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  1. #1
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    Oct 2011
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    Calling the Creative folks of the Art Department

    As I'm reading the books again I have often over the years had my minds eye and inner story movie in my head as I'm reading, changed by the world we play in and this is not in a small way due to the creative folks in the art department.

    I know you guys have some mundane works but fleshing out this world for us and giving us the visuals that not only completes the well executed narrative but also has, for anyone playing the game, irrevocably changed their viewpoint when reading the books also. (generally in a good way)

    Now we met a few of you folks on the Anniversary shows and it was really interesting.

    My questions to you folks is two part and thus:

    1. Development: How do you get the ideas for design? Do you study details yourself or are you given a tight rein? How many drafts generally to get approval? (Who)How is it ratified? Are there limitations to creativity to get something in game world?
    2. What kind of things have you designed?...details . What is your favourite piece you created? What is the piece you wish you had created? What was left on the cutting room floor that you later were able to use elsewhere? Do you have old concept or artwork that did and didn't make it in game?


    I would love to hear of your exploits over the years and possibly see some of your works. (if the company allow it)

    Maybe Cord could have you guys back on a live stream..... visiting some of or looking at items you folks have created in game.

    Thanks in advance.
    ----A casual stroll through the lunatic asylum shows that faith does not prove anything----

    ?

  2. #2
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    Sep 2016
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    It would be really neat to have an art-focused show on bringing something from book to concept to game. In general, the art team's process is similar to other games in that it begins with a concept and is iterated on until it is put into the game. The look is a mix of making sure we are true to the source material, and when appropriate, having the creative freedom to develop our own look of a thing.
    Community Manager, Lord of the Rings Online
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  3. #3
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    Peeking behind the curtain can sometimes be dispel the magic but in this case I am sure that it would be a great insight into a little lauded department which has huge impact to our experience.

    As regards to said stream - Please make it so.
    ----A casual stroll through the lunatic asylum shows that faith does not prove anything----

    ?

  4. #4
    Join Date
    Oct 2013
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    Do you use story board art which is hand drawn for meetings and then agreed on before design?

    Or is it all tech driven?
    WHY DO PEOPLE WHO KNOW THE LEAST, KNOW IT THE LOUDEST?

  5. #5
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    Oct 2013
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    I guess you're all too busy to come and play with us
    WHY DO PEOPLE WHO KNOW THE LEAST, KNOW IT THE LOUDEST?

  6. #6
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    Following
    His sword was long, his lance was keen, his shining helm afar was seen.

  7. #7
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    Nov 2012
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    Quote Originally Posted by Sito_Origami View Post
    Following
    Also following, and hanging onto . . . .

    Quote Originally Posted by Cordovan View Post
    It would be really neat to have an art-focused show on bringing something from book to concept to game.
    . . . with a degree of hopeful enthusiasm
    Sometimes, no matter how hard you look, there is no best light.


  8. #8
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    I did get the opportunity to chat with some folks from the art team during yesterday's 11th Anniversary Celebration livestream, and made sure to discuss these questions:

    Community Manager, Lord of the Rings Online
    Follow LOTRO on: Twitter - Facebook - Twitch - YouTube
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  9. #9
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    Oct 2011
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    Darn it!

    I've just noticed this as I'm off to work. Can't wait to get back to give it a watch.... And thanks in advance
    ----A casual stroll through the lunatic asylum shows that faith does not prove anything----

    ?

  10. #10
    Join Date
    Jun 2011
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    446
    Do you know what warms my heart from watching this video?

    It is the fact that we have some very passionate folks working on our game.
    This is why this title survives!

    Awesome designers helps to = awesome players.

    Big thanks to you folks.

  11. #11
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    Jun 2011
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    They have always made the place look great and the stuff in it.

    We have to interact with it all though. They provided me with a mount that has a "16" something or other speed. So when I portal in I want to hit dash and make use of it. So in MT I see the world building up around me as a slide show. If I ride off into Pelennor or through the city, if I go that speed, my PC can't cope and the screen goes black until it catches up. At least I don't just crash like the guys with better PCs. I treat the varying directional inputs required to navigate the city as a mini-game in of itself, else I'd cry.

    Given this chance to see the world and it's content render this way I see figures rendered once for the base model followed by a final render. Like loading into a busy firework display and toons around you are rendered in there naked forms first. Similar to the char selection screen, someone has the new visual rendered by default and only after checking our choice, render the old visuals after. Cord said we should never see the "T" Poses but for some of us it's just how the game is.

    Does everything get a "double" render in this game? Or is it more if objects used have had several iterations?

    Mac

  12. #12
    cdq1958's Avatar
    cdq1958 is offline Hero Of the Small Folk 2013
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    Quote Originally Posted by Macdui View Post
    They have always made the place look great and the stuff in it.

    We have to interact with it all though. They provided me with a mount that has a "16" something or other speed. So when I portal in I want to hit dash and make use of it. So in MT I see the world building up around me as a slide show. If I ride off into Pelennor or through the city, if I go that speed, my PC can't cope and the screen goes black until it catches up. At least I don't just crash like the guys with better PCs. I treat the varying directional inputs required to navigate the city as a mini-game in of itself, else I'd cry.

    Given this chance to see the world and it's content render this way I see figures rendered once for the base model followed by a final render. Like loading into a busy firework display and toons around you are rendered in there naked forms first. Similar to the char selection screen, someone has the new visual rendered by default and only after checking our choice, render the old visuals after. Cord said we should never see the "T" Poses but for some of us it's just how the game is.

    Does everything get a "double" render in this game? Or is it more if objects used have had several iterations?

    Mac
    Maybe this helps: https://msdn.microsoft.com/en-us/lib...v=vs.85).aspx?
    "No sadder words of tongue or pen are the words: 'Might have been'." -- John Greenleaf Whittier
    "Do or do not. There is no try." -- Yoda
    On planet Earth, there is a try.
    Indeed, in a world and life full of change, the only constant is human nature (A is A, after all :P).
    We old vets need to keep in mind those who come after us.

 

 

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