When designing a level you're able to freely compose your virtual environment with any objects you want. A level designers' work can be compared to that of a painter. Now let's see the level as the art gallery and the level vistas as paintings.
Head-tracking in virtual reality provides an immersive solution for most games, but a unique challenge when the visual style is abstract.
Anton Wiegert has a great article on Gamasutra about the benefit of video game art outsourcing. I think there are still a lot more about the outsourcing story, that I would like to continue the storytelling, to make the picture fuller.
It takes great effort from both parties to succeed whenever you outsource anything complex or large-scale, but itís easy to overlook what else you can bring to the table other than signing the checks as a game developer.
In which we talk mascots and learn that it's not OK to steal from old ladies... but it's cool to steal from slightly younger gentlemen?
A tip about how to quickly set the correct size for all the objects in a 3D scene. I think this tip is not only useful to artists who work for HOPA/adventure games, but also to guys who handle 3D scenes for all kinds of purpose.