![]() “After that we have six to eight people on the design for around nine months to a year. “And some of us – Sam, Dan, Les and I – tend to meet up in the places we are being inspired by and drive around those places and have random chats. “We do a lot of Googling and StreetView scoping,” he says. When making GTA, it is Garbut’s pre-production that sets the tone. Today, he oversees over 150 at Rockstar North doing art for the game – and more around the world. Space Station Silicon Valley included some of the hallmarks, like switching between vehicles in a 3D world, that would appear in the team’s next project – GTA III, which they naturally flocked towards, gazumping the 2D GTA team, given their technical and 3D art prowess.īack then, Garbut was one of six artists working on the PS2 title. So we kind of stole him on to our project, which was Silicon Valley for the N64.” It was unusual to see an artist with his style that had a full understanding of the technical side of the game too. But one day I caught a glimpse of his screen and he was typing in these texture coordinates. “Back at DMA Design Aaron was sat on the other side of a bank of filing cabinets – he was fenced off from us. ![]() ![]() ![]() Garbut is one of the four who devise the basis of each GTA, and a long-time colleague of Rockstar North president Leslie Benzies.
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