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Interview of Matt Rhodes, Lead Concept Artist from BioWare


5 réponses à ce sujet

#1
Bulltox

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 Hello, my team and I had the great opportunity to make an interview of Matt Rhodes, one of the most talented artist I've seen in my life !

It's for the fan page Dragon Age France but we thought that the Interview in English might interest all of you ^^

That's why I wanna share it with you and all the DA fans ^_^

http://www.ultimatec...nglish-version/

Thanks for reading and if you wanna join us on Facebook you're welcome !

Andy

Modifié par Bulltox, 09 septembre 2013 - 10:20 .


#2
Allan Schumacher

Allan Schumacher
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Hmmm, Matt is more of a concept artist (so in that sense, he is a "designer" but the term lead designer may be confusing for some people).

Was he okay with the term in that way?

#3
Allan Schumacher

Allan Schumacher
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That's fine. I'll touch base and let him come in if he wants (if I can find his profile... lol).

#4
David Gaider

David Gaider
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Bulltox wrote...

He didn't say no, but if you want we can change the title Allan ;)


Please do. He is the Lead Concept Artist. "Lead Designer" is someone else completely, and will be confusing for some who don't keep up to date on our position changes.

Modifié par David Gaider, 09 septembre 2013 - 09:55 .


#5
Allan Schumacher

Allan Schumacher
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Yeah I think that that is best. THat's what I refer to him as. Lead Designer technically deals with the game design stuff as a whole.

#6
Allan Schumacher

Allan Schumacher
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Lead Designer will really do more "general design" across the board, in terms of "how the game plays."

It's a bit out of my element and I'm sure there's some collaboration (Hey we want to add this art... cool I can do some fun stuff with this art!).

But it's about overseeing the gameplay from things like puzzles, creating encounters, and so forth.

There's a variety of aspects that they will oversee, but like "Level Design" is one part, and they are the ones that take the level art (the geometry with all the placeables) and start to craft encounters and so forth.

Tech Designers will set up how puzzles and stuff work, do the scripting for the scenes. THere's a lot of overlap, but yeah.


ANd of course, it's all still collaborative. Writers will have plots, and the level designers will start placing those conversations and whatnot int he scene, while art guys go "yeah this looks good" and so forth :P

But yeah, "design" is sort of the "not programming and not art" aspect of content creation. If that makes any sense? :P