art-director

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  • Last of Us art director abandons swans for tombs

    by 
    Mike Suszek
    Mike Suszek
    12.01.2014

    The Last of Us Art Director Nate Wells has joined with Tomb Raider developer Crystal Dynamics, according to a tweet from the artist. Wells departed from Giant Sparrow after spending roughly eight months with The Unfinished Swan developer. The art director previously worked at Irrational Games for 13 years before leaving the studio for Naughty Dog in August 2012, then Giant Sparrow this past April. Wells' departure from Giant Sparrow follows the release of The Unfinished Swan on PS4 and Vita in late October, and the developer's next project largely remains a mystery. It announced "Edith Finch" in March 2013 before changing its announcement to "Unannounced Giant Sparrow Project." The next project will not be a sequel to The Unfinished Swan, though the developer said it's "not a million miles away either." [Image: Giant Sparrow]

  • PlanetSide 2: Tramell Isaac out, Bill Yeatts in

    by 
    Justin Olivetti
    Justin Olivetti
    10.01.2014

    PlanetSide 2 is losing one of the most public faces of its team but will be replacing him with another well-known figure from SOE. Senior Art Director Tramell Isaac announced today that he will be leaving SOE for a new opportunity. "I've had a blast working with you guys all these many months. I will certainly miss you all," he wrote. However, Isaac said that he's leaving his position in good hands, as former H1Z1 Art Director Bill Yeatts will be stepping into the role: "Bill was on the PS2 team from start to ship so he is very well versed in what is and is not PlanetSide 2. He is running the show now and he may contradict some of the 'rules' I set in the past, but that is now his prerogative." Isaac is moving over to Boss Key Productions to become that studio's art director.

  • 343 Industries loses Halo 4 art director, gains 'Visual Design Consultant'

    by 
    Earnest Cavalli
    Earnest Cavalli
    01.09.2014

    Kenneth Scott spent four years working as senior art director on Halo 4, but has now decided to leave that position to spend more time with his family. That said, he's not done with 343 Industries. "We're thrilled to announce that Kenneth's long-time colleague and collaborator, Nicolas "Sparth" Bouvier will step into the position of Art Director," a Microsoft representative told IGN. "Kenneth will continue to work with 343 Industries remotely and partner with Nicolas in a newly created role as a Visual Design Consultant. We can't wait to share more details regarding the future of 'Halo' very soon." It's unclear how much input Scott will have on the Halo universe going forward, though it seems likely that he'll have a hand in the design of the upcoming Xbox One Halo game. There's almost nothing known of that entry to date, beyond the trailer which debuted in June of 2013. Nicolas Bouvier has long served as an artist for the Halo franchise, but his designs can also be found in Assassin's Creed, Prince of Persia: Warrior Within and id Software's RAGE. For more immediate examples of what Bouvier can do, pay a visit to his Tumblr where he shares many examples of his artwork.

  • Meet the art director behind Ultima Forever

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.06.2013

    If you've been playing Ultima forever, you started out by playing the game on a monochrome monitor with all the graphical lushness that an Apple IIe could provide. Ultima Forever's art director Peter Lipman knows all about that, because that's where he started as well. So going in with a memory of the franchise from the beginning, he decided to really focus on exploring how lush the world could look with a modern aesthetic. This was the core idea behind using background tiles rather than a 3D engine; as Lipman puts it, he wanted to take the beautiful concept art that people would come up with and put it directly into the game rather than just make something similar. You can hear all of Lipman's observations on designing the game in the video just past the cut, including a discussion of changing the game's overall art style to help make the game stand out more for players.

  • Massively Exclusive: An interview with WildStar art director Matt Mocarski

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.20.2012

    WildStar doesn't look like anything else out right now. We're not just talking about the game's mechanics; the game's stylized graphics make it look distinct. There's a lot of unique visual elements in the game, from its opening cinematic to the most recent screenshots, and while you might not like the more stylized approach, you can't say that it lacks personality. This comes with its own set of challenges, though. After all, creating stylized graphics for a game means you're not just making the best-looking environments possible; you're also creating a whole new aesthetic and making environments that make sense within that style. We had a chance to ask WildStar's art director Matt Mocarski a few questions about the process of putting the game's unique look together, and he provided us some excellent insights into bringing the visuals from concept to reality. Whether you're a fan of the game in specific or stylized art in general, take a look at the full interview past the break.

