![]() It was challenging to design at times for sure. The game would have taken too long to build if I had to do everything ) Some specific tile sets were done by Eric, while others were done by myself. We both had enough different tile sets to do that had enough variety that we ended up doing equal amounts of generic stuff (like ground tiles, building tiles, trees, bushes, etc). The bulk of the environment / prop stuff was mainly divided between myself and another person (Eric Cheng). ![]() Once the assets for JA2 were done, I ended up doing loading screen images (once again, using 3d rendered images as a base, then touching them up in Photoshop).įrom there, I ended up going over to the Wizardry project where my duties involved modeling 3d environments and texturing them. Since the game is from an isometric/orthographic view, I (along with other team members) ended up doing modeling a lot of these items in 3DS Max, rending those models using an isometric/orthographic view port, and touching up those rendered images within Photoshop. I also was heavily involved in making props, like run-down vehicles, wooden crates, barrels etc. This ranged from building ground tiles like grass, sand, mud and water for example to making trees, bushes, house walls, windows, doors and roofs. ![]() For JA2, my role mainly involved making environment sets. In the course of that time, I had various duties, as I worked on various projects (aside from the JA2 series, I also worked on Wizardy 8). Norman Olsen: I worked at Sir-tech for three years (from 1997 to 2000).
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