Inside the Vault is back after a brief hiatus. This time, they've interviewed Robert Wisnewski, one of the senior artist. Highlights:
What’s your job at Bethesda?
What other games have you worked on?
Mission Critical 1995
Callahan’s Crosstime Saloon 1997
The Wheel of Time 1999
Unreal II: The Awakening 2003
Unreal II: XMP Multiplayer 2003
Shivering Isles: 2007
What is the [worst] part about being an artist? The worst part is that I make architectural set assets that get used
lots of times. That may not sound like a bad thing, but when you see
anything repeatedly in a game, it loses some of the impact that single
location art has. This also somewhat limits what you can do with the
models - a unique piece [say a wall section with lots of damage] is
great when it’s used sparingly, but the wall sections that you see more
often are the less unique ones since they’re used repeatedly - many
times right next to each other. Trying to make kits where the pieces
look good together and provide a lot of possible layouts yet don’t look
very repetitive, can be hard. I’m always working on ways to make the
‘dungeon kits’ I create look less repetitive yet more ruined. And,
adding damage to geometry is always time consuming.
Read the whole thing here.