More Help Wanted: Quake IV

Raven's Kenn Hoekstra updated his plan with word that there's an opportunity available to the right texture and world model artist to work on Quake IV. Here's the word: "Raven is looking for a 2-D/3-D artist to concept, build, and paint complex textures and world models for Quake 4. We prefer an artist with experience working in the PC gaming industry, with an understanding of creating textures and world models, but with very strong drawing, concepting, and painting skills. A more realistic artistic style is preferred. An ability to create game art for different genres - such as Sci-Fi, Fantasy, and Horror - is a definite plus, but a strong background in drawing and painting sci-fi is a must for Quake 4. The position will also require an understanding of 3-D hi-poly and low-poly model building in Lightwave or Maya."
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Re: @(*!&#(@*#&(*@@!!
Feb 20, 2003, 22:46
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Re: @(*!&#(@*#&(*@@!! Feb 20, 2003, 22:46
Feb 20, 2003, 22:46
 
Quake 2 did have a militaristic, semi-realistic feel to it's graphics and story. Gray, Green, Blue, and Brown were the predominant colors in a radiosity-lit world, and it's weapons and level designs were almost functional in appearance. The interface had a dog-tagged look to it, and even the manual had the worn subtleties of a militray fieldbook. No loud contrasting colors, no deeply etched vertex shadows, no sci-fi party house paraphernalia sticking out of walls for no reason (Think Unreal 2.) The intro has echos of Normandy in it, with countless infantry futilely bombarding fixed fortifications with the goal of destroying a powerful defense mechanism (The Big Gun.)

However the context (Especially in the enemy character designs) and gameplay in which all these realistic elements were placed in was completely sci-fi fantasy. and therein lies what IMO was one of it's best jabs at immersion. It feels like an action game but it's realistic look added a suspension of disbelief.
"Nothing livens up a robotic hymn of doom more than an amazing pair of jugs." - Brak
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