World Art Director in games. Crysis, Diablo, Overwatch, Europa, Crimson Moon

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Joined September 2009
The big day has come! @EuropaGame is yours now, it's finally out of my hands! From the bottom of my heart, thank you for your support. I sincerely hope you love Zee's journey and find meaning in his story. Enjoy the game!! 🦋 🙏
7 years ago, I started making my dream game while balancing a AAA dev job. Today, it's finally out on Steam and Switch. Making Europa has changed my life, and I hope you love it as much as I've loved making it. 💖
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25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. xitter.cf/ObbeVermeij/status/178… xitter.cf/ObbeVermeij/status/175… xitter.cf/ObbeVermeij/status/187… xitter.cf/ObbeVermeij/status/182… xitter.cf/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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Portal jumping through gaussian splat worlds with WebGPU. real time. sound on.
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Helder retweeted
Replying to @lorne_lanning
I hope you saw this incredible project where it's possible to explore the levels of Abe's Oddysee & Exoddus directly in the browser, it's so much fun. oddworldmap.com/#AE/SV/7/112…
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Early footage of Star Wars Galactic Racer. Man I love seeing stuff like this, even before a lot of the 'star wars' stuff came in, this already looked like a blast. Such a fun game.
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Happy #PortfolioDay ! I'm Nick Stath, a Concept Designer for film & tv who's obsessed with architetcure.
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Remembering Richard “Levelord” Gray. In this interview, Richard reflects on the creative freedom he and Allen Blum had while designing the iconic levels of Duke Nukem 3D.
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A very rare Neo-Romanian style door, expressed in the Art Nouveau zeitgeist of the 1920s, reminiscent of a Hobbit entrance. Bucharest, Dorobanți quarter.
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Helder retweeted
Happy #PortfolioDay 🧡 I'm Flo, a 3D Environment Artist from Germany working at @RWSstudios and creating maps for Counter-Strike 2
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Cracked tiles
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RIP Levelord! An absolute legend.
Devastating news today. Richard “Levelord” Gray was such a great guy. Like many of our friends, I wish I could have hung out with him again. He was full of life, a gentle soul, and an excellent level designer. He was called “Levelord” for a reason. I loved the first episode of DN3D but was more drawn in by E2 and E3 that had such distinctive designs. We’re gonna miss you, man. You were one of the best.
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Helder retweeted
Happy #PortfolioDay ! I'm Sheila, a freelance 3D Environment Artist from Italy!🌼 🎨 artstation.com/sheila_a
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Shadows
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Helder retweeted
This is the coolest thing I've ever seen in a game holy shit. The Northlight Engine team has been cooking from day one
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Max Payne 2 VR. Bullet Time + Frank Sinatra is a great combo! Music by Fuzzeke
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Castle
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Memories from this chapel in the north of Portugal 🏚
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Replying to @Frozune
Ancient designs are fascinating and far richer than imagined. This might be an App Store icon from thousands of years ago. prefer.jp/wp-content/themes/…
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Four pieces by four artists, but still one location! @kuriotea @lemoncholy_ @quiet_victories @sugidou
Four pieces, one location. More patreon.com/shant
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