Might and Magic VIII:
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Updated: March/02All Artwork Copyright 2002 New World Computing, 3DO. Back to: Computer Game
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Efreet. Well, aside from Items, I got
to go back to my old love of creating monsters. I didn’t do any of the animations, but I designed, modeled and
textured this guy. |
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Bedraggled Human. Poor guy! He was a lot of fun to make, though. |
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Salamander. I loved creating this guy,
too. Got to create a fun
texture for him based on photos of salamanders, give him a nifty Mohawk, and use one of my many weapons. Hmm. He’s got an extremely flexed wrist. Not my doing—I didn’t animate or pose these guys. |
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Triton. I did a more traditional
Triton (very Neptune-like) for MM6.
This guys is more like a troop of sea-men-fighters. Again, I had a fun time borrowing patterns
from tropical fishes to use for him.
And creating fun, spiky fins.
And he gets another one of my endless store of weapons! |
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Unicorn. I think this was my first
Unicorn for any Might and Magic game.
Tracy Iwata usually does the dragons and uncorns, or maybe Adam
McCarthy. Anyway, I was having fun with
the texture maps, again, putting a dappled pattern on him and variegating his
mane. Hmmm… must have a thing for Mohawk
styles going on…? |
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Two-Handed Swords. Here we go with the inventory
Items, again. It’s not easy to create a ton
of sword designs. I also had to gear
them towards various alignments (evil, good), as well as make them range
between cheap and expensive. |
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Broad Swords. It helped that I had to make
the basic weapon as grotty and old and rusted and nicked as possible. It was always easy to get the “throw-away,
free” item designed because of that. |
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Cutlasses. I decided these should be more uniform, making all cutlasses curved and not having the broadswords curved, as in the past. It was fun looking up various weapon designs on the internet. |
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Wands. The previous games had more
pretty, colored wands and objects, but the look of this game was going more
towards the rusted, used, gritty style.
It was a nice change, although it was more challenging to make
everything distinct. |
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Paper Dolls. At the end I had to make all
the armor and clothing for the Paper Dolls in the interface. All the different levels of armor: helmets, belts, boots, capes… different
sets for males and females… and I had
to physique or BonesPro them all so that they’d fit on the different
character models… and I had to cut
out everything individually and indicate coordinates so that they could be
dropped onto the paperdoll… aaaagh! Strangely—the weapons shown
here are not mine. Anyway, it was a total
nightmare, but, hey, it’s a tough job being a computer game artist, but
someone has to do it. Serious crunch-time, no fun,
though! L |
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