Discussion in 'Personal Introductions' started by Rhinosaur, Apr 17, 2013.
As another Ryan with a Rhino-y name, welcome!
Hi there and thank you for working on such a promising and awesome game!
Welcome !! Senior World artist - sounds like a fun job, wanna trade?
Great to have you guys around
it IS a fun job (well i think so) , i assemble the other artist works like props, and trees and rocks (from the prop team you've probably seen that video, and from the environment team) , into the game i sculpt the terrain, paint down the grass, dirt, rock, and other terrain textures, build out and polish the play spaces... i like to call it 'Digital Landscaping'.
That actually sounds really cool.
So when I walk through a landscape and gasp in wonder at it's majesty and beauty, and ponder long on the mysteries of the arrangement of the standing stones. I have you to blame... Err Thank?
Sounds pretty fun, out of curiosity, is it mostly the ground level landscaping, or are you also working on specific obstacles like a jumping puzzle or something similar, or are you mostly working on the "big picture" and have other zone specialists doing those things?
Rhinosaur... Are you a mix of a t-rex and a rhino? Must be hard to design with such stubby arms. I applaud your effort!
we do pretty much all of those things. from large strokes to the very detailed. we work with designers along the way to make sure we don't stamp over their stuff or ruin any of the playspace that we want to fill with art
For Slartibartfast, it was his fjords. What aspect(s) of the Nexus world are you most proud of currently?
Also, when you begin working on a new zone, what sort of approaches do you take to kickstart the design process? Do you have tools to rapidly generate landscapes on the fly, and then refine them by hand?
And welcome to WSC!
Ah, Hitchhikers Guide, love that book.
Aspects of nexus huh? Probably the ability to visually tell a story. Surrounding the player and making them feel immersed in a new world. I know that sounds mildly pretentious and artsy, but it's the most accurate. lol
Because of our art style, we sculpt terrain by hand... well... pen and tablet. It's easier to get just the right shape if you do it by hand than letting something auto generate and THEN trying to force it into the right shape. So, all of the terrain you see in WildStar is molded and shaped by hand.
Cannot wait to see it for myself. Thanks again for taking time out to chat with us here!
Hey Rhino, welcome among us!
From what I've seen Carbine dev. team made a very good job with the terrain. That was truly the reason my eyes, following my brain fell in love with the game. And I'm also convinced that they made all sorts of graphics options to let the player completely customize they'r levels of details depending on those 64bit machines they got and what not.
Anyways, I came up with a question for you In it's early days, WoW had really simple water terrain but over the years they made it very realistic but still eye pleasing. How "deep" did carbine dive for us there? Do we even have a sea?
Being a fairly new member myself I'd just like to say welcome, and glad to have you with us. Looking forward to your time engaging in enlightened conversation!
A combination that makes for bad mojo!
Hopefully your boss is nicer and doesn't headbutt computer screens when things go array. Otherwise Carbine must pay a fortune in new computer screens! Not to mention bandages and painkillers.
(p.s. Meet The Robinsons is an awesome movie.)
Late to the party, welcome to the community.
Nice to meet you! This game is going to be awesome!
Welcome! And yeah, I have to agree, it is a lot of fun watching as news breaks, or people just generally start talking about what they think may be coming up... or pondering how Wildstar will handle "xyz!"
i'm not sure how much i can talk about the water. i pretty sure we have some screen shots of deradune that include water. i don't have the links to them at the moment. sorry