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Gamespy has posted the newest installment of their Etherlords Diary. It's an interview with Etherlord's texture artist, Victor Surkov, explores the tough challenges for creating game art. Here's abit from it:
I once asked Etherlords lead artist why I actually became a concept for the game. He said I am an expert in fantasy genre standards. But it's not fantasy standards that I am doing! I see my task, literally, in breaking the spine of a genre that's become so rigid that I sometimes fear I will never be a success. What I am trying to do is create a fantasy image from the point of view of modern trends in the art (in a very general sense), and in popular mass-art (for the young) in particular. Someone told me that I must be a fan of Giger after I textured Synthets' creatures. Well, I am not. I am a fan of comics. If you have seen American comics of the 60s, you know what I am talking about -- they were painted in oils. You could ask why I needed to go back so deep in time while there are lots of samples of mass-art in the media, advertising, etc. Well, it is simply because I live here, in Russia. If you are an American, you don't really need to spend much time studying modern American art history, because you have it in your blood since birth. From here, you've got to have a strong feeling of the origins to understand modern trends. Comics and old cartoons help me tremendously in understanding how the modern "Western" popular art became what it is. I've been also often asked by journalists whether I am inspired by any games when texturing. Yes, I am -- Quake III and Dark Omen.
I had the pleasure to see a lenghty gameplay video of Etherlords a couple of days ago - and the game looks really nice, imho. It's like a 3D version of the fights in Heroes of Might & Magic - but you don't take your armies with you all the time, but summon them...
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