art-director

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  • ArenaNet's Art Director speaks on the artistic direction of Guild Wars

    by 
    Shawn Schuster
    Shawn Schuster
    01.02.2009

    As we anxiously await any morsel of news regarding ArenaNet's Guild Wars 2, it's still nice to hear the occasional interview along the way. Recently, Allakhazam sat down with ArenaNet's Art Director, Daniel Dociu, to talk about his experience in the gaming industry, his evolution at ArenaNet and his visions for Guild Wars. While we get no news of GW2, the interview is interesting nonetheless."We built this art team from a handful of people to somewhere in the neighborhood of fifty people now." Dociu said in the interview. "They have been more or less hand picked from the best talent pool that the industry had to offer. It's a team that I'm personally proud of and very protective of and that's what I would consider that my main contribution to the game."

  • An inside look at the DC Universe Online studio

    by 
    James Egan
    James Egan
    12.06.2008

    The latest bit of info about the upcoming game DC Universe Online comes to us through a video walk-through of the developers' own Hall of Justice. Michael Daubert, Studio Art Director for DC Universe Online, blogs on Myspace about what it's like to work on the game in the setting they've created.It's a place where every Friday is "Green Lantern Friday" when studio employees either wear GL's requisite green or Sinestro yellow. Monday is "Batman Monday"-- we think you get the picture. But having Wednesdays devoted to Aquaman... dubious. One pictures employees bringing their goldfish to work and willing them to perform office tasks. One tradeoff for having to dress in orange and green is that employees at the Austin studio are surrounded by artwork for DC Universe Online from Jim Lee and the Wildstorm Productions studio. The video gives us a glimpse at the roughly 1200 pieces of concept art Lee and his team have produced that literally wallpaper the studio. Plus you get to meet some of the dev team as Daubert alternately attempts to stay awake through Scrum explanations or avoid tirades from his colleagues. Unfortunately we can't embed the video for you right here, but if you head over to the DC Universe Online site, you can't miss it.

  • An interview with Earthrise art director Nikolay Stoyanov

    by 
    Shawn Schuster
    Shawn Schuster
    06.30.2008

    During a recent interview with Earthrise's Nikolay Stoyanov, we get a candid look into the influences and goals of this talented Art Director. This interview is mostly about himself as an artist, but there are also some points made about the game itself.Still though, we think it's a welcome change to hear an interview that is more about what makes a game developer tick. Once you learn more about the developers, you get a better feel for the game, why they made it and how much of their heart and soul they've put into it. In Stoyanov's case, he cites some examples of the biggest challenges he has faced so far with Earthrise. He also craftily avoids a question regarding any other MMOs he'd like to work on, and finishes off the interview with some helpful advice for aspiring game artists or designers.

  • Chronicles of Spellborn unveils new area

    by 
    Brenda Holloway
    Brenda Holloway
    03.23.2008

    Every MMO has its own style, but few have such a uniqueness to them as that of Chronicles of Spellborn. Set in great hollow rocks called Shards, caught in an immense cataclysm called the Deadspell Storm, it's a setting unlike any other. Though currently in closed beta, the developers let us have a peek at Shorath Mesa, a swampy land surrounded by mountains that drop in immense cliffs and thunderous waterfalls to the land of Garminholm, far below.Spellborn art lead Frank Bakker, in his latest art journal, brings us through the design, development and implementation Shorath Mesa. How does a designer balance the needs of the game with the desires of the player? What goes into designing a visually interesting area? How do you get weather inside a rock? This is a fascinating look into the art development of an exciting new MMO.

  • Behind the scenes with the LEGO art team

    by 
    Chris Chester
    Chris Chester
    03.13.2008

    There's a couple new Behind the Scenes interviews on the LEGO Universe website for the month of March, focusing specifically on the art and visual style of the game. They go through the ropes with Phillip Atencio, the art director for the game as he explains his thoughts and philosophies underlying the art process. One surprising confession on Atencio's part was that not only does he not play games recreationally, but he finds that their visual quality is still pretty low compared to other mediums. We're not really sure if Atencio has actually played any games in, ya know, the last decade, but that seemed like quite a strange point for an art director on a major gaming project to make.The second Behind the Scenes interview (or Behind Behind the Scenes, if you like) with Atencio is available only to subscribers of the free newsletter. It only amounts to another three questions, including an interesting one addressing how they plan to maintain continuity in a game with such disparate locales as a modern city and a Black Knight's castle, so it may be worth signing up to the newsletter, just to get the extra goodies.

  • SOE developer spotlight: Bill Yeatts

    by 
    William Dobson
    William Dobson
    02.22.2008

    SOE wants you to "Get to know a developer", and have sat Art Director and Character Lead for EverQuest II Bill Yeatts -- a.k.a. Bruinen the Insane -- in the interview chair and grilled him for the fans. We learn that his role in the art team is mostly managing and keeping the wheels greased these days, but he still gets to flex his own artistic muscle occasionally. A typical day for Yeatts could include working with his team on any of the steps involved in bringing a new asset to EQII, from concept art, to 3D models, animation, and then the final technical steps in translating the asset to the game.He may break a few hearts along the way with this question and answer: People have a misconception that when you become a video game designer or artist you play games all day. Is that ever true? No, this is software development. The product we develop just happens to be a game.However, he brings his own thoughts on the evolution of graphics technology detracting designers from remembering what makes a game fun at its core, and even has some tips for those looking to start out as an artist for a game company. Follow the link below to read everything that Yeatts has to say.

  • PotBS lead animator and art director interviewed

    by 
    William Dobson
    William Dobson
    02.04.2008

    Although this interview was done a couple of weeks ago, possibly before Pirates of the Burning Sea launched, all the other news that has come out about the game recently prevented PotBS Vault from posting it sooner. The interview features Lead Animator Tom Tobey and Art Director Bruce Sharp fielding questions about their work on PotBS, and there are a few hints in this article of things that may not have been discovered yet, even now, a few weeks into release.There are things they mention that a lot of players will already have found, but some are probably still a mystery. The most interesting of these is the talk of an island that is not marked on the world map, with no clues given as to what might be waiting there. There are also some features that look to have been left out in the current build of the game, like the ability to change your body type at character creation (which sounds small, but I know people that have said they wished it was there). It does seem as though Tobey and Sharp have plenty of ideas still up their sleeves, and hopefully a lot more of their work will make it into the game in future patches.

  • Silicon Knights talk Too Human art & sound

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    04.27.2006

    Bytesector recently visited the Silicon Knights offices, chatting with several key members of the Too Human development team. Bytesector picked the brains of Carmen Dix (art director) and Steve Henifin (sound director), scoring some interesting behind-the-scenes tidbits and opening a window into the development process of one of the Xbox 360's most anticipated titles.Above all, the interviews draw on the advantage of developing a game's many elements in-house, as this connects disparate departments by the simple fact that they are down the hall from each other. Unfortunately, the current trend in game development is heading in the opposite direction.