Question 1
<IGP_Mike> <[SJR]Methos> What are your, and your team's, inspirations for the artistic vision of the maps?
<[PGI]Dennis> We want a wide variety of experience so we start with that in mind
<[PGI]Dennis> then I develop a visual target with specific ideas
<[PGI]Dennis> the ahard part is to determine what I want and what is possible
<[PGI]Dennis> but I prefer to be as realistic as possible with a touch of hyper-realism
Question 2
<IGP_Mike> <Pilot6667> When working on the artistic design of mechs, do you take in to account total surface area/size and how this will effect the mech in gameplay terms?
<[PGI]Dennis> yes
<[PGI]Dennis> the 'Mechs have a tonne of attention spent on them
<[PGI]Dennis> the biggest factor is scale
<[PGI]Dennis> they MUST be relative to one another and have enough scaling cues built in to bolster their size relationships
<[PGI]Dennis> quite a bit of redesign must be done so no 'Mech has too much of an advantage right out of the gate..
<[PGI]Dennis> ...but also must be instantly recognizable to the 'Mech fan
Question 3
<IGP_Mike> <ThatGuy> What is the "average" amount of time it takes to create and art asset (mech) or map? how long does it take to go from concept to usable asset?
<[PGI]Dennis> as far as 'art assets' go, the times are widely variable based on their cpmplexity and scale
<[PGI]Dennis> some take less than a day, some take two months+
<[PGI]Dennis> as far as the 'Mechs go, Alex works out several roughs (about a week) then moves on to a clean-up (another week)
<[PGI]Dennis> then it goes to Evan (modeller), he works on the hi-res for about 2 weeks
<[PGI]Dennis> then he brings it down to a game rez model (2-3 days)
<[PGI]Dennis> at the same time, Kris work on destruction models and variant pieces
<[PGI]Dennis> then UV, AO bake, textureing, etc
<[PGI]Dennis> the whole process takes about 6-7 weeks
<[PGI]Dennis> but it still depends on how many variants there are and if there can be some things that can be repurposed ie. animation
Quesiton 4
<IGP_Mike> <chutche2> What other kinds of maps are being looked into?
<[PGI]Dennis> not gonna tell, you'll have to wait and see.
<[PGI]Dennis> Dontcha like surprises?
<[PGI]Garth> (Dennis burn)
Question 5
<IGP_Mike> <xeoncat> What was the biggest challenge in making the design look consistent?
<[PGI]Dennis> oooh, that's a tough one...
<[PGI]Dennis> as far as maps go, realism is comes first but I think it'll be lighting, something we're still perfecting
<[PGI]Dennis> as for the 'Mechs...
<[PGI]Dennis> the good thing is, we have one concept artist working on all of 'em
<[PGI]Dennis> this obviously maintains consistancy
<[PGI]Dennis> but also, I push alot for those scaling cues I mentioned earlier ie. access ladders, hatches, tie-down cleats etc
<[PGI]Dennis> also, weapons have to look similar across 'Mechs
<[PGI]Dennis> each 'Mech can't have custom designed weapons. it would be an exponential nigh mare in design
<[PGI]Dennis> one other thing, I insist upon functionality in the design such as the drop-down doors on the stalker which in earlier art work were just randon protrusions
<[PGI]Dennis> the 'Mechs must look utilitarian and look cool only by chance and not by design
Question 6
<IGP_Mike> ------------------------> <Aegis_Kleais> What is your art background (schooling, etc.)
<[PGI]Dennis> I've been drawing and painting as well as sculpting and carving since I can remember
<[PGI]Dennis> I started oil painting about 2 decades ago it taught me alot about colour and tone, I had sone but very little schooling in that regard
<[PGI]Dennis> I graduated fron a two yr animation school in 1999 and jumped right into feature
<[PGI]Dennis> from there I went into broadcast as almost every animator does...
<[PGI]Dennis> after 2D computer animation took a foothold, I started to dislike the process and moved toward vfx and comp
<[PGI]Dennis> I worked on a few different shows over several seasons in the VFX arena and liked it alot
<[PGI]Dennis> i nthe meantime, I did some freelance stuff in comic book art and some live action compositing
<[PGI]Dennis> unfortunatley the animation industry isn't as consistant as one would like so I tried for the game industry
<[PGI]Dennis> that's where Piranha comes in
<[PGI]Dennis> So, in a nutshell, most of my 'schooling' in in the school of hard knox
<[PGI]Dennis> hope that answeres you question
Question 7
<IGP_Mike> ------------------------> <Chaos`^> Did you use any proprietary technology to create the 3d art, or was it all off the shelf?
<[PGI]Dennis> all off the shelf
Question 8
<IGP_Mike> ------------------------> <Pilot1693> how difficult is it to update older mech designs from the 80's/90's/etc to make them look more "sleek" to todays standards.
