Interviewing Game Designers
ESSAY
Questions
- How and were do you take inspirations for your work?
- How do you manage to fit the story telling elements in your work? (Design, texture)
- How do you handle your task, time management, efficiently, attentions to details?
- How you use the software’s to design and create your works, and how would you approach the design?
- Do you create your work for functionality of creativity, or do you balance both? (Logic behind the models)
- How would you bring priority when designing and what are your main goals for your works?
- What are the problems you try to avoid when designing, what would you focus on first?
Personal Research
Abbie Willett
Interview 9/02/2023 Abbie Willett - Game designer - Sumo Digital
I went to Yorkshire Games Festival, in Bradford. I spoken to Abbie about the work and networking.
Abbey Carter
Interview 01/03/2023 on LinkedIn Abbey Carter 3D Artist at Beyond Skyrim: Valenwood, Argonia.
• How and were do you take inspirations for your work? In terms of how I find myself constantly researching, I’ve always had a passion for visual arts and follow many creators from various disciplines. Seeing other creators' work in itself is an inspiration, I then find myself going down different rabbit holes from a single creator and researching many branches that I consider interesting. It’s not just art it can be anything I find interesting; history, science, architecture, culture. That isn't to say I don't find inspiration from other places. It's not always research. Sometimes I will be travelling and see something that catches my eye. No matter what I’ll stop and take a picture as reference, I will develop a way to include it within my work. A prime example of this being a personal project I’m working on at the moment in which two locations I visited are featured in the opening exterior shots. • How do you manage to fit the story telling elements in your work? (Design, texture) When working in teams such as Beyond Skyrim, we have to consider many things. What culture does the item come from, is it new or old, what environmental factors should we consider, to name but a few. The work we do is designed extensively from Concept Artists as a rough basis to go from before progressing over to the 3D artists such as myself. In terms of the Insect Resin Weapons and Armour they are featured in the world as very regal weapons. From a design aspect of this there are filigree reliefs across the weapon set. There is minimal wear on the weapons and armour as they are new and again, regal. The materials used are resin, shellac and amber which then plays into the lore of the game and carefully danced around the “Green Pact”. • How do you handle your task, time management, efficiently, attentions to details? I have a range of methods I use with various softwares and websites available. Trello is such a key aspect working within teams and this is a strong one for us all to stay organised. For time management on personal projects I use gantt charts, then in order to keep all my references collected I use a software called pure ref. Finally to know what I’ve done and how much I have left of each asset I use microsoft lists or failing that write out a to do list. Sometimes depending on the scope of the project I find keeping a journal or sketchbook handy! • How you use the software’s to design and create your works, and how would you approach the design? I first approach a piece by blocking out the important shapes in Autodesk Maya, I sometimes add in hints to details within this stage too as a way to remind myself in Zbrush where different elements go. From here I develop the piece in a software such as Zbrush starting with low decimation to build up the shape more. Once happy with this I up the decimation and start working in layers. I prefer working in layers as not only it allows for a cleaner faster way or navigating what steps I’ve done but, it also allows me to alter a stage if say for instance i didn't like the finish or felt it too harsh. At this stage onwards I would say feedback is super important. Once happy with the sculpt I then bring the mesh back into Maya to retopologize and finally UV Map, depending on the asset this can be the most time consuming. One thing I do like with UV mapping is that if there is something you have missed in retopologizing the model it is highlighted in the UV editor. After setting up the texture and naming convention and then take it on to Substance Painter to finalise the piece. • Do you create your work for functionality of creativity, or do you balance both? (Logic behind the 3D asset) I believe with working in 3D it's definitely a balance of both that always need to be considered. Especially with working on assets for a fantasy world one strong element to make fantasy believable is to have realism thrown in. Would this creature be able to function in the real world? could we use this object in the real world? This doesn't just apply to the design of the asset but things like the scale the object is being built at, the optimisation of the object if it will be a hero asset or animated.
• How would you bring priority when designing and what are your main goals for your works?
For me it would be delivering a high quality product at the end of the piece that fits the style of the world I’m working in while ensuring its functionality. The Priority for me is to ensure I’m delivering the best piece I can. What are the problems you try to avoid when designing, what would you focus on first The key problem I try to avoid is having non manifold topology, this shows up a lot more so within organic pieces across the furniture I have done. It can double the amount of time I would normally spend retopologizing a piece while making it a stressful situation. To somewhat help this situation I would use Zbrush’s Zremesher feature which helps reduce the manual workload. Editing will still have to be done to get an optimised game ready model though.
