Dazu sehr interessant sind auch noch die ganzen Fotos und Bilder aus der frühen Entwicklung von Fallout 1 und 2. Beispielweise eine später verworfene Version der Kathedrale aus dem Boneyard, sowie allerhand Merchandising und dazu noch zwei Fotos seines aktuellen Arbeitsplatzes bei Blizzard.Tell us a little about your role in the making of Fallout 1/2/3(Van Buren)/Tactics/Brotherhood of Steel?
On Fallout 1, my main job was making ground tiles and wall sets, plus any other props needed to fill out the zones and maps. At first the team was just rendering props out from Lightwave and throwing ‘em in the game. I had never used Lightwave, so I wasn’t that good at texturing. So I would render out walls and other props and then painted on ‘em in Painter (like Photoshop, only better)! I would add more details like scratches and paint-chips, shading and color. That really worked out well, soon we were all doing that. I really loved making all those wall sets and doors and crap!
On Fallout 2 I found myself in the art director role, so I ended up doing a little bit of everything! Leon and Jason were gone, and I was the only one on the team left that actually knew how to do most of the work! Believe me, I’m not bragging here, I became art director because Leon and Jason did so much art, and I had worked so close with them on all the art assets. We only had about a year to do as much as we could. So I wanted Fallout 2 to feel familiar, but improved and new. I redid the interface, helped add more features and basically tried to improve how we made the zones. I did most of the intro cinematic at home, and Chad Moore and Michael McCarthy from Rock and Roll Racing made other cinematics. I grabbed anyone I could from other Black Isle projects to help finish this game. I even got 7 art interns and a couple contract artists to help make inventory items and wall sets.
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Developer Profil von Gary Platner auf NMA