ALL ENVIRONMENT ARTISTS!

  • AdamBrome
  • August 13, 2007 at 8:19 AM
  • AdamBrome
    • August 13, 2007 at 8:19 AM
    • #1

    Hey guys,

    I wrote up a small article for my blog on the importance of story telling as an environment artist. It's been something I have been 'preaching' now for a while and I finally put all my thoughts down in writing.

    The last couple of weeks my inbox has gotten an influx of e-mails asking for critiques and every one I replied to got the usual critiques on their mesh and this one important suggestion: Expand, tell a story.

    I tried to write it for aspiring & new artists, but would love to read input from all likes of game artists.

    Check it out!

    Environment Artist: The Story Teller

    Thanks everyone!

  • PhilipK
    • August 13, 2007 at 10:08 AM
    • #2

    Nice article there. This is something I try to think about a lot but sometimes still too little sadly.

    I feel this is also something very important for leveldesigners to get right. How they place your stuff in the level is quite critical to whether it'll help creating a convincing environment.

  • mjens
    • August 13, 2007 at 11:36 AM
    • #3

    Nice article.

    Don't you think that few years ago there was no Props Artists, Level Designers and others. There was one, max 3 persons who made all the models, textures and it was good - the games was moody! Now almost every game is made like in factory. There are 5 guys which are making barrels, trees and cars, 3 guys making building and 6 guys putting all assets together and in most games everything looks like crap. The game without good Environment Artist is styleful but it not creates mood.

    Quick lang question:

    The word "persons" is good?

  • Psy
    • August 13, 2007 at 11:56 AM
    • #4

    I agree. That's why I prefer mods that are made by smaller teams.

  • Evert
    • August 13, 2007 at 12:04 PM
    • #5

    Sort of off topic, but in response to Seir's and Psycho's comment:

    And also most mods are never released.

    Management is probably the biggest problem when it comes to everything being put together badly.

    The prop artists have developed their artistic skills, and more people are needed to make the games as they are way more complex now then they used to be, but if the larger teams are badly managed and when there is no clear concept you end up with a lot of mixed quality both gameplay and graphics wise.

    If studios don't see the need for better management when the teams are growing, well that sucks.

    The biggest issue in larger teams is the ego aspect.

    A lot people find it frustrating that you no longer have YOUR level, but you have to work together with a lot of people making that part of the game.

  • Rick_D
    • August 13, 2007 at 2:04 PM
    • #6
    Quote from Evert

    Sort of off topic, but in response to Seir's and Psycho's comment:And also most mods are never released.

    Management is probably the biggest problem when it comes to everything being put together badly.

    The prop artists have developed their artistic skills, and more people are needed to make the games as they are way more complex now then they used to be, but if the larger teams are badly managed and when there is no clear concept you end up with a lot of mixed quality both gameplay and graphics wise.

    If studios don't see the need for better management when the teams are growing, well that sucks.

    The biggest issue in larger teams is the ego aspect.

    A lot people find it frustrating that you no longer have YOUR level, but you have to work together with a lot of people making that part of the game.

    Display More

    yeah, good insight tbh

    i feel i can't go back to a mod because it's so tedious waiting for others to play catch up, or to be looking at everything thinking "this could be so much better"

  • FrieChamp
    • August 13, 2007 at 2:14 PM
    • #7
    Quote from Rick_D

    yeah, good insight tbh

    i feel i can't go back to a mod because it's so tedious waiting for others to play catch up, or to be looking at everything thinking "this could be so much better"

    Is it any different when working on retail games?

    (no offence, just speaking from personal experience)

  • Zeta
    • August 13, 2007 at 3:49 PM
    • #8

    i just looked at a couple of videos on the crysis editor and i gotta say frie, you're one lucky son of a bitch, that thing is insanely cool

  • Minos
    • August 13, 2007 at 3:50 PM
    • #9

    Good read adam.

  • -HP-
    • August 13, 2007 at 5:16 PM
    • #10

    Very nice!

  • Evert
    • August 13, 2007 at 5:27 PM
    • #11

    I didn't mean only mods, it goes for all growing busineses probably.

  • Rick_D
    • August 13, 2007 at 5:40 PM
    • #12
    Quote from FrieChamp

    yeah, good insight tbh

    i feel i can't go back to a mod because it's so tedious waiting for others to play catch up, or to be looking at everything thinking "this could be so much better"

    Is it any different when working on retail games?

    (no offence, just speaking from personal experience)

    lol, good point tho

    I guess the only way to make a game you really feel proud of is to go to sleep and dream.

  • mjens
    • August 13, 2007 at 5:54 PM
    • #13

    When all the team members are well menaged the game can be moody but when some guys are new in team or they have brain locked for critique the project will have differences.

    About the ego:is that bad? When I have an idea and someone is making his shity ideas on my map it is normal to say "Leave my map alone" or just "Your ideas are not good" or sth like that. EVERYONE want to make a good map but if I have to work in a team on one map I could work only with friends with good contacts...

  • Skjalg
    • August 14, 2007 at 1:53 AM
    • #14
    Quote from seir

    When all the team members are well menaged the game can be moody but when some guys are new in team or they have brain locked for critique the project will have differences.About the ego:is that bad? When I have an idea and someone is making his shity ideas on my map it is normal to say "Leave my map alone" or just "Your ideas are not good" or sth like that. EVERYONE want to make a good map but if I have to work in a team on one map I could work only with friends with good contacts...

    If I understood what you said here correctly, then I don't think you will get far with that attitude. Just because it's not your idea doesn't always make it shitty. And you will have to be able to compromise.

  • Evert
    • August 14, 2007 at 8:46 AM
    • #15

    Agreed with skjalg.

    If your ideas are good and you work in a good open environment those ideas will probably be added to the game anyways.

    If you want to work on YOUR map you better make the levels first at home and then try to sell them to any given company that constantly add new content to their games through updates and patches. It works better in multiplayer probably, but in a storydriven game where you want a good learning curve, everything will have to be planned and checked at all times, and rotation of the levels is probably important if you want to optimize the use of everyones talent.

    "Leave my map alone" is not good, "Your ideas are not good" is more then OK though, if you can come up with something better.

    Regarding "...or they have brain locked for critique the project will have differences.", then they are not the right people to work in the gaming industry. When there are teams with 30+ people there will be a LOT of different opinions, that is where a good management is even more important, since the people responsible for the management must be able to see which ideas are good, which are do able, and which will just not fit the given game.

  • mjens
    • August 14, 2007 at 10:59 AM
    • #16

    I don't said that every idea is shitty... I don't like ideas that are shitty for me so whats wrong with it? I have to like everything which is done by someone? no... thats what I was talking about...

  • Rick_D
    • August 14, 2007 at 11:44 AM
    • #17

    you might not like it, but you'll still have to work on it - is the point that is being made.

    unless you just want to play around with 3d, then great, be picky

  • Zacker
    • August 14, 2007 at 1:38 PM
    • #18
    Quote

    Environment Artist: The Story Teller

    It's called a level designer. Env artists should just take care of the props and then the level designer will take of placing them so they make sense and tell a story, thank you.

  • Rick_D
    • August 14, 2007 at 2:47 PM
    • #19

    if you read his article you wouldn't have said that...

    besides, my title is env artist yet i am making levels, and the game designers are telling the story with scripting, whereas we env artists just build the environments.

    env aritst does not always mean prop artist

    thank you

  • Psy
    • August 14, 2007 at 3:11 PM
    • #20

    All these titles are pretty vague imo.

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