{"id":73,"date":"2010-02-28T15:19:38","date_gmt":"2010-02-28T22:19:38","guid":{"rendered":"http:\/\/sxross.com\/?p=73"},"modified":"2014-03-24T18:58:38","modified_gmt":"2014-03-25T01:58:38","slug":"courtyard-%e2%80%93-art-director","status":"publish","type":"post","link":"http:\/\/sxross.com\/?p=73","title":{"rendered":"Call of Duty \u2013 Art Director"},"content":{"rendered":"<p>For a brief period our studio was working an a 3rd person Call of Duty game with a working title of Call of Duty Devils Brigade. We had a pretty meager staff and only had a few months to work on it before they pulled the plug&#8230;<\/p>\n<p><strong>Courtyard Visual Target <\/strong><\/p>\n<p>This started as a test to see how easy or hard it would be for me to grey-block out an urban environment that felt fairly organic inside Radiant. I started by finding two painting of an Italian village then blocked out the space and added some basic lights in an afternoon. It was actually easier than I had hoped. I then broke this thing into two pre-fabs so that our two environment artists could work towards creating an in-game quality bar target. I was also curious to see how well the styles would mesh.<\/p>\n<p>Pretty! We never got around to cleaning up some of the transitions.<\/p>\n<p><a rel=\"attachment wp-att-90\" href=\"http:\/\/sxross.com\/?attachment_id=90\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-medium wp-image-90\" title=\"courtyard_01\" src=\"http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_01-500x281.jpg\" alt=\"\" width=\"500\" height=\"281\" srcset=\"http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_01-500x281.jpg 500w, http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_01-1024x576.jpg 1024w, http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_01.jpg 1920w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/a><\/p>\n<p>Some battle damage.<\/p>\n<p><a rel=\"attachment wp-att-93\" href=\"http:\/\/sxross.com\/?attachment_id=93\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-medium wp-image-93\" title=\"courtyard_02\" src=\"http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_02-500x281.jpg\" alt=\"\" width=\"500\" height=\"281\" srcset=\"http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_02-500x281.jpg 500w, http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_02-1024x576.jpg 1024w, http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_02.jpg 1920w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/a><\/p>\n<p><a rel=\"attachment wp-att-95\" href=\"http:\/\/sxross.com\/?attachment_id=95\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-medium wp-image-95\" title=\"courtyard_03\" src=\"http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_03-500x281.jpg\" alt=\"\" width=\"500\" height=\"281\" srcset=\"http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_03-500x281.jpg 500w, http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_03-1024x576.jpg 1024w, http:\/\/sxross.com\/wp-content\/uploads\/2010\/02\/courtyard_03.jpg 1920w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/a><\/p>\n<p><strong>3rd Person Demo<\/strong><\/p>\n<p>This was our first milestone for Call of Duty &#8211; Devils Brigade. It was done with an art staff of 4 (one being a newly hired character artist), junior designers, and minimal engineering support. It was mostly intended as showcase for our squad based orders system. We spent about 6 weeks creating art assets for this including our new soldier models, and most of the environmental details. There are a lot of things about this fall short of where we wanted to get but the one thing I feel that we spent time on that we got right, and turned out to be a nasty problem, were the bullet trails. Seems silly but vitally important in a 3rd person game.<\/p>\n<p>[media id=2 width=500  height=375]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>For a brief period our studio was working an a 3rd person Call of Duty game with a working title of Call of Duty Devils Brigade. We had a pretty meager staff and only had a few months to work on it before they pulled the plug&#8230; Courtyard Visual Target This started as a test [&#038;hellip<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[19,7],"tags":[],"_links":{"self":[{"href":"http:\/\/sxross.com\/index.php?rest_route=\/wp\/v2\/posts\/73"}],"collection":[{"href":"http:\/\/sxross.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/sxross.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/sxross.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/sxross.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=73"}],"version-history":[{"count":20,"href":"http:\/\/sxross.com\/index.php?rest_route=\/wp\/v2\/posts\/73\/revisions"}],"predecessor-version":[{"id":614,"href":"http:\/\/sxross.com\/index.php?rest_route=\/wp\/v2\/posts\/73\/revisions\/614"}],"wp:attachment":[{"href":"http:\/\/sxross.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=73"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/sxross.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=73"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/sxross.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=73"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}