Fenix
Arcane
Must have been a real master of his craft if he managed to get people here of all places excited with this shit.
И обмануть меня несложно
Я сам обманываться рад
А. С. Пушкин.
Must have been a real master of his craft if he managed to get people here of all places excited with this shit.
И обмануть меня несложно
Я сам обманываться рад
А. С. Пушкин.
RIP Space Nugget. He was an A-class shill.
The problem is that the project is obviously in development hell rather than prolonged development.is this shit even alive? They've been silent since December.
Let them work in peace. CP2077 was all loud and turned out flaccid.
The problem is that the project is obviously in development hell rather than prolonged development.
More time never fixes a project in development hell.
Biggest difference is that development hell involves the project changing hands or significant changes in the key developer positions or management structure, typically after deadlines have already been missed.The problem is that the project is obviously in development hell rather than prolonged development.
More time never fixes a project in development hell.
Can you elaborate on the differences? And how do you get in and out of dev hell? I know what it roughly is, Duke Nukem Forever took the titular amount of time to make and was mediocre for time and costs but I would like to have more examples.
The Lead Character Artist will work closely with creative leadership to help define, champion, and uphold the overall visual quality of our current and future projects. The Lead Character Artist will play a key role in growing the art department by mentoring and guiding less experienced teammates. They will also contribute to the art direction of our projects by generating industry leading AAA character assets and props, and to aid in the artistic development of a given project.
Hardsuit Labs is looking for a Lead Concept Artist to work directly with art and design leadership to help create, define, and evangelize the overall visual style of our current and future projects. The Lead Concept Artist will be responsible for generating a variety of industry leading AAA character and environment concepts, matte paintings, industrial, and graphic design/UI imagery in order to communicate the artistic vision of the project.
Good(?) news is that a lead designer is no longer listed on their job openings list. Bad news is that "lead character artist" and "lead concept artist" are.
The Lead Character Artist will work closely with creative leadership to help define, champion, and uphold the overall visual quality of our current and future projects. The Lead Character Artist will play a key role in growing the art department by mentoring and guiding less experienced teammates. They will also contribute to the art direction of our projects by generating industry leading AAA character assets and props, and to aid in the artistic development of a given project.
Hardsuit Labs is looking for a Lead Concept Artist to work directly with art and design leadership to help create, define, and evangelize the overall visual style of our current and future projects. The Lead Concept Artist will be responsible for generating a variety of industry leading AAA character and environment concepts, matte paintings, industrial, and graphic design/UI imagery in order to communicate the artistic vision of the project.
Needing these people this late in the project.
"our current and future projects"Is it possible that they are being hired for other projects? I mean, getting concept artist at this stage would imply that they are restarting the development, no? And restarting it at this point sounds beyond retarded.
"our current and future projects"Is it possible that they are being hired for other projects? I mean, getting concept artist at this stage would imply that they are restarting the development, no? And restarting it at this point sounds beyond retarded.
Could be pulling a Ken Levine.
What's that, trying to innovate immersive sims into FPS w/QTEs? :D
In the past year, a number of high level employees quietly left Irrational for similar jobs at other studios. Levine acknowledges that, in some part, departures are a response to the company's abnormally intense iteration practices.
"I'm a bit of a slow chiseler, you know?" says Levine. "So it doesn't bother me that much. I think it's probably tougher for other people on the team. I think that's probably hard for some people."
Nate Wells, the art director of BioShock Infinite, and arguably the best known Irrational employee after Levine, was susceptible to massive creative gutting. This anecdote from a colleague of Wells gives an idea of what iteration, at its most extreme, was like in the office.
Levine and Wells had a blowout fight over Finkton. In BioShock Infinite, Finkton is the shantytown, home to the workers and outcasts of the floating city of Columbia.
The art team and level designers had been working on Finkton for a long time, with Wells directing the style. The inspiration was like the slums in Jamaica or Key West. All of the housing was wooden and colorful, as if painted by the residents to make the depressed quarters more livable. And each bright shack was stacked atop the next, climbing into the sky like an anthill, with the skyline piercing through it.
Ken had been in level reviews numerous times. Then one day, the Finkton team was doing a play test, when Ken decided the entire stage was wrong. It looked like the residents lived in garbage. It needed to be beautiful, because Columbia was designed so that even the poor lived beautifully.
It was all wrong. And it had to go.
Wells was furious. Levine had been looking at this for months. In August of this year, Wells announced his new role as art director at Naughty Dog Studios.
there is something almost poetic about the lead designer saying the shanty town has to go because the setting is a dystopia where everything is designed to be beautifulWhat's that, trying to innovate immersive sims into FPS w/QTEs? :D
Approving of art every step of the process until it's completed, only to decide that it's all wrong and they have to start over, which blew up Bioshock Infinite's budget to the point that it was unprofitable despite selling multi-millions.
In the past year, a number of high level employees quietly left Irrational for similar jobs at other studios. Levine acknowledges that, in some part, departures are a response to the company's abnormally intense iteration practices.
"I'm a bit of a slow chiseler, you know?" says Levine. "So it doesn't bother me that much. I think it's probably tougher for other people on the team. I think that's probably hard for some people."
Nate Wells, the art director of BioShock Infinite, and arguably the best known Irrational employee after Levine, was susceptible to massive creative gutting. This anecdote from a colleague of Wells gives an idea of what iteration, at its most extreme, was like in the office.
Levine and Wells had a blowout fight over Finkton. In BioShock Infinite, Finkton is the shantytown, home to the workers and outcasts of the floating city of Columbia.
The art team and level designers had been working on Finkton for a long time, with Wells directing the style. The inspiration was like the slums in Jamaica or Key West. All of the housing was wooden and colorful, as if painted by the residents to make the depressed quarters more livable. And each bright shack was stacked atop the next, climbing into the sky like an anthill, with the skyline piercing through it.
Ken had been in level reviews numerous times. Then one day, the Finkton team was doing a play test, when Ken decided the entire stage was wrong. It looked like the residents lived in garbage. It needed to be beautiful, because Columbia was designed so that even the poor lived beautifully.
It was all wrong. And it had to go.
Wells was furious. Levine had been looking at this for months. In August of this year, Wells announced his new role as art director at Naughty Dog Studios.
The Take-Two solution was to lay off dozens of employees and stick Levine with a small team so he's only wasting millions instead of tens of millions of dollars with his directing style.
Their solution was almost as retarded as Levine's directing style, because Irrational was an established studio that simply needed better management, directors and leads.The Take-Two solution was to lay off dozens of employees and stick Levine with a small team so he's only wasting millions instead of tens of millions of dollars with his directing style.
If only they had brought on Tim Caine & Leonard Boyarsky to develop VtMB 2... Oh wait, never mind.
What is the difference? They both will be done in 10 years and both are extremely buggy on release and will cost shit ton of money to their publishers.man I remember when I was like, 'I wish cdpr was making this game instead'