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Révision datée du 2 septembre 2008 à 10:34 par P4level (discussion | contributions) (Nouvelle page : If you're planning to attend PAX this weekend, then you're in luck, Paul and Jeff plan to be there to present. Be sure to stop by and offer them your loudest WAAAGH! --Or just say h...)
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If you're planning to attend PAX this weekend, then you're in luck, Paul and Jeff plan to be there to present. Be sure to stop by and offer them your loudest WAAAGH! --Or just say hello.

Here are the details:

Warhammer Online: Age of Reckoning Presentation

By Jeff Hickman, Executive Producer and Paul Barnet, Creative Director Saturday, August 30th 3:00 PM – 4:00 PM Raven Theatre (2AB), Washington State Convention Center

Note that you must be a registered attendee of PAX to attend. Have fun!


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Greg: We have over 55 internal artists working on WAR as well as additional resources, such as freelancers we use as necessary. These artists are specialized into a number of art disciplines such as character artists, VFX artists, concept artists, animators, world artists, and UI artists. There are also sub-specialties within some of these disciplines such as tech artists, lighting artists, terrain artists, etc.

Are there any significant differences between the ways the Warhammer gold art team works compared to its counterparts on Dark Ages of Camelot?

Greg: We have a much greater investment in concept art and terrain art in WAR. The level of detail and artistry our terrain requires must be handled by skilled artisans, where as in the early days of Camelot there was no such thing as a “terrain artist”. Additionally we have a sizable pool of great concept artists that produce the work you see on a monthly basis. Those guys feed the hungry production monster with highly detailed visuals to work off of. Its not that we haven’t done concepts for DAoC, its just the scale and ratios have been much improved on WAR.

In what ways do the size of the team and magnitude of the project affect how the work is organized and done?