Smuggler Archive
Thread: Anyone know if..
SWG-Goliath wrote:
I'm sure you've seen some of the loot paintings you can get off NPCs and in other places in game. Some of those are concept works for things that never made it in game. Also I have some of the aniversery paintings from last year, some of those are ships that didn't make it in game. So in a way you have already seen some things that only made it in game as paintings rather then being fully realized.
'm actually an art student at the School of Visual Arts (third year coming up) and what i want to do is to be an conceptual artist for games not unlike SWG and the like. i would have sold my soul to work on SWG (or ILM/LucasFilm for that matter!) in the art department. as a graphic artist, i dont know whether you mean you do graphic design (like the icons in game for instance) do actual concept art (like the drawings of creatures, starships, etc to later be fully realized like you have been talking about in this thread), or actually put together the 3D models. it leads me into my question.
what sort of things should i be honing my skills to if i want to be a conceptual artist in this field? what things does SOE look for when they go to hire a conceptual artist?
thanks ^_^
SrinKnorei wrote:
SWG-Goliath wrote:
I'm sure you've seen some of the loot paintings you can get off NPCs and in other places in game. Some of those are concept works for things that never made it in game. Also I have some of the aniversery paintings from last year, some of those are ships that didn't make it in game. So in a way you have already seen some things that only made it in game as paintings rather then being fully realized.
'm actually an art student at the School of Visual Arts (third year coming up) and what i want to do is to be an conceptual artist for games not unlike SWG and the like. i would have sold my soul to work on SWG (or ILM/LucasFilm for that matter!) in the art department. as a graphic artist, i dont know whether you mean you do graphic design (like the icons in game for instance) do actual concept art (like the drawings of creatures, starships, etc to later be fully realized like you have been talking about in this thread), or actually put together the 3D models. it leads me into my question.
what sort of things should i be honing my skills to if i want to be a conceptual artist in this field? what things does SOE look for when they go to hire a conceptual artist?
thanks ^_^
we have j3d1 in the forum again, guys. Have you been dropping crumbs again? If they get into the trashcans, we're screwed.
SWG-Goliath wrote:
I dont work on Concept art. We already have some great people working on that. What I do is take thier work and turn it into an actual thing. However insome cases the conceptwork has already been done, like for the Sorosuub, or Arc170.
*nudge* What about all those nice ships in the other SW games? I appreciate all those new Hutt and Black Sun style ships, but there is already a whole armada of ships available alone from X-Wing Alliance.
Would love to see them ingame, I always cringe when I see pirates flying A and X-Wings
I just would like to point out the total smugglerness of that smartass remark.
SWG-Goliath wrote:
teh_n00b123 wrote:
Can you give a tiny hint on the art projects you're working on..?
SURE! im working on SWG!!
SWG-Goliath wrote:
I dont work on Concept art. We already have some great people working on that. What I do is take thier work and turn it into an actual thing. However insome cases the conceptwork has already been done, like for the Sorosuub, or Arc170.
How about arting together a bunker house?
SWG-Goliath wrote:
I dont work on Concept art. We already have some great people working on that. What I do is take thier work and turn it into an actual thing. However insome cases the conceptwork has already been done, like for the Sorosuub, or Arc170.
So you did both the Sorosubb and the Arc? Nice jobs.
Did you happen to design the Y-8 too?
WesBelden wrote:
The problem there though is if you cut out the middle man, which you do if you try and slap them around, given you can't reach the head honcho without them, you're utterly screwed. If on the other hand grievances are kept amongst ourselves and people bite their tongue and talk with a civil mouth to the middleman, things might swing the other way.
Not saying they certainly would or that you'd see a result all that soon (once you've beaten someone up it's hard to make them think you won't do so again), but we've tried the heavy handed approach and it certainly isn't working in any shape or form and is liable to spill over to others who shouldn't be affected in the first place (Goliath being a prime example).
/shrug
You can argue which way is best until the cows come home, but I know which way is going to get a better dev response out of the two and I think most here do too... it's whether you want it enough to take on a measure of self control and fight back rage, indignation and all the negative emotions that crop up and post objectively and for the most part without emotion.
In the end I doubt it'll have an effect on when things get done anyway, but it might help out how they're done.
Edit: typos.
Message Edited by WesBelden on 07-31-2005 01:36 AM
That's all fine and dandy Wes, but how long would you say is a long enough time to maintain an objective attitude? One year, two, three years? At what point is it acceptable to say that enough is enough and we are not going to remain objective anymore? At what point do we say we have been mislead and brushed off too much and it's time to start tolet those feelings of betrayl andanger surface and manifest in the forums? When does this all become acceptable? These are of course more rhetorical questions than anything, my point is that at some point you have to stop turning the other cheek when there is no more to turn. Ibelieve we have reached that point, especiallywhen we start to see long time Smugglers, who have been of the same attitude and approach as you, finally blast the devs and SOE and quit.
I think we have been patient enough, I think we have been objective and tactful long enough and it hasn't gotten us anywhere. Not to say that raising a voice of dissention will get us any further, however when you utilize one approach for a length of time and get nowhere it's time to try another approach. And when a dev comes to the Smuggler forums and tries to treat us like we are little children by making blatantly contradictory statements that just about seals the deal. If we are being put on hold then just say it don't try and spin it into somethinmg it isn't and definetly don't try and BS us. I really believe it is time for the Smuggler community to drop it's trade marked understanding and patient nature and take on more and attitude of dissention. I am not saying we should turn the forums into a flame war, however you can still voice you unhappiness in an unobjective and dissatisfied nature and still stay within the guidelines of the forums (sarcasm is a great tool for this). Anyway, just my thoughts.
Message Edited by Kelko on 08-01-2005 11:10 AM
SWG-Goliath wrote:
I dont work on Concept art. We already have some great people working on that. What I do is take thier work and turn it into an actual thing. However insome cases the conceptwork has already been done, like for the Sorosuub, or Arc170.
And boy do I love my yacht!
Master Artist
SWG-Goliath wrote:
The exterior of the Y8 was designed by one of our talented concept people. I took the 2d art and turned it into a ship. The we discussed what the design team wanted for the interior and i did some quick models for everyone to look at. When it was finalI did a final interior model which became the interior of the Y8. All together it took about 2 months.
Nice.. i like my Y-8 Light Battle Cruiser. Sadly, someone did a bad job when it came to mining, and turret placement. But that thing nice "spacey" inside hehe