The content we produce is obviously not free of use should you want to upload our videos on your own website or YouTube channel. We now also produce HDR videos, which can only be enjoyed by those who own compatible televisions. At a time when Youtube's subpar video compression has become the norm for most people on the Internet, we refuse to give up quality without a fight. The HD content we provide always respects the original resolution and framerate of the games we capture, making Gamersyde the one and only place to get 1080p/4K/60fps videos with high bitrate. We are able to offer fast news delivery and HD content from the upcoming games, and one of the greatest and friendliest gaming communities in the world. We cover both handheld and video games platforms and the site has grown into one of the biggest gaming sites in the continent. Follow 80.Gamersyde is a commercial multiplatform web portal based in Europe, with hundreds of thousands of visitors each month from all over the world. Environment Artist at Sucker Punch Productions Interview conducted by Kirill Tokarev. I guess my best advice on this would be to try to think of everything in the world as a possible gameplay mechanic, and to not be afraid of your craziest ideas. From that point on, it was all about letting the minds of the artists and designers have fun with the possibilities. When our character’s main powers were decided upon, we knew that we could break the rules of what came before. It was a conscious decision to try to have lots of visual pop and colorful reflections in the world to help reinforce this. We tried to think of lighting and effects as something that was integrated into the entire spirit of the game. Download and use it for your personal or non-commercial projects. Well, I know we were trying to do something that people hadn’t done before on Second Son, so our design team really pushed themselves to think of new ways to use common elements in our world in different ways. Picture - Infamous Second Son Neon Power, HD Png Download is free transparent png image. I can be difficult sometimes, and the real lesson for me during those years is figuring out how to become a better person. I could go into details on these things, but truthfully the most important thing I’ve learned at SP is how to improve myself. Each person brings a skill to the table that is different from the next, and there are so many opportunities to learn from that. Codec H.264 Length 2 minutes 48 seconds Bitrate 0 FPS 59.94 Size 689.29 MB. Every artist is better than me at something, and I absolutely love that. The biggest thing at SP that I value is how collaborative everyone is, and how talented the team is. Working on the InFamous franchise, I’ve learned so much about open world game art, and in particular efficient use of memory for games. I’ve shipped 5 titles with SP, and the place feels like a second home, with my coworkers being like a second family. My third studio is where I currently work, Sucker Punch Productions. I learned about the importance of playing the game to test and improve it, and it was SO awesome to get a chance to watch players in the real world have so much fun in something I’d contributed to. The Bungie experience taught me so much about advanced art creation techniques, about amazing shader technologies, and level design. Here was a chance to do something really cool and just kind of go crazy with details and stuff, where I had a huge amount of creative freedom – when I completed that, that’s the moment in my mind when I became a real game artist. I mean, this was my dream of dreams – to get a chance to work for Bungie and work on Halo? It was crazy to me! The assignment that really changed things for my confidence was when I was given the cinematic Halo ring to finish. I was so intimidated by them, and intimidated by the Bungie name and the Halo franchise. ![]() Concrete is the worst imo, simply due to the power set not feeling complete and there not being a consistent place to absorb it to actually use. That said, I do favour more precision, so that’s probably why I like it more than you. This is where I really got a chance to learn from incredible artists. Neon is my favourite power in Second Son. The second studio I worked at was Bungie, where I worked on Halo 3. I learned that you often don’t get the awesome art assignments right out of school, and that you have to build your team’s trust in you before you get those chances. It might sound strange, but I really loved that job because I was just so happy to be working on games and to be part of a team I enjoyed working with. My first studio was a startup called Perpetual Entertainment in San Francisco, where I spent most of my time doing cleanup of outsourcing work. Well, I have been lucky in my career because I’ve been able to work at three studios so far, and each of those have provided a lot of lessons for me.
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