Naked Ninja said:
Wowsers, DA/DA2 had dozens of artists and they somehow managed to not be worse than about half-a-dozen, give them a medal, most talented art team ever.
I'm thinking you don't quite understand how art assets come to be produced. More artists = more assets. But the assets are still generally produced individually (or broken up by function, texture artists, animators, etc).
As in, it's not like because they have 10x artists, each individual vase you find should be 10x the quality of the other game.There will just be 10x as many vases/environmental props.
From the DA2 manual:
Art and Animation
Character Artists: Shane Hawco (Lead), Ben Carriere,
Leroy Chen, Jae Keum, Francis Lacuna
Cinematic Animators: Greg Lidstone (Lead), Carlos Arancibia,
Edward Beek, Tim Golem, Suhas Holla, Nathan Zufelt
Concept Artists: Ben Huen, Ville Kinnunen, Steve Klit,
Casper Konefal, Matt Rhodes, Ramil Sunga,
Nick Thornborrow
Environment Artists: Ben McGrath (Lead), Sheila Nash
(Technical Lead), Casey Baldwin, Hayden Duvall,
Andrew Farrell, Rohan Knuckey, Boyd McKenzie, Chris Ryzebol,
Andre Santos, Lee Scheinbeim, Alex Scott
GUI Artists: Warren Heise (Lead), Tyler Lee
In-Game Animators: Clove Roy (Lead), Julio Alas,
Steve Gilmour, Marc Jarvis, Michael Milan, Cody Paulson,
John Santos
Technical Animators: Charles Looker (Lead), Kevin Ng,
Steve RunhamTechnical Artists: Geordie Moffatt (Lead),
Yunus “Light” Balcioglu, Daniel Fedor, Suhwan Pak
Visual Effects Artists: Alim Chaarani (Lead), Jacky Xuan
Additional Art and Animation: Joy Ang, Heather Cerlan
(BioWare Mythic), Chad Emond, Harvey Fong, Trevor Gilday,
Lucas Hardi (BioWare Mythic), Sung Kim, Terrence Kim,
Tohan Kim (BioWare Mythic), Mikko Kinnunen, Nate LaMartina,
Tom Rhodes, Rion Swanson
All those people worked on the plethora of unique assets, sure.
And I didn't say 'not be worse', btw, I said better. DA 1 & 2 art is better than M&B. You disagree? You sure about that?
Once again: not much of an accomplishment. They're still unpleasant to look at and compared to games with similar-sized art teams, they're a particular level of bad.