Word! There are a few of us floating around here, I'm up north at ZeniMax Online, so I guess I'll see ya at the holiday party.
Grats on the gig! Bethesda seems like a really nice place to work judging by the limited contact I've had with the folks down there and what I hear from the former Bethsoft folks here.
Best part about living in MD = Blue crabs fresh from the Chesapeake. Trust me on this one.
I couldn't agree with you more! I grew up in Delaware, so we had the amazing crabs from Maryland, and the perfect Cheesesteak from Philly (by proxy). I've pretty much been ruined for any other seafood or cheesesteak for life.
I think World Artist or Level Builder positions are a relatively new-ish title in the industry. It definitely varies from studio to studio, but the role is much more than terrain and placement. It's becoming more common, and depending on the game itself, definitely needed.
Your roles can vary, like I said, but typically:
Quick Gameplay Prototyping
Fast iteration is key
Terrain Sculpting/Painting
Composition
Building compelling visual narratives
Lighting
Minor Scripting
Modeling/Texturing where needed (typically natural environmentals/terrain features such as rocks and foliage)
Wrangling Budget/Memory constraints. This one can prove to be very taxing, as everyone's 'stuff' gets put into your space.
Throughout your space, you typically work closely with Level Design, Tech Art, AI, and Prop/Architecture/Environment Artist departments.
Replies
Spark
Word! There are a few of us floating around here, I'm up north at ZeniMax Online, so I guess I'll see ya at the holiday party.
Grats on the gig! Bethesda seems like a really nice place to work judging by the limited contact I've had with the folks down there and what I hear from the former Bethsoft folks here.
Now to find a place to live before Nov. 1st!
...also...can't wait for some good seafood again! mmmmmmmmm.
I couldn't agree with you more! I grew up in Delaware, so we had the amazing crabs from Maryland, and the perfect Cheesesteak from Philly (by proxy). I've pretty much been ruined for any other seafood or cheesesteak for life.
Thanks again everyone!
I've never heard the term "World Artist" before...I take it you work on models that are more orientated towards larger environments?
highfive!
That's exactly what the guys here at Carbine do. Congrats Chris, I'm so stoked for you! Get er done.
Really? Hell I'd gladly do that. I love painting terrain and placing pre-made props in XD
Your roles can vary, like I said, but typically:
Quick Gameplay Prototyping
Fast iteration is key
Terrain Sculpting/Painting
Composition
Building compelling visual narratives
Lighting
Minor Scripting
Modeling/Texturing where needed (typically natural environmentals/terrain features such as rocks and foliage)
Wrangling Budget/Memory constraints. This one can prove to be very taxing, as everyone's 'stuff' gets put into your space.
Throughout your space, you typically work closely with Level Design, Tech Art, AI, and Prop/Architecture/Environment Artist departments.
...thanks again everyone!