
Character Art Director: Omeda Studios (Predecessor) Discord: rayph_beisner E-mail: [email protected] Opinions are my own!
Joined March 2018
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Just rolled credits on @HellraiserGame and my god what an incredible experience. Handling such an iconic Ip is a challenge to simply meet expectations but this team took it so far above and beyond, loved every minute of it.
I have tried to stay out of the art pricing drama but it's gotten so ridiculous on my timeline it cannot be ignored and I have seen some absolutely horrendous takes from other artist about this and you do NOT want to be remembered or know for.
I am thrilled for any artist who finds their niche and success wherever that may be, build others up instead of tearing them down.
We can debate large corporate products all day and discuss meta theory on tastes and culture or the fundamentals of art theory all day long, nobody has to agree on everything all the time and that's ok! However the moment you target individuals and how they bring home the bread you step over into asshole territory instantly, it's just an indefensible position no matter how you look at it.
Seeing aspiring artists attack a well respected and established illustrator is doing so much harm to their careers and they don’t even know.
Being a good artist is half the job.
Being someone people want to work with is the other half.
When those who hire see you tearing down other artists for their prices and then accusing them of AI, we blacklist you. You reveal your red flags.
Art is a community. Tearing down others is not how you get ahead. In life or art.
I love Halloween and we are fortunate to get so many trick-or-treaters every year. This isn't even enough candy yet haha.
Hey Predecessor fans! I've seen the comments of concern for the animation work on Kaelen from some of the early marketing footage and just wanted to comment that sometimes due to production constraints we have to grab footage long before a hero is "final". Here is some quick footage I took from the recent internal build where you can see a better look of how he will feel in-game (observe the gorgeous mane of hair in action haha)
Appreciate all the fan feedback as always and can't wait for folks to get their hands on him, spin to win baby!
One of the cleanest breakdowns about the state of the industry, in particular bigger budget projects right now.
Unfortunate news again, Boltgun 2 launched with a fantastic sequel that fixes most every issue from the first game while doubling down on all the good. Really sad for the team but you guys should feel proud you shipped a damn good game and deserved better.
Daily art advice: Designing creatures rules but if your looking to expand your career opportunities as a concept designer I think it's important to understand that is honestly a tiny percentage of the overall work you will do, I am talking probably less than 5-10 percent at best.
I cannot stand modern "natural lighting" in films. Everything looks so visually flat and boring now. Give me off camera light sources even in the middle of a dark abandoned forest all day everyday.
I love everything I've seen for this project. Awesome fantasy vibes and killer pixel art.
Day 192 making my own TES until TES 6 comes out.
Testing_Birdman_combat
#daggerfall #elderscrolls #indiegamedev #pixelart
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Daily art advice: Whether it's 2d or 3d if you find yourself struggling it's almost always because your proportional relationships are not engaging enough. Play with scale and scale mix up of major forms to find additional interest.
Debra Wilson is just an all around powerhouse actress and crushes every role given. I do think games have crossed a particular threshold where having ANY recognizable actors face feels "wrong" and I wished studios would stop doing this. Always better when they feel distinct.
Debra Wilson admitted that using her face for Callisto in "Wolverine" was a mistake
But the decision is always up to the developers:
"That choice is made by the game designers, not me. I like games where my face is not used."
Debra herself believes that if the character is you, it only hinders the immersion into the role.
There are some potentially insane implications for the future of game dev from this move.
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team:
Team,
The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together.
In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another.
These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models.
To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating.
I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have.
Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway.
Asha
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Alright Predecessor fans I know folks have been waiting on something for Renna and she's coming soon!
Re-posting for a good cause. Dan has some great work.
Hey everyone! I am still on the lookout for new senior/lead/principle opportunities. Check out my work or send it to someone you know and let's see what we can make happen! I have a lot of experience in all things game dev and character art, high poly/low poly, pbr and hand paint
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