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CALLING ALL ENVIRONMENT ARTISTS!

  • AdamBrome
  • August 13, 2007 at 8:19 AM
  • AdamBrome
    • August 14, 2007 at 9:31 PM
    • #21
    Quote from Zacker

    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.

    Judging by your portfolio you could use an artists eye when trying to tell a story.

    And with that, I'm not sure if you get what the point of the article is. It's not to make a generic hydrant, or crate, its to give it history. And to read something so naive as to think any Joe level designer can simply art up a map and use the assets PROPERLY (key word here) is surprising. Like the article said, part of the environment artist role is to work WITH a level designer and make sure that the proper story is told.

    I'm really surprised by your reply, especially if you're a professional. And I'd hate to work with someone that has your mentality. Every single designer - thats EVERY. SINGLE. DESIGNER. - I work with works with the environment artist to make sure the overall story is told. It's no one specific departments job.

    I don't mean to come off on the defense, but I really want to make sure that those who read the article I wrote truly get what the point is. And so far, from all the feedback I've gotten, you're the first to feel there's no relation between the roles and it shows in your work.

  • AdamBrome
    • August 14, 2007 at 9:40 PM
    • #22
    Quote from Psycho

    All these titles are pretty vague imo.

    Agreed, they are insanely vague.

    Whether you call yourself a prop artist, level artist, set dresser, or whatever it may be that your title is your role is to the environment. And a successful one isn't a bare hallway with a tipped over oil drum. It's a single frame that shows history. That shows a past. There's a story in it, and its up to US - the "environment artist" - to make sure its told successfully.

  • Evert
    • August 14, 2007 at 10:54 PM
    • #23

    I realised I posted a couple of times without commenting the actual article - I agree totally with you Adam.

    95% of the released games, and 80% of all released mods (mods that are released are often crap, but not as much crap as all lawyer/marketing heads' driven games are, and they are IMO not few...) lack thought and story behind the environments.

    Could range between the actual placement to the actual objects being totally out of place for the entire game, and often even entire levels/settings being "wrongfully" made fillers in the game.

  • mjens
    • August 15, 2007 at 12:23 AM
    • #24
    Quote from AdamBrome

    Whether you call yourself a prop artist, level artist, set dresser, or whatever it may be that your title is your role iN to the environment.

    Exactly... It's not important which title you use - the point is what you feel when you are making 3D environment for games... If someone thinks that he is a Prop Artist he is maybe doing only models but that models are a big part of creating mood and compact environment. The word "only" is too small for that kind of work...

  • Skjalg
    • August 15, 2007 at 1:14 AM
    • #25

    I wouldn't go as far as saying 95% of all games lack thought and story behind the environments.. I've seen a lot of shitty ass games where gameplay is really bad, but atleast it looks and feels like you are in the world they want you to be in.

    Sometimes though, I think that you will have to compromise between the two. You need to skip over some of the looks* in order to achieve good gameplay... It's just how it is.

    edit: Just to make it clear, when I said looks I mean the feel/immersiveness/story etc.

  • Evert
    • August 15, 2007 at 6:48 AM
    • #26
    Quote from Skjalg

    I wouldn't go as far as saying 95% of all games lack thought and story behind the environments.. I've seen a lot of shitty ass games where gameplay is really bad, but atleast it looks and feels like you are in the world they want you to be in.Sometimes though, I think that you will have to compromise between the two. You need to skip over some of the looks* in order to achieve good gameplay... It's just how it is.

    edit: Just to make it clear, when I said looks I mean the feel/immersiveness/story etc.

    Sorry, was a little drunk, but yeah you are correct.

  • CompoSITe
    • August 15, 2007 at 7:33 AM
    • #27

    Good read.

    The real trick is to keep all those element yet still keep it within your memory budget and not clutter up gameplay. lol.

  • Zacker
    • August 15, 2007 at 11:03 AM
    • #28

    Note, I was trying to provoke people with my first reply and I guess I went a little too far. So just disregard it:)

    I consider most of your points as valid, I just think it sounds like Captain Obvious. Like when you suggest that the env artists should work with lvl designers, I was just like "O REALLY?".

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