<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>A Games Design Blog &#187; damnation</title>
	<atom:link href="http://agamesdesignblog.com/tag/damnation/feed/" rel="self" type="application/rss+xml" />
	<link>http://agamesdesignblog.com</link>
	<description></description>
	<lastBuildDate>Wed, 30 Jun 2010 09:48:17 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
		<item>
		<title>Basing Level Design on Concept Art</title>
		<link>http://agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/</link>
		<comments>http://agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/#comments</comments>
		<pubDate>Wed, 15 Apr 2009 15:47:42 +0000</pubDate>
		<dc:creator>RobHale</dc:creator>
				<category><![CDATA[Videogames]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[concept art]]></category>
		<category><![CDATA[damnation]]></category>
		<category><![CDATA[inspiration]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383</guid>
		<description><![CDATA[Normally it&#8217;s the other way around. You lay out a level and a concept artist will create an impression of what it might look like for the Enviroment artists to work from. However Damnation are apparently going a different way and basing their Level Designs on Concept art.  I&#8217;m interested in seeing how this process works [...]]]></description>
			<content:encoded><![CDATA[<p>Normally it&#8217;s the other way around. You lay out a level and a concept artist will create an impression of what it might look like for the Enviroment artists to work from.</p>
<p>However <a href="http://damnation.blueomega.com/" onclick="pageTracker._trackPageview('/outgoing/damnation.blueomega.com/?referer=');">Damnation</a> are apparently going a different way and basing their Level Designs on Concept art. </p>
<p><object width="600" height="350" data="http://blip.tv/play/g4Q9+ppRjflk" type="application/x-shockwave-flash"><param name="src" value="http://blip.tv/play/g4Q9+ppRjflk" /><param name="allowfullscreen" value="true" /></object></p>
<p><span id="more-383"></span></p>
<p>I&#8217;m interested in seeing how this process works out in terms of actual gameplay as a good concept artist can throw out sketches faster than you can block out a level in sketchup and tend to get hired on the strength of their imagination. In contrast Level Designers are often hired for their technical skill more than their artistic ability.</p>
<p>Being able to use a game Editor and script in LUA will push your Resume closer to the top of the pile compared to somebody who can make their own textures (ProTip: If you spend longer making your level look awesome than play awesome apply for Environment art jobs).</p>
<p>So with that in mind inspiration can be tricky when coming up with your designs. Having a Concept artist onboard early in the process will at least introduce a sounding board for ideas and a second perspective from somebody who can visualise a 3D scene and then communicate it quickly. So long as it&#8217;s a two-way process with the artist and designers inspiring each other I can&#8217;t see how it could fail.</p>
<p>So here&#8217;s hoping Damnation is actually fun.</p>
]]></content:encoded>
			<wfw:commentRss>http://agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
	</channel>
</rss>
