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Ultimate Game Design : Building game worlds

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C H A P T E R 3<br />

RS: The working environment is always set up as teams of specialists in every area of production.<br />

You have conceptual design (some people call it production design), or art direction, then modeling,<br />

animating, environments, particle effects, compositing, and textures. You have to specialize.<br />

TM: What kinds of <strong>game</strong>s would you like to build in the future?<br />

RS: The most wicked, mind-blowin’, intense, sensory-overload, knock-your- socks-off action and<br />

graphics ever!<br />

TM: What <strong>game</strong>s still excite you?<br />

RS: Halo, Tom Clancy’s “Splinter Cell,” Mech-Assault, Commando … to name a few of my<br />

favorites.<br />

TM: How do you compare working in <strong>game</strong>s with working in TV or film projects?<br />

RS: Well, working on film is the most demanding art-wise. You have to be the absolute best at<br />

what you do. Film graphics are satisfying due to the end result, which is usually amazing when it all<br />

comes together. Everything is done in layers for ultimate control when compositing. TV is not as<br />

intense, but is a little more high-pressure due to the time and budget constraints. You’re usually<br />

expected to crank out an episode of animation per week—not a whole lot of time to be tweaking<br />

an animation or redoing a character.<br />

Working in <strong>game</strong>s is a lot of fun, though you still have the deadlines to meet. It’s usually a lot more<br />

relaxed atmosphere. You’re able to work at a steady pace, and you don’t have anybody breathing<br />

down your neck. If you do, it’s usually some other dude just admiring your work or comparing notes,<br />

cool things like that.<br />

TM: What’s the best way to revitalize your art skills over time?<br />

RS: Always look at other artists and notice what they’re doing. Believe me, there is nothing more<br />

humbling than that. It forces you to push yourself harder. Either that, or it can make you want to quit<br />

out of frustration. You have to believe in your vision, be persistent, and always ask yourself: “How did<br />

he do that?”<br />

TM: How has working in art changed over your career?<br />

RS: It’s only gotten better and easier due to the tools you now have as an artist. I still remember<br />

doing paste-up for advertising ads, magazine layouts, coloring by hand, stick-on lettering,<br />

etc.—especially stick-on lettering. Man! What a pain!<br />

TM: Thanks for taking the time to talk it over, Rick!<br />

MEGA TIPS<br />

1. Learn as much as you can about how the “cornerstone” elements function<br />

in <strong>game</strong>s. Remember that <strong>game</strong> <strong>worlds</strong> are built as hosts for <strong>game</strong>play—<br />

not as visual grandstands.<br />

2. When you begin lighting your level, use only as many lights as it takes to<br />

achieve your objectives, and no more. Use your savings to finalize other<br />

level details. Weigh the trade-offs before putting in more lights.<br />

3. Build up a wealth of environmental lighting references by clipping<br />

architectural magazines.<br />

83<br />

Lighting, Texturing, Particles, Effects, and Audio

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