Spazmo
Erudite
Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic 2: The Sith Lords
<a href="http://www.gamespot.com/pc">Gamespot PC</a> got KOTOR2 lead artist <b>Aaron Meyers</b> to write a <a href=http://www.gamespot.com/pc/rpg/kotor2/preview_6113336.html>dev diary</a> about his work on the game.<blockquote>After we knew what we were doing, we started hiring new artists and finding people who could get the job done. This was one of the hardest tasks during the making of KOTOR II. I had to go through tons of applications, resumes, and demo reels. I was pleasantly surprised at the volume of people who wanted to work for Obsidian, considering we didn't have a title under our belt as Obsidian. So we hired a few people we thought would work well at Obsidian. We had about 10 artists and hired a few more toward the end so we could use their talents to finish up and then get them started on Neverwinter Nights. We also had three out-of-house artists who did various tasks, such as blocking out levels, concepting, and creating a few characters. We had an art intern who was going to school and working here on the side.</blockquote>There's more fascinating facts about what it's like to be a lead artist in the article.
<a href="http://www.gamespot.com/pc">Gamespot PC</a> got KOTOR2 lead artist <b>Aaron Meyers</b> to write a <a href=http://www.gamespot.com/pc/rpg/kotor2/preview_6113336.html>dev diary</a> about his work on the game.<blockquote>After we knew what we were doing, we started hiring new artists and finding people who could get the job done. This was one of the hardest tasks during the making of KOTOR II. I had to go through tons of applications, resumes, and demo reels. I was pleasantly surprised at the volume of people who wanted to work for Obsidian, considering we didn't have a title under our belt as Obsidian. So we hired a few people we thought would work well at Obsidian. We had about 10 artists and hired a few more toward the end so we could use their talents to finish up and then get them started on Neverwinter Nights. We also had three out-of-house artists who did various tasks, such as blocking out levels, concepting, and creating a few characters. We had an art intern who was going to school and working here on the side.</blockquote>There's more fascinating facts about what it's like to be a lead artist in the article.