As the environment artist I will be working on everything the player sees that exists within the game world. For Those Left Behind, this will be the survivor camp and the resource production camps that exist within that space, and backgrounds for dialogue scenes and resources. The character artist will design anything living and the items they will use.
I will receive grey-boxed designs from the world designer and use this when “beautifying” the world, to know where things need to be. Its important that the environment suits its intended setting, that it feels realistic for where its supposed to be set. And that it suits the stories being told, the environment changing or shaping the narrative. Environmental storytelling has always been something that interests me, with small details carrying a lot more weight than they may at first seem. For example, the struggles the survivors face will be clearly reflected in their environment, camps made from an amalgamation of scraps that are barely holding together.
Designs of camps and environments should be easy for players to tell apart, using distinct colours, silhouettes and designs to aid simplicity and prevent confusion.
It may be the case that I draw a lot of the UI for the game as well as we have no set UI artist. In this case the UI should fit the game-world, and feel as though the player exists within it.
I am excited to begin my work!
Reference:
https://www.cgspectrum.com/career-pathways/environment-artist
Learning Outcomes:
This post covers the following Learning Outcome: A1 how to identify a teamwork role and the characteristics of its practical application.
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