Guest - Peter Dimitrov, Environment Artist @ Rebellion Games
Guest Bio
Peter enlightened us and told us his day-to-day while he worked on the 1st DLC project for Sniper Elite 5, as a environment artist Peter worked with another level designer to develop and refine the flooded map level that the 2 of them had been assigned to.
Takeaway #1 - Working with limitations
Both Peter and his co-worker had to stick to a schedule where sections of the map needed to be done to a specific deadline, the white box version needed to be done within a certain time limit, changes could not be made once the art pass had started, the map needed to include certain features like ditches and a spot for a supply train to run through. The map itself went under many changes before even the white box stage and Peter showed us at least 3 completely different versions during his presentation at UCLan.
Takeaway #2 - The bigger the studio/project the less responsibility you have
An Indie developer has to do all the work themselves (or within their small team) whereas a larger studio such as Rebellion or Rockstar will have staff spend all their time on 1-5 tasks throughout the entire projects development cycle and they will hire extra staff to fill the extra workload, for example, a 3D modelling prop artist in an independent team might create, texture and animate a prop all up until it is time to hand over the asset to a level designer however at a much larger studio the same artist might only create textures for multiple assets but never do any modelling or animation due to the much larger demand of many assets.
Takeaway #3 - References are everything
References will greatly improve your work on all fronts. looking at images of places in the real world will improve your level designs and makes environments more believable to the player, references will also greatly improve your 3D models and the textures on them. As great as references can be to your personal workflow it also crucially important that you find a way to share your references since all video games are developed by a team of people, you can do this by sharing PureRef files that have EMBEDED images or web based referencing tools that can be viewed by your other peers.
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