  • Nate Wells leaves Irrational Games for Naughty Dog

    by 
    David Hinkle
    David Hinkle
    08.13.2012

    BioShock Infinite art director Nate Wells just left Irrational Games, and today he's revealed it's for a new gig at Santa Monica-based Naughty Dog. Wells announced the news on Twitter earlier today, though didn't say much more beyond that – it's unknown whether or not he'll have any hand in Naughty Dog's next game, The Last of Us.Wells was one of three high-profile vacancies at Irrational Games last week, which was soon followed by one high-profile hire: Epic Games alumnus Rod Fergusson. In a follow-up piece, Irrational Games creative director Ken Levine commented on Wells' departure and BioShock Infinite's new art director, Scott Sinclair.

  • Assassin's Creed: Revelations creative director Alexandre Amancio leaves Ubisoft

    by 
    Jordan Mallory
    Jordan Mallory
    01.11.2012

    Alexandre Amancio has left Ubisoft in order to serve as Chief Creative Officer for Cossette, a marketing company located in Quebec City, Canada. Amancio leaves the developer seven years after joining in 2005. He was most recently credited as the creative director for Assassin's Creed: Revelations and also served as art director for Far Cry 2. This marks the second time in as many years that the Assassin's Creed series' Creative Director has left Ubisoft Montreal, following Patrice Désilets' resignation in 2010. "Video games and advertising have many common elements," Amancio said in a press release issued by Cossette. "In both industries, we are always looking for new ways to engage the consumer to the brand." Sounds to us like Amancio will be right at home in the warm bosom of a marketing agency. We give it two years before Ezio is slammin' back 5-Hour Energy shots between trips to Wells-Fargo and 24-Hour Fitness.

  • Former Lineage II artist returns to NCsoft for new MMO project

    by 
    Justin Olivetti
    Justin Olivetti
    01.03.2012

    NCsoft's prodigal son has returned, and with him the hopes and dreams of the future of gaming. Well that might be a smidge melodramatic, but fans of the company's games certainly have a good reason to celebrate today as former Lineage II artist Juno Jeong has come back to the fold. Jeong signed back on with NCsoft as of yesterday to be the art director of an unknown MMO project. This is a marked step up from his previous role in the company as a member of the character production team, and those who know Jeong's art style are already expressing excitement with his current role. Following his stint on Lineage II, Jeong worked for several other game companies including Gravity, NHN, and Npluto. While speculation is swirling over the exact nature of the project to which he's been assigned, the most common assumptions are either that he's working on another Lineage or Aion title.

  • Guild War 2's art director illustrates cover of National Geographic

    by 
    Justin Olivetti
    Justin Olivetti
    11.02.2011

    ArenaNet's Daniel Dociu has another high-profile project in addition to his work on Guild Wars 2: the cover of National Geographic. In this month's issue of the magazine, Dociu provides artwork to illustrate a "magical mystery treasure" of Anglo-Saxan origin that was recently found. Both the cover and the article piece show an era soldier with appropriate armor, clothing, and weapons. Dociu currently holds the positions of both creative director and art director for Guild Wars 2. His skill and prestige certainly isn't hurting the game's profile any, as this achievement comes on top of the Exposé 9's Grand Master Award he won this past July. The National Geographic issue is on news stands (or, to you whippersnappers, the "website") now.

  • SOE teases The Penguin's appearance in DCUO Update 2

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.09.2011

    Now that the first monthly patch is live in DC Universe Online, it's a good time for the development team to take a moment to reflect on what was good and not so hot in this first update -- as well as let us know what's planned for the next step. Game Director Chris Cao and Art Director Mark Anderson sat down to talk with fans about just that through SOE's Stickam account earlier today and did just that. In next month's update, which is being called Update 2, players will have the chance to face off against The Penguin as the DC Universe Online team continues the gang war storyline that is currently in game. Along with The Penguin are a series of penguin henchmen players will battle, including robot penguins! Two-Face will also show up in game to take part in the ongoing gang war and to become a new Legends character for players to unlock. Knowing SOE, we'll likely see a reveal of more information on Update 2 and The Penguin sometime in the coming weeks. We'll be certain to keep an eye out for any umbrellagrams and bring you news as it develops!

