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- Jun 18, 2002
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Tags: Sacred 2
Yet another division of IGN, this time the blog one, <a href="http://blogs.ign.com/AscaronEntertainment/2008/07/30/97782/">has a blog from Daniel Lieske about the art design in Sacred 2</a>:
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<blockquote>The last concept artwork I designed was done quite some time ago, because the visual development of the game starts with the concept art. For even the tiniest object in the world of Sacred you have to create a visual concept, otherwise nobody would know what this particular item has to look like. Especially when you are working with a lot of external contractors, which is the case with our project. It's extremely important to have a concrete guideline for every object that has to be created, because that simplifies the communication and reduces the number of changes needed later. Therefore I spent a lot of time designing armor, weapons, equipment objects and all sorts of accessories and props. It’s always nice to see an item that I visually created months ago, after it's taken its long journey through an external 3D modeling studio, been added into the database and then finally appearing in the game. Most of my work on Sacred 2 is finished by now, but there’s still always a little thing here or there that needs a visual template. I prefer to design creatures because I have a lot of creative freedom with them. I get almost fatherly feelings when I see these little rascals roam the gaming world later on. </blockquote>
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He also talks about flags for the different factions and interfaces.
<br>
<br>
Spotted @ <a href="http://www.gamebanshee.com">GameBanshee</a>
Yet another division of IGN, this time the blog one, <a href="http://blogs.ign.com/AscaronEntertainment/2008/07/30/97782/">has a blog from Daniel Lieske about the art design in Sacred 2</a>:
<br>
<blockquote>The last concept artwork I designed was done quite some time ago, because the visual development of the game starts with the concept art. For even the tiniest object in the world of Sacred you have to create a visual concept, otherwise nobody would know what this particular item has to look like. Especially when you are working with a lot of external contractors, which is the case with our project. It's extremely important to have a concrete guideline for every object that has to be created, because that simplifies the communication and reduces the number of changes needed later. Therefore I spent a lot of time designing armor, weapons, equipment objects and all sorts of accessories and props. It’s always nice to see an item that I visually created months ago, after it's taken its long journey through an external 3D modeling studio, been added into the database and then finally appearing in the game. Most of my work on Sacred 2 is finished by now, but there’s still always a little thing here or there that needs a visual template. I prefer to design creatures because I have a lot of creative freedom with them. I get almost fatherly feelings when I see these little rascals roam the gaming world later on. </blockquote>
<br>
He also talks about flags for the different factions and interfaces.
<br>
<br>
Spotted @ <a href="http://www.gamebanshee.com">GameBanshee</a>