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.
The day to day tasks will involve the artist working on characters, and or character related assets.
- Produce high quality art assets suitable for production both technically and artistically.
- Creating detailed high poly digital sculptures, game res models, uv’s, bakes, and texture maps.
- Able to work efficiently within technical constraints of a production, while generating high quality art assets that either meets or exceeds our clients standards.
- Able to follow written as well as illustrated direction and feedback.
- Willing to learn new tools and or different software packages.
- Perform miscellaneous job-related assignments.
- Experience in 3D art content production including: modeling, uv work, texture mapping, high poly to low poly workflow.
- Strong fundamental art skills: Anatomy, Silhouette, Shape, Form, etc.
- Able to work in different art styles and interpret 2D art direction.
- Able to work with minimal reference images, and or concept art.
- Experience with 3Ds Max, or Maya, Zbrush, Photoshop, Substance Painter, Topogun.
- Familiarity with Unreal Engine 4 or related game engine.
- Lighting and Rendering in Marmoset Toolbag.
- Experience with creating materials in Substance Designer.