Level designer and aspiring game designer. After a recent trip to my first GDC, I was more or less advised to focus and I was on the right track. "Keep doing what you're doing," were the words.
I have the UDK, but I still haven't looked at it. What are the best features a person can get into in the UDK that isn't available in other software?
It looks like something for King's Quest. Takes me back.
I think it matters how long he did it, though. He states in his profile it took him a month. Concept art should take just hours. In that time, he could have drawn close to fifty concept pieces, not just one. Can the model be transferred over and used and altered by the developer? If not, then valuable time was wasted on one piece of concept art.
It's a tough argument. If you did apply for a concept art position, they would want to see your drawing skills. However, it's not the future of concept art. There is a difference between drawing a house and building one. Once you start adding models, textures, and meshes, it's not a 2D concept anymore. It is still art, and it is still creative.
When I saw this I was excited. I figured the cooperative thieves angle has never been done. One would be scaling walls, picking locks, dousing torches, while the other one was more of a combatant with a bow, daggers, and served as a decoy in some parts. But all I see is one throwing fire and another swinging a stick. Where's the stealth? How are they thieves? I'm not bashing it; it looks amazing. I guess I hoped for something no one will make.
I like the worn detail in the textures. I don't know why I didn't see it before.
Great model, just the kind of shotgun we needed.