<[PGI]Dennis> it doesn't hurt to have a concept artist who eats, sleeps and poops 'Mechs
<[PGI]Dennis> but that being said..
<[PGI]Dennis> I try to stick to a formula that works in real life (if that makes sense)....
<[PGI]Dennis> I tend to refer to the comparison of a Sherman tank and an Abrams
<[PGI]Dennis> they are both pretty mush the same thing: a gun on tracks
<[PGI]Dennis> but why does an Abrams look cooler, sleeker?
<[PGI]Dennis> trying to do the same thing with the 'Mechs poses a challenge, sure; but if we focus on a realistic, utilitarian walking weapon, it gets a little easier
<[PGI]Dennis> Alot of the older design were strictly drawn to look cool an (to me) it doesn't seem that much realistic weight, balance, form & function was implimented in their designs
Question 9
<IGP_Mike> ------------------------> <Shazear> What is 1 frustration and 1 joy with working on MWO and/or within the BattleTech universe?
<[PGI]Dennis> one frustration is knowing without a doubt that we cannot please everyone
<[PGI]Dennis> Everyone has an opinion, and I really like that, but it's impossible to live up to all visions
<[PGI]Dennis> I have a saying: no matter how fast you are, smart you are, good looking you are, fast you are; you're always ******* off someone...
<[PGI]Dennis> So stop trying to save the world
<[PGI]Dennis> anyhoo..
<[PGI]Dennis> the one joy:
<[PGI]Dennis> working on the coolest, most anticipated game that's come along in the last decade
<[PGI]Dennis> seriously, not much is cooler than walking through the design process, and eventually sitting in the cockpit & walking through a sweet-assed level!
<[PGI]Dennis> and blasting one of yooz guys to smithereeens
Question 10
<IGP_Mike> ------------------------> <BenEEeees_VAT_GROWN_BACON> Does your hyper-realism route of designing mechs cause you to dismiss some because they look too unreal?
<[PGI]Dennis> Absolutey NOT!
<[PGI]Dennis> Nothing is impossible, just more challenging
<[PGI]Dennis> When we started our first 'Mech, the Jenner; I had my head in my hands.
<[PGI]Dennis> seriously, how can this thing be brought into reality, how can we make it look cool?
<[PGI]Dennis> guess what? we did.
Question 11
<IGP_Mike> ------------------------> <BigBadVlad> What sort of in-game weather and environment effects can we expect to see in the game and to what level of detail?
<[PGI]Dennis> As much as we possibly can...
<[PGI]Dennis> believe me, I want everything, EVERYTHING!
<[PGI]Dennis> the engineers might hate me, but I can take a punch
<[PGI]Dennis> fog, rain, snow, extreme environmental weather phenomena, you name, I will try and do it
<[PGI]Dennis> I believe it's a great way to make a well known map, a little more random and dynamic
Question 12
<IGP_Mike> ------------------------> <brotherostavia> Hello Dennis will you release a concept art book with all the stuff you're creating with your team?
<[PGI]Dennis> I have talked with Bryan about this a while back; we haven't come to a decision though, mostly cuz we have so many other priorities to tend to
<[PGI]Dennis> that being said though, I always remind the team to create everything as if we ARE going to compile it into a book, especially ALex
<[PGI]Dennis> this way we can be prepared and have a libray of sweet-assed content for all of you to drool over
<[PGI]Dennis> I wont make any promises though
<[PGI]Dennis> yet
Question 13
<IGP_Mike> ------------------------> <[cc]pickles> how big is your art dept crew and what portion of the entire productions employees is that for a game typically.
<[PGI]Dennis> Let's see......
<[PGI]Dennis> We have about 50 people here at Piranha...
<[PGI]Dennis> one tech artist, one VFX artist, four environmental artists, one 'Mech concept artist, two 'Mech modellers, a couple level designers and a cockpit modeller and two animators, and me
<[PGI]Dennis> this doesn't count the front-end artists
Question 14
<IGP_Mike> ------------------------> <Psyctooth> How difficult is it to go about getting an entire group of artists to create artwork which flows and looks uniform?
<[PGI]Dennis> hmmmmm
<[PGI]Dennis> it'a all a matter of enforcing communication as far as I'm concerned
<[PGI]Dennis> I promote communication, alot of it
<[PGI]Dennis> get off your butt and walk over to a colleague and talk with your mouth, compare notes, exchange ideas, skill and knowledge
<[PGI]Dennis> My art team is what I like to think of a 'dream-team'
<[PGI]Dennis> they all are extremely dedicated and motivated and have no problem passing ideas around without threat of ego or dismissal
<[PGI]Dennis> they have no problem with taking each other work and using to create more art or even improve upon it
<[PGI]Dennis> I believe this lack of ego but strong ownership of the asset, the level and the game is what keeps things uniform and consistant
<[PGI]Dennis> not sure if that answered you question; hope so.
Edited by Dale, 13 June 2012 - 02:10 PM.