Good Old Games
Donate to Codex
Putting the 'role' back in role-playing games since 2002.
Odds are, something you like very much sucks. Why? Because this is the RPG Codex
News Content Gallery People Games Companies  
Forums About Donate RSS Contact Us!  

The World of The Collectors

Visit our sponsors! (or click here and disable ads)

The World of The Collectors

Game News - posted by VentilatorOfDoom on Sat 13 February 2010, 20:29:50

Tags: BioWare; Mass Effect 2

GameInformer talks to BioWare art director Derek Watts about the work that was required to build The Collector civilization in Mass Effect 2.

Creating an alien species from scratch isn’t easy. Creating the world that species lives in – the ships, tools, and architecture – can take months of work. BioWare certainly had its work cut out for itself when it started designing a new nemesis for Mass Effect 2, The Collectors. We talked with BioWare’s art director Derek Watts about what it was like building a new civilization from scratch.
We started with a fairly rough idea of the story at the beginning. Its fluid and it can change, but that doesn't stop us from concepting within these areas. For these concepts we were looking at what was beyond the Omega Four relay. I’ve been looking at a building in Japan – it's called the Port Authority building – that I tried to get into Mass Effect 1 and we were trying to get it in the Mass Effect 2. It's this incredible building that blurs the line between nature and building. It has all this vegetation on top, and these platforms underneath. [Concept artist Mikko Kinnunen], was trying to imagine what Omega Four would be like. Where did the ships go when they went through the Omega Four relay?

What do YOU think about the art direction of Mass Effect 2?

Spotted at: Banshee

There are 17 comments on The World of The Collectors

Site hosted by Sorcerer's Place Link us!
Codex definition, a book manuscript.
eXTReMe Tracker RSS Feed
This page was created in 0.0501461029053 seconds