Burak Coskuner
1.QuestionAnswer : Imagination. or the desire to create a new model inspired by a famous model is my inspiration. 2.Question-Answer: The important thing is the result. As well as modelling, texturing is an indispensable part of the resulting work. both should definitely be in one study. the two complement each other. A perfectly made model is garbage unless it has a realistic texture. 3.Question-Answer: The Pomodoro technique is indispensable. If you spread the time in modelling and design, if you postpone it, your desire to do will be lost as much. There are mistakes and omissions in a work done reluctantly. 4.Question-Answer: For business purposes: first of all, the reference is checked. modelling, Uv design, Texture Coating and Rendering are the work sequences, respectively. Out of Business: you can make creative designs by adding your imagination by referring to the reference. 5.Question-Answer: A creative design does not necessarily have to be functional. Aesthetics is more important to some people. 6. My main goal is to address different areas such as hard surface, costume-design, prop, organic modelling in this sector. My aim is to increase the possibility of finding a job in different fields. 7. The thing I pay attention to the most is that the topology is smooth in prop and hard surface models. If it is not correct, fixing the topology sometimes takes longer than making the model. It slows down the workflow.
James Henry Burton
03/03/2023 James Henry Burton - 3D artist from White Paper Games
Peter Dimitrov
06/03/2023 Peter Dimitrov - 3D environment artist at Rebellion
How and were do you take inspirations for your work?
I get inspired from all kinds of creative fields. But most often I find that to be the case from fields bit away from games. Instead I get inspirations from movies, tv-shows and books.
Then when I start a new project (inspired in parts from one of the above) I will try and search for related, or bit distantly related images. Most of the time I start with paintings and old art, sculptures, glassworks, metalworks, things that are museum worthy. I have a few websites I search in. After I settle more into what I am making I start to look for contemporary high resolution photography too so I can have insight from realism.
The websites I use for the art related, museum stuff are:
How do you manage to fit the story telling elements in your work? (Design, texture) I make sure to start small: block out the space with no colors and complex pieces. Instead its rudimental parts. I focus on that but also on my camera placements from early on so I know I have good shots and good scale in the scene. Only after I have that nailed, I start slowly introducing texture and bigger strokes of storytelling through the collection and clustering of different props and pieces. How do you handle your task, time management, efficiently, attentions to details? I accept that some parts of a scene will inevitable take time. There is no other way around it. For example right now I'm in the middle of making a new scene where I have a circular scene and in the middle there is a rock orb with crystals (you can find screenshots and WIP of this on my Twitter, by the way, so you get better context). In there my prime example is the crystal rock that once I got into I knew there is no way it will take me less than 2 weeks of nearly everyday work (this is work after or before my fulltime job, so I cant spend more than 2-3h of it per day). As such I just had to accept this is the type of creative journey that takes time and I had to try and not rush or get impatient. Instead I had to focus on getting enjoyment out of it no matter how long it took. Twitter Peter Dimitrov
How you use the software’s to design and create your works, and how would you approach the design?
I use PureRef to gather all of my influences, art images, photos into one place. I have that open on my second monitor all the time and always remember to look at it. I design my spaces in UE5 directly where I move and drag different pieces and primitives I create in Blender. When I block out my initial spaces I always try to focus on primitive shapes and not overly complicate. (you can find exmaple for that again on my Twitter, in my latest scene, if you go back in time enough to see it at its start). Do you create your work for functionality of creativity, or do you balance both? (Logic behind the models) I balance it. Its a funny thing because I always find in the real world, while walking outside, random items, pavements, textures, combinations of imperfections, that combine in such a way that I immediately think "wow, if you were a player, and was this in a 3D world, you would totally say its fake and not realistic!" As in sometimes even in life, we have things that when put into a fabricated, 3D reality, immediately start looking unrealistic. But there is nothing wrong with those things! It's just the human brain expecting specific patterns (or seeing patterns where there are none and its coincidence). As such while making a 3D scene I will embrace the imperfections and "issues" in my scene that come off natural and give it better organic look. But the moment I introduce an imperfection that is good but looks unnatural, I will tweak it. This is the way with props too: when I make a prop I analyze its real world equivalent and focus on bringing through the real functionality of said item. But the moment I see a part of it getting in my way or suddenly "looking fake" even though its the same IRL, I'll tweak it. How would you bring priority when designing and what are your main goals for your works? My main goals these days is to look detailed, rich and not low poly. I want my texturing and my visuals to match megascans quality even if I'm making them by hand. It's something Im constantly learning and improving towards so I can't say I am fully there yet (but this is art and this is the story of every creative - its a journey that never ends and you always learn). The moment I get an idea that is fantastic and sci-fi in its nature, and not realistic like Megascans, I will still go for it and try to balance it is. This is because I love fantastical stuff and I don't want to settle for ultra realism. What are the problems you try to avoid when designing, what would you focus on first? As I already said I would usually focus on blockout and early camera angles. I will try not too introduce anything too complicated early on (as shapes) or any texture as that can be distracting and give you a worse composition in the long run. It's like in painting where you will start with a tiny, compositional thumbnail and nail that down before increasing the canvas resolution and starting to flesh out and render more.
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