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Pericolos0

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  1. Like
    Pericolos0 got a reaction from Squad in Overwatch   
    TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
    Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here: 
    This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
    There's a story like this for pretty much every overwatch map
  2. Like
    Pericolos0 got a reaction from dux in Overwatch   
    TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
    Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here: 
    This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
    There's a story like this for pretty much every overwatch map
  3. Like
    Pericolos0 got a reaction from Radu in Overwatch   
    TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
    Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here: 
    This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
    There's a story like this for pretty much every overwatch map
  4. Like
    Pericolos0 got a reaction from seir in Overwatch   
    TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
    Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here: 
    This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
    There's a story like this for pretty much every overwatch map
  5. Like
    Pericolos0 got a reaction from dux in Overwatch   
    I think you figured out yourself why not more attention was spent on making the maps believable layout wise: it's not a critical flaw. So why spend time on it when you are working under a deadline and have plenty of other things to spend creative energy on?
  6. Like
    Pericolos0 got a reaction from Vaya in Overwatch   
    I think you figured out yourself why not more attention was spent on making the maps believable layout wise: it's not a critical flaw. So why spend time on it when you are working under a deadline and have plenty of other things to spend creative energy on?
  7. Like
    Pericolos0 got a reaction from TECHNICKER in [CS:GO] dz_junglety (Danger Zone)   
    Really cool!
  8. Like
    Pericolos0 got a reaction from Vaya in Prodeus - KICKSTARTER LIVE!   
    Hell yes!!!!Congrats :D! It's looking so good!
  9. Like
    Pericolos0 got a reaction from General Vivi in Prodeus - KICKSTARTER LIVE!   
    Hell yes!!!!Congrats :D! It's looking so good!
  10. Like
    Pericolos0 reacted to michal3210 in [CS:GO] dz_junglety (Danger Zone)   
    Update
    I made a short showcase video, map is almost done!
     
  11. Like
    Pericolos0 reacted to Klems in Mapcore Job Census   
    Today I started my dream job as a graphics programmer for Arkane Studios \o/
  12. Awesome
    Pericolos0 got a reaction from dux in Subnautica   
    Awesome! I just finished Subnautica a little while ago, absolutely loved it :). You guys really made something special. Getting the cyclops is easily one of my top 5 gaming moments haha
  13. Like
    Pericolos0 got a reaction from PogoP in What have you watched recently?   
    Annihilation was weird. Came out of the movie theater hating it, and then couldn't stop thinking about it for weeks
  14. Like
    Pericolos0 got a reaction from ┌HP┘ in What have you watched recently?   
    Annihilation was weird. Came out of the movie theater hating it, and then couldn't stop thinking about it for weeks
  15. Like
    Pericolos0 got a reaction from blackdog in What have you watched recently?   
    Annihilation was weird. Came out of the movie theater hating it, and then couldn't stop thinking about it for weeks
  16. Like
    Pericolos0 reacted to SotaPoika in The random model thread!   
    I did a thing:

    SketchFab: https://skfb.ly/6CFy8
  17. Like
    Pericolos0 reacted to Brightness in WIP in WIP, post your level screenshots!   
    1987
    https://www.artstation.com/artwork/balOxE

  18. Sad
    Pericolos0 got a reaction from Mitch Mitchell in What movie is this?   
    the Maltese Falcon (? not entirely sure.. been forever since ive seen it)
  19. Like
    Pericolos0 reacted to Dea in What movie is this?   
    100% sure that's David Lynch's Dune! 

    So here's another one: 

  20. Like
    Pericolos0 got a reaction from Dea in What movie is this?   
  21. Like
    Pericolos0 reacted to Minos in What movie is this?   
    Forbidden Planet!
    My turn:

  22. LOL
    Pericolos0 got a reaction from Minos in What movie is this?   
    hard for some, easy for sci-fi aficionados

  23. Like
    Pericolos0 got a reaction from +Rusty+ in What movie is this?   
    hard for some, easy for sci-fi aficionados

  24. Awesome
    Pericolos0 got a reaction from Evert in What movie is this?   
    hard for some, easy for sci-fi aficionados

  25. Like
    Pericolos0 got a reaction from Radu in What movie is this?   
    hard for some, easy for sci-fi aficionados

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