  • Exploring a 'Cyber Renaissance' in Deus Ex: Human Revolution

    by 
    Mike Schramm
    Mike Schramm
    05.18.2010

    When Art Director Jonathan Jacques-Belletête sat down to design the overarching look of Deus Ex: Human Revolution, he had two big criteria for his designs to meet. First, he wanted to choose "illustration over simulation" -- rather than creating something exactly real, he wanted to make a game that had a definite style. And second, he adhered to the theory that "design distinction creates desire" -- if a game (he used Bioshock and Team Fortress 2 as examples) has a distinct art style, it will already start to stand out in players' imaginations. And so, from all of the various genres and settings for the third Deus Ex game, Belletête and the team landed on the phrase "Cyber Renaissance" to describe the look they chose. In a pre-E3 presentation this week, Belletête talked about "Cyber Renaissance," and how it defined the art and architecture of Square Enix's Deus Ex title.

  • Square Enix cut a game's worth of content from Final Fantasy XIII

    by 
    Mike Schramm
    Mike Schramm
    01.13.2010

    It turns out there once were many more labyrinthine paths and dungeons in Final Fantasy XIII, but they got cut. An interview (in Japanese) over at FF-Reunion with art director Isamu Kamikokuryou ("No you!" to his friends) has him saying that the team removed enough extra locations from the title to make up a whole other game entirely. Sections cut include a secret base for Snow's hero squad, a character's home that included a park, and even a zoo inside one of the game's amusement park areas. This is all more impressive when you consider that Square Enix is expecting to need three DVDs to hold everything that's still in the Xbox 360 version of the game. But FFXIII completists, don't worry too much -- we're sure some of that content will appear sometime during the game's 10-year cycle.

  • The aesthetics of Black Prophecy's Genide faction

    by 
    James Egan
    James Egan
    11.10.2009

    We had some good news about Black Prophecy the other day and how things are looking up for the game's developer Reakktor Media. We're hoping more info will be revealed about the game in the coming months, and now they've released a dev blog on the art direction of the game's Genide faction. Whereas the Tyi faction is a cybernetic offshoot of humanity the Genides embrace biogenetic manipulation in their pursuit of perfection. The aesthetics of what the Genides have become is the focus of Black Prophecy Art Director Nick Ebenhoch's dev diary. Nick kicks it off by explaining the significance of the Genide faction logo and what the symbol was designed to represent. Unlike the more utilitarian Tyi faction which favors a modular complexity, the Genide's cleaner, minimalist aesthetic sense permeates everything they create. This is seen in the smooth and tall look of their various space ships, which have vertical wing orientation rather than the standard horizontal orientation typically seen on such vessels, explains Nick.

  • Black Prophecy art director on ship design

    by 
    James Egan
    James Egan
    09.01.2009

    Massively has been following the development of the space-based MMO Black Prophecy, from Reakktor Media. The latest bit of info we've come across is a developer's diary on ship design from Black Prophecy's Art Director Nick Ebenhoch. He explains Reakktor's approach to creating a distinctive look for these machines, which was influenced by how sci-films were made in the 80's, with those elaborately crafted models before everything became CG. Nick specifically mentions the ships from the original Star Wars films and Battlestar Galactica, as well as the USS Sulaco from Alien.

  • Black Prophecy Q&A explains weapon systems and combat

    by 
    James Egan
    James Egan
    08.27.2009

    Black Prophecy is one of the ship-based science fiction MMOs we see on the horizon, but at the same time we're not sure how long it will be before we can play it. As the game's developer, Reakktor Media, seeks a publisher, they've been dropping details about Black Prophecy here and there. Some of the info we've read comes from their "Behind the Scenes" series of in-house Q&As. The latest is with Black Prophecy's Creative Director Timo Krahl and Art Director Nick Ebenhoch. The Q&A covers a fairly wide range of topics, from the various space station interiors players will see depending on which station feature they're using at the time, to death penalties. While there will be no permadeath in Black Prophecy, the ships players fly will take damage in a modular system. Timo says, "A ship gets 'disassembled' slowly during a fight, single ship parts can be destroyed and alter the overall values of the ship -- a ship with only one engine will become slower -- if you lose a wing the attached weapons won't be available anymore."

