![]() A good environment artist puts their ego aside when it’s time for critiques. One of the best lessons to learn about game development is never become overly attached to ideas. A zone is a big feature and it’s important not to get locked into a plan just because it was the first one you made. Deviations from the plan are okay, though, as long as they are made with intent. As time goes on during the project, I can reference back to my AVP and make sure that I’m still on track. ![]() A harshly lit red desert with sharp, angular rocks has a very different mood than a sea of moonlit sand dunes dipping into the overgrown oasis. Color, light, and shapes can all be used to help give a level a certain feel. One of the main jobs of an environment artist is to help establish the mood of the level.
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