Chapter three. On talented artists and uncustomizable solutions
This is just going to be one of those trivial notes on working with artists. Similar things have been said many times before me, but, as usual, before you step into it yourself, you just won’t get it.
We have a beautiful game interface, but its support is turning into a bigger and bigger pain by the day. Time and time again, here and there we come across non-extensible menus, with running out of space for buttons and information on the “soldiers” icon, with the duplication of the same information in various interface spots.
I really wish I could say that all of this is our concept artist’s fault, but it it’s not. It’s my fault for delegating this to a concept artist. Thousands of my colleagues’ reports stressed that this is a task for a technical specialist, but we really wanted to make it beautiful.
Ok, it’s beautiful. But whether this beauty will be dragged into the release, or will have to be abandoned for something more technical and functional – that I don’t know.
But our concept art is really amazing – not every AAA project has works that are comparable in quality.
Their high-resolution versions are here.
29.09.15, game designer Smaka