Greetings polycounters. I'm particularly proud to show you this, my first professional work
Last summer I worked in a small game development company named Runestone where I did environmental textures for their newly released MMORPG
Seed - the Human Condintion
Likely the game can't compete with most big MMO's out there, but it's an interesting new angle on what MMOs could be like. It features non-combat, diplomatic roleplaying and already won "Best Persistent world", Stratics Golden Cogs Award at E3 2006. The first danish MMO game ever made! A 17 people production company running relatively tiny budget compared to the companies which usually make MMOs. I was the only texture artist to begin with. 3 more texture artists joined after I left - so I got to set the standard
Feedback most welcome
Check it out
seedthegame.com
Some portfolio renders:
Replies
I must say i enjoyed the art direction and style a lot better that the a bit too buggy game:) The cartoony black outlines and overrall high tech art work well together.
Congrats on a job well done!
Cause thats not a pot reference at all...
Couple more early ones:
graphic elements © Runestone Game Development. Used with permission.
Basically what Peris said above - "this looks awesome. 90% of the time people want to be special and make cell shaded stuff it looks very crappy, but you managed to bring some great depth and style into it . I love it"
-caseyjones
I hadn't really done any graphic novel style texturing before I got to runestone, but I caught it pretty fast. I had a lot creative freedom on the project, but the art director had also laid a really solid groundwork for me to use, which was superb.
We worked with a pallette of 2-3 primary colors per location. I usually quickly brushed the background layer in a matter of minutes. The thing that really took time was doing all the black linework in the textures and getting it just right. I tried to work a lot with composition and balance the line width to create depth and make it look interesting.
It also real nice to have something in my portfolio that stands out from my other stuff. So I'm glad I got this gig.
really appreciate the comments
I put the small greenish box in the location to have a reference to an ordinary sized man, if you recognize the shape. You can tell that the polycounts are fairly low, but that's only cool if you're a texture artist
...Reason for the low pc is the sheer size of the world and the amount of characters it's supposed to support, I guess...
[/ QUOTE ]I managed to get in on the beta test for this a month or two before going live and thought the art work was pretty neat and quite distinctive (it's one of the few games that have actually made me say "oh, this makes a refreshing change!"), and yeah, you didn't really notice the low poly appearance becasue of the texture work, it hid it very well.
Performance was a real kick in the goolies for my PC though as it looked like they were using a lot of particles effects as well as having loads of people on screen..