:) Hi there and thanks for the compliments.
In regards to your question, it pretty much depends on the institution you are looking at. Different colleges have different names for the same thing . "Diploma of entertainment design" sounds so broad, it could be about anything. Depending on the path you want to take, you should probably look at contents of the course. Look for something that teaches 3D skills (MAX or Maya), Photoshop, and offers concept design and general art classes, with animation as a plus. However, be careful. If it is not really your passion (if you do not spend hours daily sketching on paper, sculpting or trying to figure out "how did they do it" already) you might find yourself learning very little in the course itself and end up with a decent chunk of debit and still be unemployable. Some courses focus on "academic" side of things and encourage their students to "dream and explore". They are mostly useless unless you want to become an essayist or art critic. Look for one that teaches solid skills that you can use. If you can control your own focus, you can find a lot of tutorials and free educational material on the internet already, and try and see if it suits you before you commit a couple of years of your life to it. However, if it is not already your passion, it will quickly become a chore once you try to work in the industry and you will end up hating your life eventually :)
I hope this helps,
Cheers and best of luck with your education,
Hi there, My name is Milenko and I will be looking after the art of ECO.
I just came back to the team this week after 7 months of engagement elsewhere.
In this thread, you can ask questions and I will try to answer whenever I get the time.
Also, every now and then, I plan to post bits and pieces of pre-production artwork to get some feedback and pick people's brains. if you are an artist or just have questions about art, you can shoot them here.
Nice to meet you all!
Hey people, sorry for the absence, I have been setting up my little studio, and working on some bits and bobs over the past couple of days.
@SnowHalo - for your first question, the game is fully 3D, so it uses both 3D meshes and textures, and yes the PNG format is the one most commonly used. For textures, any version of Photoshop would do, and even Gimp. In regards to 3D, I use 3D Max, but any 3D softweare that can output FBX file format would do, depending on people's proficiency. In the course of production (and it is going to be a year and a half process) I intend to do a couple of tutorials, and if there are people interested, perhaps a hangout or two, explaining how it works.
In regards to your second question, that is a question for the game design people, I just try to make things pretty and consistent. Other people worry about how they work :)
@Ellander -we are still deciding on the final look, but I think we will be leaning towards the more "cubey" world- improved/polished version of the stuff you see int he prototype video with a few extra blending types. It is not fully set yet, so I will keep you posted. Any questions about gameplay (landslides, erosion) should go to the game designers. They tell me what they need, and I provide, that is how we work.
@ Headgamer -I am a bit of a jack of all trades. I started my career as a designer for animated TV shows back in 90s and then moved in games. I did everything from concept art to modelling /texturing /animating. I am not very good at animating though, but I will be outsourcing to my friends and former colleagues for the bits of the job that they are better at.
you can check some of my personal work here:
Anyhow, thanks for the questions and keep them coming.
Cheers to all.
In all honesty, we are at the beginning of production at the moment. Existing art was a prototype work mostly, so it is not indicative of the final product fully. I want the environments to be engaging and unique. "Somewhere in-between" would be the current answer but it is a marriage between art and tech and we are about to start exploring what we can do. It will definitely be some sort of stylized world, pleasant to exist in. I would like to retain voxel nature of the game, so it is definitely not going to end up looking like Skyrim. But no Minecraft either. A lot of it will be driven by what is technically possible, time-frame and available hands on the deck. Same goes for the custom textures. We are yet to find out what we can do with that. And will let you guys know when we do. As for VR walk-arounds, I would love that too :)
Followers 1 Following 0 Joined Last Online