  • Black Prophecy's unique art style blends realism with the unreal

    by 
    James Egan
    James Egan
    08.18.2009

    The Black Prophecy creators at Reakktor Media have begun a series of developer diaries, showcasing the game and their individual contributions to making this sci-fi MMO a reality. The first Black Prophecy developer diary is written by Nick Ebenhoch, the game's Art Director, and gives us a peek into the game environment. Nick explains how they wanted to create an environment that has elements of realism in an unreal environment. Nick says, "This was realized by the use of strong colors that you usually don't see in a space environment." The colors used in a given setting are used to create a mood. "Sectors with ice elements are kept bluish, while 'Pan's Junkyard', a huge space cemetery, is kept a brownish color tone to let the sector appear dirty and rusty," Nick says. "Our goal was to create a distinctive atmosphere for each sector, from nearly romantic right up to dark and threatening."

  • Guild Wars 2 concept art spotted

    by 
    James Egan
    James Egan
    06.08.2009

    Guild Wars has some fantastic concept art. We've mentioned this in the past, particularly in the context of the work of ArenaNet art director Daniel Dociu and concept art lead Kekai Kotaki as seen at Spectrum Fantastic Art. In fact, the last thing we asked was, "Does this give some hints as to what we'll be seeing in Guild Wars 2?" It turns out, it does. In fact, Guild Wars 2 concept art is now appearing in other places as well. Ravious at Kill Ten Rats hunted down more GW2 art by Dociu and Kotaki, as confirmed by ArenaNet's Regina Buenaobra. Check out the post on GW2 concept art by Ravious over at Kill Ten Rats, which features some examples of what he's found along with some background on what they may show of the next game's setting, "250 years after the original Guild Wars."

  • EA LA seeks art director for 'best project' it's ever worked on

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    05.05.2009

    Electronic Arts is on the hunt for an "established" Art Director to work on a "brand new" first-person shooter in the early stages of development. Under normal circumstances, we'd think this is a Medal of Honor job posting, but the listing says the director will head up "the best project we've ever worked on" -- so, well, that would need to be a really amazing genre-busting WWII shooter.We really have no idea what the game is, but it's clear that it will have ... art. In need of direction. Yes.

  • RuneScape art director on the Zanaris redesign

    by 
    James Egan
    James Egan
    04.22.2009

    RuneScape is a game with a long history and one that's attracted millions of devoted fans over the years. That said, we think most would concede that RuneScape was getting a bit long in the graphical tooth. Improving RuneScape's graphics seems to be a priority for Jagex Game Studios from what we've read in the latest dev diary by the title's art director Mod Joe. He writes about the redesign of the fairy area Zanaris, originally 'just a standard brown dungeon' which was later revamped to be blue, yet still didn't convey the 'magical' look the designers wanted. The first dev blog on the Zanaris improvements (of which two more are to follow) focuses on the concepts that needed to be re-worked, from the look of the fairies themselves to the environment they populate. Have a look at Mod Joe's development diary for more on the ways Jagex has worked to improve the look of RuneScape.

  • Visualizing Free Realms: An interview with Art Director Rosie Rappaport

    by 
    Shawn Schuster
    Shawn Schuster
    02.16.2009

    If you've been following the development of SOE's Free Realms lately, you're probably pretty excited about everything it has to offer. If you haven't been following its development, check out our extensive coverage and exclusive interviews with its developers. Ready for even more exclusive interviews? Good, because just last week Massively sat down with Rosie Rappaport, the Art Director for Free Realms, to chat about the game's distinctive art style and the concept process involved.Since Free Realms is different from anything else out there currently, its style and feel are very important to its brand. This was a special challenge for Ms. Rappaport, coming off of her time as Art Director for EverQuest years earlier. Check out the complete interview below the jump, and be sure to peruse our Free Realms gallery for the sixteen additional concept art pieces showing everything from landscape and environmental imagery to the progression of character wearables.%Gallery-12980%