Renderosity presents Part Two of our three-part interview with
Brett Murrell, the art manager for Duel of Ages, an epic
strategy board game three years in the making. Venatic, Inc., the
production company behind the project, hired the talents of twelve
Renderosity artists to flesh out the diverse world of Duel of Ages
and create the more than 1100 images and illustrations that the
game required. Be sure to check out the first
and third
installments of our interview, or view the entire Duel of Ages
Interview Archive.
Let's talk about the art team. What was the basic role of each
artist? We had a great complementary team. We needed two basic
types of illustrations scenes and objects. Scenes were standard
rectangular images. Objects were things anything from guns to
trees to poodles rendered on a transparent background.
Armands and prutzworks handled landscapes. Armands is
fantastic with otherworldly scenes. Prutzworks can do about any
terrain you can think of, and he is prolific beyond belief. The guy
has no problem dropping a half-dozen quality scenes in his gallery
in a week. Lon and Dean Chaney are absolute
workhorses. They can pump out great material at speed. There are
over 330 equipment items in the game. These two produced over half
of those items. They also have the added ability to produce scenes,
and contributed a large number of theme illustrations and mood
strips. KAP is a 3D artist as a profession, and has a wide
range of both modeling and scene creation skills. He has a knack
for creating and texturing to real-life quality. Most of the
complex machinery and scenes in DOA are KAP's doing.
Zfigure7 shares the same ability to create both objects and
scenes. He specialized in the futuristic objects found in the game.
Zieben has a style that is very different from most 3D artists. The
style worked perfectly for this project. If you have ever seen his
gallery, you'll know what I mean. We had three object specialists
artists who have a knack for a certain area. Lorraine
handled the horses of the game. They are stunning. I get into
heated arguments about this around the office, but the Sumerian
Chariot is the best illustration in the game. End of story.
JoseCastello created most of the buildings. He has
architecture mastery from ancient Greek temples to modern car
washes to Tombstone saloons, and even The Alamo. Squidinc
might be our most creative modeler. He filled the difficult
"creature" gap, able to create aliens, war machines and bugs of
every sort. Creatures are brutally hard to accomplish convincingly
in 3D art, and squidinc pulls it off. Kate and Donna
have the composition eye. They can put together a great scene, but
they also have the ability to organize objects and textures. And
when assigned something, they kill themselves to complete it. The
game's character logos were all designed by Donna. She invented
their layout, vastly improving our concept. Kate produced most of
the terrain for the mapboard woods, swamp, crystal fields,
parking lots complete with cars a huge body of work. Finally,
GDouble was our assassin. There are GDouble items scattered
throughout the game objects, illustrations, easter eggs, you name
it. He was fun to work with, because he could fire out work
lightning fast. He holds the record for 12 objects begun and
completed in one day. Did the artists give you model files?
Never. That was an important part of our relationship. We purchased
the rights only to rendered images. The artists keep their models,
and we encourage them to improve on those models and further their
use. We only asked that, if they sell to others, they make enough
changes to the model that it is not an exact match. How would
you describe the art specifications to the artists? Duel of
Ages is a developer's dream, because it is very forgiving in its
art requirements. We made the decision early that we would give
specifications that were as loose as possible, and let the artist
run with it. So, for example, we have a floating butler in the
game. We told Zieben, "We want a floating butler. Something that
can help a character carry equipment." That's it. Zieben took that,
and sent back a floating butler unlike anything we were imagining.
It is one of the best object illustrations in the game. It was hard
at first, however. We had a review team that would check each item.
We started out overly picky, asking for a lot of changes because of
preconceptions on our part. It wasn't long before we agreed that
the review process needed only to catch obvious technical or
concept errors, and let the artists run with their skills. It paid
off big. In many cases, the artists came up with concepts better
than ours. And they now get to pick up the game, point to something
and say, "See that? I thought of that. That's my idea." And that is
a huge plus in our view. How did you communicate with the
artists? E-mail? Phone? Chat? Entirely by e-mail. E-mail is a
valuable business product because it logs all conversation, all the
business transactions. It lets everyone go back to review threads
of conversation to avoid misunderstanding. It acts as an ongoing
receipting system. You don't get that with chat or phone. Was
the business aspect of this difficult? How did you handle payment
and delivery? We were the ones who made contact with the
artists, so we felt strongly that we had to accept the initial
risk. We would start an artist with a small set of work, four or
five items. After they finished and delivered one, we would pay for
the whole set. They would then deliver the rest. We would go from
there. After this project, what is Venatic intending? I wish
nothing I could use the rest :). But that's not the case. Duel of
Ages is part of the larger Worldspanner game universe, and it has
much growing to do. The internet game community will be centrally
involved in designing the next installment of Duel of Ages, as well
as an expanding universe of other games, both board and electronic.
If games interest you, or even just the game art, you should stop
in at www.duelofages.com
when the site goes live January 10. Regardless, all of these
ambitions need art, and you can bet that Venatic and its sister
companies will have me right back here at Renderosity, working with
our current team of artists and perhaps many others. See you in the
galleries...
Be sure to check out Part
1 and Part 3 of
our interview with Brett. Duel of Ages will be available in
early March. More information can be found at www.duelofages.com.
Comments