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[Interview] WildStar: WildStar-ESP Interviews Matt Mocarski

BillMurphyBillMurphy Former Managing EditorMember LegendaryPosts: 4,565

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!

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Comments

  • RocknissRockniss Member Posts: 1,034
    Right to the cartoony style and the thing I like about his answers is you get the feeling they are going to do what they are going to do, fans/gamers shouldn't be calling the shots, what would happen if fans called all the plays for your favorite sports team? And the team you played against was professionally coached?
  • Dreamo84Dreamo84 Member UncommonPosts: 3,713

    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.

    image
  • orbitxoorbitxo Member RarePosts: 1,956

    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..

     

    <.<

     
  • BaefferBaeffer Member UncommonPosts: 5
    I like how at the end of the Devspeak's they always say post on Facebook and Twitter cause the Dev's are always listening. But I know they are not. If they were they would have repeatedly heard my request for a beta key and I would have gotten one by now. Come on Dev's stop with the lies and give me my key already!!!!
  • senti02senti02 Member UncommonPosts: 96
    have ncsoft account but never applied for beta key..and i recieved a key for beta
  • DragviperDragviper Member UncommonPosts: 100
    @senti02 They sent it to you by accident, so send it back to me please <3
  • IncomparableIncomparable Member UncommonPosts: 1,138
    One of his points about the art seems to be that realism is limited to the latest iteration that new technology can render. So the previous generation becomes quickly dated.

    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”

  • DragnelusDragnelus Member EpicPosts: 3,503
    Tried the beta a couple times, I dont like the combat and the art style. Feels like i. Playing in a looney tunes world, I dont like it. But im sure other ppl will like it. I dont like the combat marks on the ground.

  • ReklawReklaw Member UncommonPosts: 6,495
    Originally posted by Mikeyfree
    Tried the beta a couple times, I dont like the combat and the art style. Feels like i. Playing in a looney tunes world, I dont like it. But im sure other ppl will like it. I dont like the combat marks on the ground.

    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.

     

  • devacoredevacore Member UncommonPosts: 340
    Cartoony graphics unique? He probably didn't play world of warcraft... lol
  • devacoredevacore Member UncommonPosts: 340
    Originally posted by Rockniss
    Right to the cartoony style and the thing I like about his answers is you get the feeling they are going to do what they are going to do, fans/gamers shouldn't be calling the shots, what would happen if fans called all the plays for your favorite sports team? And the team you played against was professionally coached?
     

    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.

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