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Mar 13

My GDC experience overall was a great one. After going to all the keynotes, tutorials, and sessions that were on my list, I’ve put together the top three themes that were present (granted, the only design talk I went to was Miyamoto’s keynote, so I’m coming at this with the mentality of “how can I make the best art possible?”

1. Programmer support is a must - I saw the Creating HD Environments talk made by the Crytek fellas and I was surprised at how similar their pipelines and ideas are to ours at Firaxis, they just have such a dedicated team of programmers and tech artists there to make their art shine. That is not a knock on the Firaxis way, because where they have the best looking realistic game coming out, the demo of it I saw on the show floor was all about shooting trees and watching them fall, so there’s not much game there where conversely, we’ve mostly got game. The same happened when I saw both of the Lair talks by the Factor 5 guys, a talk on creating a better pipeline which I think was by some Ubisoft fella, the Crytek character pipeline talk, and an excellent excellent talk on creating hair by a programmer at Bioware. They all had (what it seemed like) so much programmer support to create the art they did. For example, in Crysis, it is mostly lush jungle. There is a point in the game where all of that lush jungle environment gets frozen over with ice, frost, and snow. They were talking about whether or not they should create new assets for the ice covered landscapes and in the end, vetoed it and had their programmers write a super complex shader that froze everything with a pass. The consistency between all the art, tech, and pipeline talks that I went to was that their tools needed to be artist driven, real-world behaving tools in order to get the best result, whether it be ultra-realistic or ultra stylized. After all, creating believable stylized art is strongly rooted in reality.

2. Great games are not just about design - Great games are about the full experience that the player goes through during his or her time with said game. I don’t think any aspect of game creation is more important than the other. Gears of War would not have gone triple platinum in 3 months if it were spheres shooting at cubes. The marriage of design, art, and tech made that game the hit that it is. The big guns at the show (Crtyek, Ubisoft, and others) made it sound that in each of their disciplines internally, the leads trust each other to work out whats best for the game as a whole. They set goals for the gameplay, art, and tech and then meet to see how they can marriage those components together into a wholly immersing experience. Sometimes they hit, other times they don’t but it’s usually pretty and innovative. Blizzard looks at it differently. They look at the design of the game first and decide whether or not a certain technological or artistic innovation will enhance the experience. Take WoW for example. That game will run on any computer. Why not flex their muscle and show that they can make the hottest art out there? If they did, they wouldn’t be able to call it World of Warcraft. This was an excellent move on their part because they didn’t want anyone without an internet connection to be left out. This is a prime example of where the focus was on art direction rather than art innovation. I believe when a player turns off the PC or Console on which they’ve played your game, they should leave saying, “Man! Everything about that game rocked!” They should leave with the experience.

3. Enjoy the people around you - This one isn’t really about GDC as a whole, or art, or tech, it is about enjoying your coworkers. If you put it into perspective, when you get out of school and you get a job, you spend 8-10 hours at work. You sleep around 5-8 hours a night, and that leave the other 8-ish hours in the day to be with your family and friends. Roughly 1/3 of your life will be spent at the office. If you’re not happy at the office with the people you’re with, you should re-evaluate your situation. I’m at a place that I love to be, with people that I love collaborating with, making a product that will be played by millions of people. Being able to have such a good time at GDC just drove that point home.

That’s my GDC rant. Please, if you have any comments or counter points or anything, leave a comment or e mail me. I’m definitely interested in hearing what you may have to say.

Thanks for reading,

Sulz

Mar 12

Hey Everybody!

My name is Chris Sulzbach, or Sulz if you’d like and I’m the new contributor to the pixelsandpolys blog/forum dedicated to video game art and technology. I’d like to first thank Brian for putting together this excellent forum/blog and I hope that it catches on amongst the local MD/DC/VA game community (and then the world!) and that we can all share some tips and tricks to make each of us more productive and stronger artists. My short-term goals for contributions to the blog are reviewing the top 3 things I picked up at GDC. These will include not only talks and tips, but also some general observations about the industry itself from a first-time GDC attendee and speaker. I’d also like to show some of the work I did for Sid Meier’s Railroads! on which I worked as a locomotive modeler. I’d like to also give a tutorial on my methods of creating one of the locomotives in Railroads! I’m currently working on characters for an unannounced project at Firaxis, lead by our very own Brian Busatti. If anyone has any questions or comments, please post them in the comments section as usual or feel free to e mail me at csulzbach@firaxis.com

Thanks for reading!

Sulz

Mar 12

Chris Sulzbach, a fellow Firaxis employee and Baltimore flutag favorite, will be joining Pixels and Polys as a contributer to the blog.  Although Chris has only been in the industry for a few years, he has really helped streamline the art pipeline at Firaxis and has done some spectacular art work during his time with us.  Look for some inspiring posts from Chris in the near future, which may or may not include a post or two about GDC. 

Thanks Chris!

Mar 11

I’ve been experimenting with new blog templates this weekend, and finally finished up the modifications. You may have seen the blog changing frequently over the last few days. I still have a few little issues to clean up, but for the most part, everything is working correctly. This is a variation of the TechmaniaWP which can be found at…

http://themes.wordpress.net/columns/2-columns/1648/techmaniawp-10/

I was going to try to create my own theme from scratch, but this one had everything I was looking for and is very easy to edit.

Comments?

Mar 4

I’ve been doing a great deal of research on HDR technology lately, and have come across a few good techniques for creating your own HDR Diffuse, Spec, and Environment maps. I’ll be posting a tutorial next week on how to create an HDR map from 3D images. It’s not the most efficient way, but I’ve had some really good results so far.

I’m always looking for more information, so if you have any good advice on generating HDR maps from 3D, I’d love to hear about it. Please take a minute to drop by the forums at… http://www.pixelsandpolys.com/forum/