As The Vault reports, Joel Burgess (lead world designer) has recently published a transcript of his Game Developers' Conference presentation focusing on the level design philosophy of Bethesta Game Studios.
Co-written and co-presented with Nathan Purkeypile (world artist), it provides insight into how Bethesda develops their environments and the principles lying at the foundation of their work:<blockquote>There are two points to make here. The first and most obvious: this approach allows a small number of artists to support a much larger team of designers, who can in turn generate a lot more content than those two artists otherwise could. The example provided by Skyrim shows just how effective this approach can be, when only two artists were required to provide the core art behind so much content.
The second, less-obvious point is the more important one, however. Think of the other 80 people in that team photograph. Because such a relatively small group was able to handle the dungeon component of the game, it allowed the rest to focus on the myriad other needs of the game, whether it was landscaping the massive world, writing and scripting the many quests, contributing to character art and animation, working in the guts of our game code.
Of course, there’s another reason that Skyrim had only two full-time kit artists; kits are really complicated things to work on. Kits require not only the artistic ability to produce high quality visuals, but also a technical competency in their art tool, a deep understanding of the editor and design workflow, and so on. This unique blend of left and right brain is somewhat at odds with what many art professionals value. I've worked with great artists who make excellent kits but hate working on them - so they don't.
So when you’re trying to identify somebody with the the aptitude and interest to be a great kit artist, you’re basically looking for a unicorn. They're rare.</blockquote>Link: Skyrim's Modular Level Design on Joel Burgess' blog.
Thanks, The Vault.
Co-written and co-presented with Nathan Purkeypile (world artist), it provides insight into how Bethesda develops their environments and the principles lying at the foundation of their work:<blockquote>There are two points to make here. The first and most obvious: this approach allows a small number of artists to support a much larger team of designers, who can in turn generate a lot more content than those two artists otherwise could. The example provided by Skyrim shows just how effective this approach can be, when only two artists were required to provide the core art behind so much content.
The second, less-obvious point is the more important one, however. Think of the other 80 people in that team photograph. Because such a relatively small group was able to handle the dungeon component of the game, it allowed the rest to focus on the myriad other needs of the game, whether it was landscaping the massive world, writing and scripting the many quests, contributing to character art and animation, working in the guts of our game code.
Of course, there’s another reason that Skyrim had only two full-time kit artists; kits are really complicated things to work on. Kits require not only the artistic ability to produce high quality visuals, but also a technical competency in their art tool, a deep understanding of the editor and design workflow, and so on. This unique blend of left and right brain is somewhat at odds with what many art professionals value. I've worked with great artists who make excellent kits but hate working on them - so they don't.
So when you’re trying to identify somebody with the the aptitude and interest to be a great kit artist, you’re basically looking for a unicorn. They're rare.</blockquote>Link: Skyrim's Modular Level Design on Joel Burgess' blog.
Thanks, The Vault.