Good day lads and ladies
lots of people here started taking shots for their portfolio after finishing with Ryse.
Figured it would be nice to share some of the art, that was made for this game, with the community.
We're missing some areas of the game unfortunately but there might be a second part to this art dump.
Credits go out to the entire environment art team and our FX and lighting guys as well as the guys from Elite 3D, Forge Studios, Ulysses, and Creatives in the Attic.
...great fun working on this!
Epic stuff guys.
How faithful is this stuff supposed to be compared to actual roman architecture (of which I know very little)? Was there a strong push to stay close to reality (what we know of it anyways) or did you guys kind of go crazy with it?
Epic stuff guys.
How faithful is this stuff supposed to be compared to actual roman architecture (of which I know very little)? Was there a strong push to stay close to reality (what we know of it anyways) or did you guys kind of go crazy with it?
It was a tricky situation to start with as most of what people consider the 'reality' of Rome has been painted by Hollywood, in a neoclassical style. Wanting to stick closely to actual Roman architecture often wouldn't give people the feeling they were expecting to have from the settings, so the end result is a combination of an authentic recreation with the added classical elements that people would expect to see in a game about Rome.
On top of this we also wanted to add our own identity, and so we introduced Art Deco elements. These can be most clearly seen in the trims and statues found through the game. You'll also notice Marius's armour and shield feature heavy Art Deco elements.
Really gorgeous work. I didn't realize this kept going and going and going. So much awesome stuff. Interesting to see how saturated all the foliage is. Neat way to push some saturation in the areas.
In my opinion Ryse single handidly set the standard for what other next-gen titles will need to achieve when it comes to realistic game environments. It isn't just the quality of the art, but the composition of the scenes and use of lighting to drive the player forward. Top notch all around and every artist who worked on Ryse should be proud.
We're a community of artists who want to learn from others: Can you show any technical images? Material break downs, close-up wire shots, lighting break downs, and so on?
Man, All I can say is WOW! I'd Scroll down and think... I'm almost to the end of the pictures and more amazing art kept coming up. The game turned out fantastic looking. Great job.
This makes me so excited for the next few years in gaming. I mean, if this is just the beginning of "next-gen," how awesome will "next-gen" look two years down the line?
Really spot on. This is one of the only games I've been interested in so far on the new systems. Very impressive. Sets the bar high!
The enviros are astounding. No denying that. Everything about that is just amazing. The mood that the lighting sets. The reflections on the water. That moss. Holy zeus, that moss! You artists did a FANTASTIC job on it all.
Like Adam said, you should all be proud as hell for being apart of it. It does set the bar high, and it is way better than what we see from other "next gen" games that are also on last gen.
(edited my post. This isnt the place to discuss next gen vs last gen)
Right into my inspiration folder! Goodness that vegetation. Lightening is superb too!
Will you be showing us some of the workflow you used? Really curious on how you guys approached the forest level
Replies
How faithful is this stuff supposed to be compared to actual roman architecture (of which I know very little)? Was there a strong push to stay close to reality (what we know of it anyways) or did you guys kind of go crazy with it?
It was a tricky situation to start with as most of what people consider the 'reality' of Rome has been painted by Hollywood, in a neoclassical style. Wanting to stick closely to actual Roman architecture often wouldn't give people the feeling they were expecting to have from the settings, so the end result is a combination of an authentic recreation with the added classical elements that people would expect to see in a game about Rome.
On top of this we also wanted to add our own identity, and so we introduced Art Deco elements. These can be most clearly seen in the trims and statues found through the game. You'll also notice Marius's armour and shield feature heavy Art Deco elements.
We're a community of artists who want to learn from others: Can you show any technical images? Material break downs, close-up wire shots, lighting break downs, and so on?
+1 on breakdowns for materials please.
Really spot on. This is one of the only games I've been interested in so far on the new systems. Very impressive. Sets the bar high!
Amazing stuff, and I echo what Adam said; any kind of technical breakdown would be super awesome.
The enviros are astounding. No denying that. Everything about that is just amazing. The mood that the lighting sets. The reflections on the water. That moss. Holy zeus, that moss! You artists did a FANTASTIC job on it all.
Like Adam said, you should all be proud as hell for being apart of it. It does set the bar high, and it is way better than what we see from other "next gen" games that are also on last gen.
(edited my post. This isnt the place to discuss next gen vs last gen)
A few thoughts, sorry for short version:
-mud -> WOW
-moss on shader -> epic win
-but the overall...it looks weird , like from vray. On youtube it looks better. Not so flat and grainy.
Truly amazing work, redefining the next gen environment landscape. Thank you for all of the inspiration & Keep up the amazing work!
Will you be showing us some of the workflow you used? Really curious on how you guys approached the forest level