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The team over at Spanish WildStar fansite WildStar-ESP recently scored an interview with Creative Director Matt Mocarski of Carbine. We've teamed up to transcribe the full interview for you here, while the Spanish translation is over at WildStar-ESP. Enjoy!
WILDSTAR-ESP: To start could you introduce yourself and explain to us what your role on Wildstar is?
MATT MOCARSKI: My name's Matt Mocarski, I'm the Art and Creative Director of Wildstar. My role is kind of twofold, number one I'm the art director, which means I oversee all of the creation of assets and set the look of the game and work with the art team. I have about 75 artists that report to me. I have about 10 leads under me that all have their different sub-departments. So basically I just oversee every asset that goes into the game. All the lighting, everything. Anything visual in the game has most likely been reviewed by me and my team. So I've been in that role for a very long time.
Read the rest of the interview!
Try to be excellent to everyone you meet. You never know what someone else has seen or endured.
Comments
I think he's right. You can get the impression there's more demand for hyper realism in video games, but I don't think that's true at all. People appreciate beautiful visuals regardless of what the style is.
Only morons spout "this game looks like it's from 2001" just because it doesn't have a realistic art style. It's mind boggling.
i cant get past anymore articles about wildstar-w/o thinking about wanting a beta key- so.... blah blah blah betakey... blah blah blah betakey... blah blah blah betakey... blah blah blah betakey..
<.<
http://www.webestools.com/page/images/uploads/signature_seoeblWtso6141.png
Where as stylized is not so much dependent on competing with new technology and iterations, but more towards the personality and feeling it emulates.
However, at one point, when technology becomes so advanced that realism is simply as real as it gets and runs smoothly in every system, i think stylized art will still have a demand.
For those who want the lastest in realism, want something to run on max on their beast pc as well. However, max realism and max effects will be limited to certain experiences of for example small pvp amd pve scenarios due to how much more of a load that becomes.
So, with stylized art you can have more options of gameplay with larger scale and more effects... and for powerful machines that when runing on full setting will probably choke a bit on the extra gameplay missing in realistic looking games.
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
Is there a way to turn those combat sign/marks off?
If so can you then take advantage of seeing the enemy's animation to still take counter measure's?
Btw thanks for the topic OP, nothing really new but still a nice read.
I loved that.. fans? who cares it's all about the team.
Man these good graphics are hard to work with.
let's just recycle some crappy 2001 stuff.
yea man awesome that's an unique idea.
I'm just joking, I'm sure some people like that stuff. Hack some people are still playing final fantasy III style games. Still that guy's explanation was wick funny.. the team.. awesome.