Naughty Dog looking for 'next-gen' character artists
Uncharted developer Naughty Dog is looking toward the future generation of consoles, according to new job listings.
Uncharted developer Naughty Dog is looking toward the future generation of consoles, according to new job listings. The latest job listing at Naughty Dog indicates the studio is looking to expand its character artist roster, specifically citing the person would be tasked with helping to build "next-gen games."
The job listing, discovered by GameSpot, say that new artists will be expected to make "million-poly models game-ready." For comparison, Uncharted 2: Among Thieves featured an average character polygon count of "80,000" [via GameTrailers].
It is unclear if the project is related to any of Naughty Dog's current properties (Uncharted, Jak & Daxter) or something new.
The California-based, Sony-subsidiary is currently in the middle of developing a fresh intellectual property entitled The Last Of Us.
[Above, Uncharted 3: Drake's Deception]
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Xav de Matos posted a new article, Naughty Dog looking for 'next-gen' character artists.
Uncharted developer Naughty Dog is looking toward the future generation of consoles, according to new job listings.-
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Yeah, stupidity angers me too. Like when someone who clearly knows nothing about video game production mouths off about how it's done. There are no million poly in-game characters in video games, PC or otherwise. If you knew anything about how game characters are created, rigged and animated, you'd realize how insane a claim that is.
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a high poly ingame model might be like 10-20k on current platforms. which is like, nowhere near a million polys. we are not getting 7 figure poly counts on a single model this gen or next on any platform. the consoles have been holding things back alot, but not "a million poly characters" alot. not to mention there is really no need for a million poly count shit in any capacity in any game. your probably gonna get to the point of diminishing returns way before you get to 6 figures.
not to mention the fact that i dont think you could tell the difference in something that had a million poly's and something that had like 20 thousand and was well put together with good use of normals/bumps etc once you render it in your engine. hardware limits are only one reason we dont have "million poly characters". the other is that it would be a waste of cycles and memory.
your source materials, before it gets made into the actual game model, im not sure what kind of shit goes into that, but the amount of work to craft something that a game engine would bring down to a million polygons is mind boggling and scary.
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