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Thursday Oct 18, 2007
Pushing through Alpha - Condemned 2We’re continuing to push through Alpha and make the iterations that we feel the product needs. Two of those areas: world art and character art, will give you a brief taste of what our artists look for as they progress and what kind of changes they make artistically to strengthen the content.First, Eric Kohler (Art Director for Condemned 2: Bloodshot) will give you a peek at some early model work and how he goes about providing feedback and paint-overs to iterate on the models.
a. A few extra tuffs of hair to counteract the balding look, helping him read more as a younger guy. b. Thin out his chin and jaw to help make him look thinner. Maybe the neck as well if necessary. c. Reduce darks in the face and the rash along his chest and back. d. Crank up the red throughout his body to give his skin a more ruddy, irritated look. e. Add the belt to his armf. Add a few tattoos above the elbows.
Secondly, in the area of world art, we set out with some loftier goals than we had with the environments of Condemned: Criminal Origins. We strived for more diverse environments. We also pushed harder for what we deemed as ‘medium detailing’. There are the large aspects to creating environments such as the scale of structures, interesting shapes while keeping them realistic, even compositional approaches using lighting. In the fine details, there is the richness of textures, the realistic feel to prefabs such as chairs, tables, windows and the polygonal count. In ‘medium detailing’, Courtney Evans, World Art Lead, and the World Artists worked to get a stronger realistic cohesion between the large elements and the fine details: how the wiring from an overhead light runs along the ceiling, how the molding works with the architecture, how the outlets built into the walls fit into the time period of the environment. Courtney Evans, a very impassionate man when it comes to world art, takes you through a series of images and shows you the progression of the development of an area in a level of Condemned 2: Bloodshot Courtney Evans, Lead World Artist At this point in development we’re starting to add a lot of atmosphere to our levels. Atmospheric touches are pretty quick to make - it’s not as if any one thing takes a lot of time but added together they can have a big impact on how a level feels. Here’s an example of how we’re approaching a factory level.
After that we’ll fix bugs, like the window frames that are vanishing in the distance. However, by then we’ll probably have thought of six more things we want to do to the level to make it better… we’re never done until they rip the game away from us and tell us to stop. …And it is usually me who has to rip the game away from the content guys and tell them the time is up and that they need to stop. It’s part of my job as Producer - the luckless individual who has to yell STOP so we can make sure we make our dates and budget. In the upcoming weeks, I’ll be bringing on some gameplay updates through Alpha from our Lead Game Designer Frank Rooke and also some animation highlights from our Lead Animator Rick Lico as we continue to work on putting out Condemned 2. Thanks for your time! - Dave Hasle
Posted by Alex in Condemned 2 on 4:05:55PM Oct 18, 2007
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Comment # 1
Wow, thank you guys, than k you VERY much for allowing folks like me, into seeing how you guys work. Takes alot to discuss the basis of your workflow in the production pipeline. I jsut wanted to say, i appreciate it, and i definitely look forward to Dondemned 2, as i love the first one. (and still do)
Posted by Kyle on October 18th, 2007 at 5:24 pm