Quick Flash Update


I hope you liked the spotlight interview with Ben Cureton last week, as I’ll be posting a new one sometime next week. This time, it’s with Han Randhawa, the Art Director on Darksiders II and, a very close friend of mine.

If any of you have any questions for Han, please leave them in the comments. I’ll choose a few at random (if I haven’t already asked the question) and pass them over to him in the next day or so.

In the meantime, enjoy the latest screenshots released for Darksiders II:

Advertisements

About Haydn Dalton

Creative Lead 30 Years Developing Games

10 Responses to “Quick Flash Update”

  1. I’d like to know if there is a site where his art is featured. Also if he plans on starting a deviantart so I can see his work more often. And then who are his inspirations.

  2. Mohammed Nasser Al Mazrooei Reply January 30, 2012 at 11:38 pm

    What do you take into consideration when bringing Joe mads artwork to life?

    What compromises do the talented people at Vigil games have to make when transitioning concept art assets into the Darksiders universe?

    In the original Darksiders some of the enemies in it appeared to be re-skinned Versions of prior meshes with minor tweaks here and there, is the team at Vigil games planning to add more variety into its Undead/Demon/Angel enemies?

    When it comes to optional content will any art assets be re-used to speed up the games development?

    Who or what has influenced your own personnel artistic style, and who is your favorite Manga/Manhwa/comic book artist that you admire, and has influenced your work?

    In the original Darksiders the abyssal armor lacked allot of color when compared to Wars standard armor, will this change with deaths Abyssal armor/’s will the colors chosen be more varied?

    Is Vigil Games excited at the possibilities the next generation consoles will bring with them, and how is Vigil preparing to take advantage of the coming generation artistically speaking of course

    Which one of the demos that were shown at GDC 2011 excited you the most?

    Sorry for rambling for as long as i have, thank you greatly for your time.

    Moe

  3. Mohammed Nasser Al Mazrooei Reply January 30, 2012 at 11:53 pm

    oops forgot to add this little bit

    In the original Darksiders the destroyer was a pseudo Homage to Blizzards molten dragon Deathwing, will the final boss of Darksiders 2 be a pseudo homage to DIablo III :0 or will we get to go one on one with a demonic kung fu panda with this song playing in the background

    Also will we find out that death is secretly Bruce Lee………. OK OK i’m just joking about deaths secret identity thing.

    What kind of design ethic do you apply to deaths weapons and loot in general?

    Can you give us an estimate on how many item concepts have been completed thus far?

    Thanks again

    Moe

  4. Mohammed Nasser Al Mazrooei Reply January 31, 2012 at 2:09 am

    which weapons and armor combination is your personnel Favorite?

    One thing can you merge my previous posts together Mr. Dalton because this website lacks an edit button

  5. I’d like to know what, exactly, an art director does, what the style specifics of Darksiders are (I saw something that pointed out a lot of things being sharp or jagged, but not much else), and if he has any favorite concepts (characters, environments, whatever) that’ve been dropped.

  6. What do you take into consideration when bringing Joe mads artwork to life?

    What compromises do the talented people at Vigil games have to make when transitioning concept art assets into the Darksiders universe?

    In the original Darksiders some of the enemies in it appeared to be re-skinned Versions of prior meshes with minor tweaks here and there, is the team at Vigil games planning to add more variety into its Undead/Demon/Angel enemies?

    When it comes to optional content will any art assets be re-used to speed up the games development?

    Who or what has influenced your own personnel artistic style, and who is your favorite Manga/Manhwa/comic book artist that you admire, and has influenced your work?

    In the original Darksiders the abyssal armor lacked allot of color when compared to Wars standard armor, will this change with deaths Abyssal armor/’s will the colors chosen be more varied?

    Is Vigil Games excited at the possibilities the next generation consoles will bring with them, and how is Vigil preparing to take advantage of the coming generation artistically speaking of course?

    Which one of the demos that were shown at GDC 2011 excited you the most?

    In the original Darksiders the destroyer was a pseudo Homage to Blizzards molten dragon Deathwing, will the final boss of Darksiders 2 be a pseudo homage to DIablo III :0 or will we get to go one on one with a demonic kung fu panda with this song playing in the background
    http://www.youtube.com/watch?v=jhUkGIsKvn0&w=420&h=315 ?

    Also will we find out that death is secretly Bruce Lee………. OK OK i’m just joking about deaths secret identity thing.

    What kind of design ethic do you apply to deaths weapons and loot in general?

    Can you give us an estimate on how many item concepts have been completed thus far?

    Which weapons and armor combination is your personnel Favorite?

    Sorry for rambling for as long as i have, thank you greatly for your time.

    Moe

    PS: is it me or does Death love anything that’s shiny and purple?

    • Great questions Mohammed! Thanks for taking the time to compile these.

      • Im just trying to think like a game designer, and try to contemplate what kind of conditions they have to work with on a daily basis, you could say that when i played darksiders i just couldn’t stop myself from thinking about what darksiders could become in the future.

        By the way Haydn here is a question for you

        If you could model Vigil after any existing developer who would it be and why

        Also if Vigil games had no budget constraints nor time constraints A.K.A a ready when its ready attitude to their game development what what about the games that you produce will change?

        By the way delete the three posts that have a negative rating as i have already compiled them for your viewing pleasure.

        Take the gaming world by storm one more time vigil we know you guys can do it.

        • If you could model Vigil after any existing developer who would it be and why?

          Valve & Naughty Dog come to mind. The reasons for both of these are; quality, brand trust, great public relations and, both have strong ties to good story telling.

          Also if Vigil games had no budget constraints nor time constraints A.K.A a ready when its ready attitude to their game development what what about the games that you produce will change?

          I’d look into heavier social components, deeper story/emotional focus and tons of time to polish the product until we’re satisfied.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: