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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

80<br />

U L T I M A T E G A M E D E S I G N<br />

FIGURE 3-14<br />

Moonlight forest<br />

I NTERVIEW WITH RICK SANCHEZ<br />

Rick is an extraordinary artist with a long and diverse background in <strong>game</strong>s and other forms of<br />

entertainment. His previous clients and employers include: Activision, 3DO, Sony Pictures, and Disney.<br />

He has worked on Battlezone, Vegas <strong>Game</strong>s 2000, Might & Magic VII, and Heroes of Might &<br />

Magic III for the PC, and Jasmine’s Bazaar, The Toontown Avatar Project, and various other<br />

<strong>game</strong>s for Disney Online. Rick has also worked as a character designer, art director, and storyboard<br />

artist on various film and television projects, like Jumanji, The Magic Mill, Cybercop, and Health<br />

Nuts, with many freelance credits on various commercials.<br />

TM: Hello Rick! How important is lighting in a 3-D scene? What role does lighting play in <strong>game</strong>s?<br />

RS: Lighting is probably the single most critical and important aspect of 3-D. Good lighting sets the<br />

mood or feel of the <strong>game</strong> or scene that you’re working on—it’s what every art director is usually trying to<br />

capture in his vision. With today’s incredible <strong>game</strong>s like Halo, one of the main things everyone notices is<br />

the lighting and how it interacts with the environments and textures to create a certain ambiance.<br />

TM: You’ve built many textures! How do you build great textures?<br />

RS: Well, that’s kind of a complicated process. I build them mainly through techniques I developed<br />

by experimentation with the greatest 2-D graphics program ever … Photoshop! That’s my opinion,<br />

anyway (no, I’m not being paid or sponsored by Adobe, just in case you’re wondering). I just “calls<br />

them as I sees them.” Back to the textures. In a nutshell, I usually look at real-life textures. I pay<br />

special attention to details like how light reacts to a surface; also, colors, and the contrast in the<br />

pattern of the object, etc.

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