TheSHEEEP
It Wandered In From the Wastes

I liked the BEE one better...
generalissimofurioso said:Nathan Purkeypile said:...
However, if your job is to make art on a console all day, it is an entirely different story. With the amount of power we have on the newer generation of consoles, I am able to create what I want far easier. Instead of constantly checking to see how many polys things are, or how many textures are being used, I just have to worry about making it look great.
Anyone else find that line to be very facecious?
Morbus said:Yeah, I just checked the wiki and it's Genome, not Gamebryo. I was under the impression it was, I don't know why :\ I always thought it was kind of a wonder how they had done in, you know, shadows (which oblivion lacks), no loadings and all that stuff...Mikael Grizzly said:No.
G3 uses a different engine.
Which has recently been optimized by Spellbound.
Anyone else find that line to be very facecious?
No its just utter rubbish...
Bernard Bumner said:Still, I suppose any real news is slow in coming at the moment, so people are venting their spleens towards any available target.
To play Fallout ;pLuckyOasis said:I don't see too much of a reason to complain about this guy. He seems to love what he does, and he seems to love the type of art design for which the Fallout series is famous. How much more can you ask for, really?
Bernard Bumner said:...Still, I suppose any real news is slow in coming at the moment, so people are venting their spleens towards any available target.
generalissimofurioso said:I can vent my spleen?
Why haven't I been informed of this!?
generalissimofurioso said:But back on point.
I just find it very annoying when people say that great video game art is directly correlated to slamming polys and textures together.
There's a major difference between technical limitations and the ability to convey great imagery.
Bernard Bumner said:Yes, but I think his point was simply and actually that the technical limitations of next generation consoles are similar to those of current PCs, for the purposes of graphics development; that he doesn't need to make allowances for clunky console graphics when he designs using the PC as his primary development platform.
Brother None said:The Xbox 360 is the primary development platform for all of Bethesda's staff, including this guy.
And again, I don't think optimization would fall under his supervision.