Hey all,
Something I've been meaning to do for a while, but finally created a little blog of my own to post articles, studies & project WIPs, etc.
First post is up! Talking about some of my personal art principles that informs a lot of my decision-making when creating a prop or an environment in the context of work!
http://jobyek.blogspot.ca/2015/08/welcome.html
Any feedback/crits about the blog in general, shoot! Would love to get your takes on the post as well, how similar or how really different your approaches are when you're working on a prop/environment at work?
Replies
This is probably a question for a later blog post, but how much do you take composition into consideration when doing levels, do you establish those pre or find areas what works post?
The long and short of it though, is that, it's something I'm constantly thinking about from Day 1. For the whole level, and any given location, we work in multiples passes throughout our different milestones (pre-alpha/alpha/beta/gold). So, any given area can go through 3-4 different iterations/passes throughout production. Ideally, I'm always trying to set the big composition elements as early as possibly, at pre-alpha (the bones of that vista reveal for example, had been there since pre-alpha with the temple being a big focal point I constantly checked against).
That's not to say some big things don't change late in the game though...that big central floating island for example, was MUCH lower before, and that whole portion got raised post-alpha following playtest feedback of players not understanding the main objective of that area clearly enough. Raising that whole platform ended up tying the area together quite nicely by creating a nice central focal/reference point all while making it very clear to the player that's what they had to reach.
This middle island:
Defiantly keen to see more of your blog.
Talking about some techniques I've learned and used to create wheels using some modular techniques we usually use in environment art.
tl;dr image if you don't want to read through
Latest blog post, a bit of a post-mortem/look back on the creation of the Benghazi map I worked on in Splinter Cell Blacklist: http://jobyek.blogspot.com/2016/08/a-look-back-splinter-cell-blacklist.html
Yes, there is a logo hidden somewhere in the map