At Crystal Dynamics, we strive to produce as
much informational and inspirational artwork as
we can to inform the art team of design and
visual choices. Each artist has a particular
Making art in games is a beast that requires talented people to find
creative solutions to varying complex issues. Artwork is passed
between developers often, sometimes going through three to four
people before landing on a solution. At Crystal, we are able to keep
artists flexible in their goals. Concept artists are responsible for key art,
storyboarding, character art and often things like in-game lighting and
composition. We have a strong pool of artistic talent with diverse skill
sets, letting the developer stretch into multiple facets of the production
process. Inherently, artists have an opinion and specific subject matter
tastes that they use to craft their assets. Developers come to
agreements about quality and execution, going through various
prototype phases to find balanced visual solutions.
workflow that works for them when creating
environment concept art, however there are
some things we always keep in mind when
developing these pieces.
RISE OF THE
TOMB RAIDER
DESIGN ENVIRONMENTS:
BREN ADAMS TAKES US INTO THE WORLD OF LARA CROFT
BY EXAMINING THE HIGHLY DETAILED ENVIRONMENT
DESIGNS CREATED AT CRYSTAL DYNAMICS
CASE STUDY:
WORKING AT
CRYSTAL DYNAMICS
BRENOCH ADAMS
ART DIRECTOR
CRYSTAL DYNAMICS
© Crystal Dynamics