Arenanet environment artists

Arenanet environment artists

in Guild Wars 2 Discussion

Posted by: cptaylor.2670

cptaylor.2670

Q:

What programs do you use to create your environments? Do you model the cliffs and rocks as large asset packages and then drop them into a game engine or does your game engine give you more terrain options that let you create some of the cliffs and caves?

Just curious because I’d like to make a little fantasy world of my own and love the realistic style of the Tyria environments but using a free Unity gives few options for terrain editing.

Have tried modeling a sheet rock cliff platform similar to the ones in some of the desert areas and Maguma, but just looking at it makes me cringe knowing all the work that’s going to be put into texturing it and knowing it’s only one small piece.

Also wanted to make a large cavern area with a city similar to the Gilded Hollow, but unity doesn’t give the option for anykind of cave editing which means most of it will involve modeling.

Arenanet environment artists

in Guild Wars 2 Discussion

Posted by: Danikat.8537

Danikat.8537

A:

Conveniently there’s an Environment Prop Artist position open at ArenaNet at the moment, which means there’s a full list of the skills and experience required on their website.

The two points which might be relevant from the Qualifications section are:

  • Proficiency in Maya (preferred), Max, Photoshop, Zbrush and/or Mudbox.
  • Familiarity with environment creation software such as Unreal, Unity, Crytek, Source, or other proprietary toolsets.

So apparently Unity is on the list, but it might be that they use different programs for different parts of the job based on what works best for each thing.

Danielle Aurorel, Dear Dragon We Got Your Cookies [Nom], Desolation (EU).

“Life’s a journey, not a destination.”

Arenanet environment artists

in Guild Wars 2 Discussion

Posted by: cptaylor.2670

cptaylor.2670

It seems most companies use Maya as well. I downloaded Zbrush but the interface kid of threw me for a loop.

Thanks!