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FreejackeR
12-14-2007, 00:37
Developer Profile: Austin Germer (Lead Artist)

Hi am Austin Germer and I am the Lead Artist on Stargate Worlds.

AG: As Lead Artist one of the main things is just kinda plan it making sure that everything that we are going to need for this milestone, we have a plan out, so not only plan out all of the assets that we need but kinda when they are gunna happen the concept part, everything need to be concepted, everything needs to go meshing textured and collision, all those things and how to satisfy everyone and to make sure all of our customers whether they be you guys out there or internally get what they need when they need.

Howard Lyon (Art Director): Beyond just his ability to texture well, choose good colour and paint good details and I think one of Austin’s biggest strengths is the ability to multi-task.

AG:That supporting the artists with the style and kinda the vision that Howard set forth.

HL: He can switch from test to test quickly get that task done and get focused on and switch back, and so if you know there are bugs that need to be resolved of tasks that need to be assign he can switch and do that, and be efficient and get back to his art quickly and continue to do well on it, some people don’t work really well that way but Austin is very good at doing that.

AG: Some of my favorite episodes, I would have to say the Upgrades (SG1 season 4 episode 3) there no question, Upgrades is just the classic like seeing Stargate, not only SG1 but SG1 on some amazing Alien Steroids that’s just awesome.

Josh Kurtz (Lead World Builder): You know I’ve worked Artists in the past who will say things like “ops sorry can’t talk now” or “no can’t do that” or just wanting to talk you about that it or the feedback they do give you is really all that useful for what your doing, but Austin’s feedback and his communication is always spot on its always exactly what you need even if you haven’t communicated the best to him, you know even if you’re having a bad day and you come to him and say “Hey Austin how do you Blah” you know he always comes back with something that’s really gets you pointed in the right direction and really gets everything moving.

(If you check out time frame from 2:10 to 2:17 for look at a room with what looks to be some sort of Tollana tech/office area with neon blue lighting)

AG: Its like some of the coolest things about A&R team is how diversified we really are there are multinational concept team, we’ve got people from Canada such far places as Canada, Korea, Brazil, you know everyone kinda brings something new to the plate and we’ve brought together this amazing team and where pumping out some pretty cool stuff now.

JK: He communicates to us why we can’t have something a certain way or why we need to come up with something in a different way, because that’s not doable rather than just saying no, so well let’s talk about it as this, this, this.

AG: The visual style we are going for is going to be 80% real and 20% kinda stylist, you know give or take, we are not really going to go for cartoonie and what this really allow us to do is to focus and get that Stargate science fiction feeling of we are in a real universe, real physic’s and mathematics’ apply, but yet we can still stylize things, and one of the things that Howard’s really done and directed us towards is just right color’s, the world we live in does contain bright color’s and bright environments but its always fun to just tweak that to push that a little bit, so that kinda one of the things we doing is pushing so of those color’s, and I mean you know its Sci-fi we are gunna push some of the envelope a little bit.

AG: We where designing this interior of a prison and prison’s you gotta have a toilet in the prison that’s just one of the drop deed things you need, some of the concept guys did this toilet that was classic iconic toilet this screen toilet and I was like Awesome, I was so glad they didn’t just do one of the steel prison toilets because they are to easy, I mean like theirs like tubes and green goo and power buttons and glowie bits, and I just love that, I thought that would be awesome to include that into this Sci-Fiction prison, to have this specialized toilet that when you push the flush button you don’t hear just the normal flush, you hear the (machine suctions noises made by Austin) all these really cool sound effects on the top of that, they went classic retro toilet but you still got new pipes and all and extra thingie magigi here that you don’t really want to know what that does, you don’t want to know, but your glad its there.

(If you freeze frame at 4:14 and you see actual in game GFX of toilet00 and Trash barrel, side shot of a supply crate, also from 4:18 GFX of toilet 3D representation and some rotation of the toilet object in GFX program, at 4:28 partial render of toilet and walls attached to with big metal plating and rivets.)

AG: Just taking the little idea of a toilet and taking to the next step and bringing it up and making it you know exciting, the toilet.

AG: One of the things your gunna notice in our game are our vistas just like the sky and that’s actually a good example of we are not going cartoonie, were pushing the colors envelope, the sky you know we can look at the sky and say “its blue” but what we’ve done with it we’ve added big galaxies in there and stars that are dieing and the colors that bring to them are much more vivid from what we see here on earth, we’ve got a huge task in front of us to get everything out, get everything polished and get everything up to the level of what we are looking for, we’ve got the team to do it, we’ve got the time to do it, its up to us just to put in the day in and day out effort, I really believe that the team here were capable putting out a level of game that were looking for, which is we’ve set the bar really high, in Stargate SG1 they get to a world “ohh there this dilemma, we gotta help save these people” or we could go back home or you could on with this mission that was reason we came here but you know being on the Good side or the Evil side that am playing, am going to do this, am going to take advantage of these people, so I can get to my goal faster, theirs that morale dilemma, there’s the role playing element aspect of it, its going to be fantastic, am so excited about this game.

(At time frame 5:25 there is a really cool city/outpost picture {artists impression} of a planet which is at night and seems to be in range of the milky way of on the other side of our known galaxy, loads of cool cloud formations and cityscape towers with purple lakes and bodies of water)

Transcribe by FreejackeR (no connection with CME, just Forum member)

Source : http://www.stargateworlds.com/download/11/637/

FreejackeR -out.