I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
Have a look at another amazing educational series from The Gnomon Workshop with Martin Teichmann, Environment Modeler at Naughty Dog. First of all, you will get essential tips on Unreal, 3ds Max, Substance Designer, and ZBrush. The course will take you through the artist’s complete production workflow to build a stylized game ready environment which is a process that requires not only technical and artistic knowledge, but also insight into the mechanics of gameplay in order to deliver the best experience for the player.”
The first volume of a three-part series is said to discuss the artist’s ideation process, reference gathering and the initial stages of development for a large environment. Martin will show you how to create a meaningful block mesh in 3dsMax which can then be turned into modules to split the environment creation process into small tasks.
“Using the example of an arch module, Martin demonstrates the asset’s creation through low-poly modeling and texturing in 3dsMax, hi-poly sculpting in ZBrush and texture generation in Substance Designer. Basic software knowledge is required as the workshop primarily focuses on workflow and the development of a unique art style.” What you get here is a thorough understanding of the layout and early production process for game environments.
You can learn more and join the party here.
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