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Steppenwolf

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Posts posted by Steppenwolf

  1. I think some of you are a bit too harsh on these guys. The one who didn't work on a game that at some point would have been considered a murder simulator should throw the first stone.

     

    I would agree that perhaps they are a bit naive and immature about how they go about it. I don't see much value in the game in terms of social criticism of things that have unfolded in the gaming scene over the last couple years/months. People nowadays get offended by boobs and crotches in games not the violence. So ther's not really a point to take a stance for artistic freedom of depeicting violence.

     

    What they should do is add a decent background story. Something like the first act from the 1936 film Fury where the protagonist seeks revenge on a town that falsely accused him of a crime and almost lynched him.

  2. I dunno if the point is to make a statement against censorship and political correctness then it's not going far enough imo. It's trying to be offensive but without touching subject matters that will get peoples knickers in a bunch for real (unless the release date will coincide with some real life rampage). As such it is shallow and boring to me due to the lack of background story. It would help the game if there was more context to the protagonists motivations.

  3. I will wait for dux's testimony before i touch this game. Feels like no day goes by that i don't see or hear something about it that rubs me the wrong way. I was hoping they learned their lesson from DA 2 but to me it seems while they fixed some of their mistakes they made a bunch of new ones with the direction they have taken.

  4. - Force yourself to do at least something on the project every day even when you're not motivated. When you feel creative do something creative on the project. When you don't feel creative do some technical tasks on that day. The motivation will come back when you realise you made some nice progress even when you didn't feel motivated

     

    - Fill your brain with creative input from other artists/designers. For me i always feel most motivated when i just saw some cool screenshots on polycount, pinterest or something that a coworker did

     

    - Choose your battles. When the project as a whole feels overwhelming then focus on a small aspect. Eventualy you will see the puzzle pieces falling into place

     

    - go about the project in a way that lets you see the light at the end of the tunnel. when i worked on levels i preferred to finish it from the outside areas to the center

     

    - know when to stop. a map or model is never finished if you don't declare it finished. you can keep working on it forever. so don't ocd on details

     

    - when you're still learning then work on small things. Make a chair for a first model not a combat vehicle etc.

     

    - set yourself realistic minimum goals for the day. It's a good feeling going to bed knowing you have achieved what you had planned. and an even better feeling when you got more done then you had planned

  5. Nothing wrong with giving different things a try and see what you like most but in the end you're better off to spezialize. The softwares are so complex and possibilities so vast you will never become really good at something if you don't stick to it and learn it inside out. I started with level design then moved into environment art. Even just sticking with env art now it often feels like stretching thin between too many different things and softwares. It's very hard to get better at hard surface and sculpting at the same time for instance.

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