Project Eternity - Post-Funding Update #54, Art Update
Art Director Rob Nesler brings us this art update for Project Eternity, which includes a UI mockup.
Above is a UI mockup that Kaz has put over the original Kickstarter image. What do you think?
I know what you are thinking. What the hell have the artists been doing?? The art in this game should be half done by now! Right?
That's what I want to know! Why isn't the game half-done already?
Well, as I've said before we're "professionals." We proceed in a highly-complex collaboration/iteration loop of blending design wants and dos, programming cans, think-they-cans and dos and artist wants, cans, can-but-don't-know-how-longs and dos. As you can see - and please don't get angry - this is all very technical. Know that: work is progressing.
Yeeeargh! Enough with your silly stupid words, Rob!! What the hell does that mean??
Uhh... not sure, but I'll tell you what I think it means:
You've read about Prototype 1 and then Prototype 2. Those were efforts to implement features that represent the functional and playable standard of our goal: an Infinity Engine style of game. Those efforts were focused collaborations of designing, programming and art-ing things, trying them out, addressing problems as they came up (visual, functional or otherwise failing to live up to our standard) and repeating. The art goals were held to an 80-90% complete (aka: unpolished). The remaining 10-20% of work will be left toward the end of the "next phase," as always there will be edits and modifications after initial implementation of art. The basic truth of this interactive artistic endeavor that we are involved in is that you can't know it's a worthwhile experience, until you make it, people play it, and then provide feedback. We adjust our work to that feedback - a feedback loop. Boom! Consider yourself educated.
The "next phase" is a Vertical Slice. This is a goal in which we focus on one part of the game within a shell of what is essentially the fully-featured game - relying on the things developed in the prototypes, as well as implementing a fully-functional UI, attempting to finalize all art and gameplay to a more polished standard, and accommodate design changes that are required to make the player experience more complete - as if this part were a finalized, short game in itself.
Besides this also environment artists, animators, character artists and concept artis share what they have been up to.
Information aboutPillars of Eternity