Inside the Vault: Robert Wisnewski
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Inside the Vault: Robert Wisnewski
<strong>[ Person -> Interview ]</strong> - More info on <a href="#Inside the Vault">Community: Inside the Vault</a> | More info on <a href="#Fallout 3">Game: Fallout 3</a>
<p>Inside the Vault is back after a brief hiatus. This time, they've interviewed <a href="http://bethblog.com/?p=332#more-332" target="_self">Robert Wisnewski</a>, one of the senior artist. Highlights:</p><blockquote><p><em><strong>What’s your job at Bethesda?</strong></em></p><p><em>Environmental/Dungeon Artist</em></p><p><em><strong>What other games have you worked on? </strong></em></p><p><em>Deathgate 1994
Shannara 1995
Mission Critical 1995
Callahan’s Crosstime Saloon 1997
The Wheel of Time 1999
Unreal II: The Awakening 2003
Unreal II: XMP Multiplayer 2003
Oblivion: 2006
Shivering Isles: 2007
Fallout 3…</em></p><p><em><strong>What is the [worst] part about being an artist?</strong>
</em></p><em>The worst part is that I make architectural set assets that get used
lots of times. That may not sound like a bad thing, but when you see
anything repeatedly in a game, it loses some of the impact that single
location art has. This also somewhat limits what you can do with the
models - a unique piece [say a wall section with lots of damage] is
great when it’s used sparingly, but the wall sections that you see more
often are the less unique ones since they’re used repeatedly - many
times right next to each other. Trying to make kits where the pieces
look good together and provide a lot of possible layouts yet don’t look
very repetitive, can be hard. I’m always working on ways to make the
‘dungeon kits’ I create look less repetitive yet more ruined. And,
adding damage to geometry is always time consuming.</em></blockquote>
<p> </p><p>Read the whole thing <a href="http://bethblog.com/?p=332#more-332" target="_self">here</a>. </p><p> </p>
<p>Inside the Vault is back after a brief hiatus. This time, they've interviewed <a href="http://bethblog.com/?p=332#more-332" target="_self">Robert Wisnewski</a>, one of the senior artist. Highlights:</p><blockquote><p><em><strong>What’s your job at Bethesda?</strong></em></p><p><em>Environmental/Dungeon Artist</em></p><p><em><strong>What other games have you worked on? </strong></em></p><p><em>Deathgate 1994
Shannara 1995
Mission Critical 1995
Callahan’s Crosstime Saloon 1997
The Wheel of Time 1999
Unreal II: The Awakening 2003
Unreal II: XMP Multiplayer 2003
Oblivion: 2006
Shivering Isles: 2007
Fallout 3…</em></p><p><em><strong>What is the [worst] part about being an artist?</strong>
</em></p><em>The worst part is that I make architectural set assets that get used
lots of times. That may not sound like a bad thing, but when you see
anything repeatedly in a game, it loses some of the impact that single
location art has. This also somewhat limits what you can do with the
models - a unique piece [say a wall section with lots of damage] is
great when it’s used sparingly, but the wall sections that you see more
often are the less unique ones since they’re used repeatedly - many
times right next to each other. Trying to make kits where the pieces
look good together and provide a lot of possible layouts yet don’t look
very repetitive, can be hard. I’m always working on ways to make the
‘dungeon kits’ I create look less repetitive yet more ruined. And,
adding damage to geometry is always time consuming.</em></blockquote>
<p> </p><p>Read the whole thing <a href="http://bethblog.com/?p=332#more-332" target="_self">here</a>. </p><p> </p>
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- Devil times three go climb a tree
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- Devil times three go climb a tree
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Could be, I've been missing a lot of stuff lately. I lost my pastures, I lost my cute farm girl and my transportation. Everything went to the neighbours farm...bitches...can't live with em, can't live without em...
"Reality is that which, when you stop believing in it, doesn't go away."
Philip K. Dick (1928 - 1982), Do Androids Dream of Electric Sheep?
Philip K. Dick (1928 - 1982), Do Androids Dream of Electric Sheep?
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This guy doesn't sound too sucky at all, actually. Since he has one of the shittiest jobs at Bethfaga, he probably isn't too bad of a guy. Sounds pretty "normal" to me.
At least he's not saying he likes platformer games...
AND his job wasn't directly related to the awful-ness that was Oblivion. He also didn't work on Morrowind. I'm impressed in a mediocre sort of way.
At least he's not saying he likes platformer games...
AND his job wasn't directly related to the awful-ness that was Oblivion. He also didn't work on Morrowind. I'm impressed in a mediocre sort of way.
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- Devil times three go climb a tree
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- Devil times three go climb a tree
- Posts: 3995
- Joined: Wed May 09, 2007 9:32 pm
- Contact: