I worked at
Microsoft Games Studios from March through September 2010 as an art generalist on the Relic Rescue Facebook game. Coming from almost 8 years of console development at Radical the project at Microsoft was a cool oportunity to gather new skills. The only full time gameplay artist on the team, there was a huge learning curve as I needed to produce content immediately and get up to speed on art style, game design, Flash, 3DS Max, and the prototype web development pipeline at the Vancouver studio.
I was responsible for creating, iterating, and integrating the following Relic Rescue assets:
- Terrain Tileset
- Rock and Vegetation Tileset
- Basecamp maps
- Museum backgrounds & displays
- Processed Inventory icons
| - In game pop-up window icons
- Animated cursor icons
- Animated the travel screen
- animated the load screen
- Animated HUD Bar icons
|
One of the biggest jobs was optimizing workflow. Coming aboard there weren’t any pre-existing art tools and because the team was too small to support a dedicated tools programmer, code support was not always available in a crunch. It was therefore necessary to automate export & processing where possible.
Initial estimates pegged each Tileset at 36 terrain tiles per level (3 terrain-types of 16 tiles each). After closer review I determined the design team actually required 212 images per Tileset and I desperately needed an exporter if I was to have any iteration time whatsoever. As programmer support for a plug-in wasn't available I turned to Photoshop Actions and Bridge's Batch Renaming tool: