There’s an interesting piece over on Gamasutra about the effect that working on gross or violent aspects of gaming has had on three different artists and animators. “Gross and violent” in this case means watching colonoscopy videos for corridor design, animating arms being ripped off, and needing to research how bodies drop during a hanging.
I’m writing about it here, partly to flag it up because it’s an interesting read (the divide between animation and art is one I hadn’t thought about before) but I also want to ask this:
Which bits of level design or art research from games would give you the heebie jeebies?
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