Details on Neverwinter Nights: Concept Art
9:52 AM | Toby Allen | Comment on this story
Daily Radar posted an article written by Marc Taro Holmes, art director at Bioware, currently developing working on the massive RPG Neverwinter Nights. The article talks about the many different aspects that are involved when designing, creating, and producing art for role-playing games. It's a very interesting read, packed with information about the process. Here is an excerpt:
On Neverwinter we started with two things: adapting real-world landscape to gameplay and capturing the feel of the fantasy city. The city was one of my pet projects. I'm really after capturing the densely packed, cobbled-together feel of those centuries-old European towns. But at the same time we had a lot of gameplay concerns, such as controlling players' movement with impassable walls and locked gates, providing enough space for combat, navigating stairs and ramps, and making user-created maps fast and easy to make. The same principles of applying your research, knowing your technical limits and drawing fast all apply - and working with your technical leads goes double for environments. Adapting a natural landscape such as old-growth forest or limestone caverns into realtime 3D is more about deciding what to leave out than what to cram in. The game has to carry the feeling of place, but it also has to play well. And that means players have to be able to get around the map with a minimum of cursing.Neverwinter Nights should be appearing on Mac around the same time as the PC version late this year. We will keep you posted as more info on the game becomes available.
Neverwinter Nights Web Site
Neverwinter Nights Art Article at Daily Radar
Buy Neverwinter Nights
Recent Mac Games News
Thursday, April 5, 2001
Wednesday, April 4, 2001
Tuesday, April 3, 2001
Monday, April 2, 2001
Friday, March 30, 2001
Search for other Mac games news stories or browse our Mac Games News Archive.