A Technical Artist's job in designing Killzone 2 |
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It's common consensus that Guerrilla Games' Killzone 2 really made heads turn when it was shown at E3. One of the major reasons it got that much attention is the impressive visuals of the game. Wouldn't it be interesting to take a look into the life of someone who helped design the graphics? Fan blog Killzone Unit got a chance to talk with technical artist Dirk Boer who gave quite a few details about his job and what he does. His job title might be a tad confusing for the average gamer so he described what his job entails:
As a Technical Artist, I work in the middle between Art and Code. The job description for a Technical Artist is very broad: creating tools for artists, rigging characters, and putting interactive game-objects into the game. ItÂ’s very nice that you are able to do so many different things every day as a technical artist!
He gave word that he is currently working on Killzone 2 and optimising the workflow and pipeline for the Environment Artists. From what we understand he is currently making tools so that the artists can pay more attention to content and graphics instead of the inevitable technical difficulties that may arise.
The interview then proceeded to discuss his role in the creation of Killzone: Liberation, so click on the read link find out more.
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Comments
first
Why doesn't this technical artist try not making every single thing in Killzone 2 the same bland, boring textureless, washed out grey color? Why doesn't he try to put a little bit of detail into the environments? Why doesn't he try to make the cut scenes look better than a PS2 game?
Yeah your right, Halo does have same bland, boring texture less, washed out grey color.
Actually, Halo has a lot of ugly neon blue and weird/gay looking pink colors in it. The Halo series is the most overrated series of all time. To hell with Halo!!!!!
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