101 min listen
Ryan Benno & Ellen Shelley
FromScript Lock
ratings:
Length:
79 minutes
Released:
Nov 26, 2018
Format:
Podcast episode
Description
We've got another art-focused episode for you this month as we're joined by Ryan (environment artist on Hunted: The Demon's Forge, The Wolf Among Us, The Walking Dead, Sunset Overdrive, Ratchet and Clank, and the senior environment artist on Marvel's Spider-Man. He's also one of the hosts of the Environment Art Podcast) and Ellen (currently a lighting artist at Supermassive Games, previously a 3D artist at Sony’s London Studio, a 3D Environment Artist at Little Wolf Studio Ltd, and a VR developer at Yelo Architects) to talk about whether degrees are necessary anymore to find work, where do you start when making an environment, style guides, navigating creative disagreements, environmental storytelling, the overabundance of sci-fi hallways, narrative/visual techniques that games still haven’t tried much, soft cardboard boxes, starting with the blank page, the difference between making a twentysomething-year-old’s apartment vs Peter Parker’s apartment, what can’t you tweak when you’re building an environment that everyone knows, breaking walls that were not meant to break, readability, accessibility, and know that not everything you make needs to be at 11.
Our Guests on the Internet
Ryan on Twitter.
Ellen on Twitter.
Stuff We Talked About
Artstation
Marvel's Spider-Man
Hunted: The Demon's Forge
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Ryan on Twitter.
Ellen on Twitter.
Stuff We Talked About
Artstation
Marvel's Spider-Man
Hunted: The Demon's Forge
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
Nov 26, 2018
Format:
Podcast episode
Titles in the series (77)
Khris Brown & Brad Muir: Two of the happiest people in games, Khris and Brad talk to us about pitching games to studios, working with the story for MASSIVE CHALICE, voice over directing, working with actors, how to deal with differences of opinion, the importance of staying positive, creating stories in games when you're not a "story person", narrative and gameplay dissonance, linearity of AAA game stories, the future of performances in games, and how we've evolved for hugging. by Script Lock