Klicka på bilden för större format
Jag satt och slösurfade lite under förmiddagen och snubblade av en ren tillfällighet över bilden ovan, som jag tycker är väldigt vacker och fascinerande. Blev nyfiken på vem som hade gjort den och lyckades efter några klickningar hitta namnet Pär Tingström. Aha! En svensk. Kan det möjligen vara så att han jobbar med spelutveckling på ett känt svenskt bolag baserat i Uppsala?
Bingo!
Pär Tingström är född i Sundsvall och tillhör en av de verkliga veteranerna inom Starbreeze. Nedan hittar du inledningen på en intervju med honom som även innehåller lite historik om Starbreeze.
Tingström har varit med och utvecklat både Riddick: Escape from Butcher Bay och The Darkness, om du klickar dig vidare till intervjun hittar du exempel på flera av hans arbeten för spelen. Han är sedan en tid tillbaka anställd hos Framestore CFC i London, som är Europas största studio för visuella effekter och datoranimationer.
3D Total intervjuar Pär Tingström:
I was born and raised in Sundsvall Sweden. I realized quite early on that I wanted to work with something creative like drawing comics, painting fantasy art covers or to work with animation. Even though 3D is my strongest medium today I could never imagine doing cg art for games or movies back then, it seemed like pure science to me and I had this stupid idea that it was cheating anyway.
Back in 1997 I came in contact with 3D through more or less a coincident, a friend of a friend who was starting up a game company needed 3d artists, but with no money he had to take what he could get; me and a bunch other crazy enthusiasts. Overwhelmed by the graphics the game engine could draw, I started to work day and night to learn 3D, it was literally learning by doing and the fact that my version of 3Ds Max 2.0 had no help files, didn't exactly help.
Eventually after a lot of hard work and visions of being filthy rich we got a project signed and Starbreeze was born. Sometimes I think that we were the last generation who was able to do that, it might be more or less impossible to set up a team of 9 people today and think that you are going to be signed by a big publisher.
Bingo!
Pär Tingström är född i Sundsvall och tillhör en av de verkliga veteranerna inom Starbreeze. Nedan hittar du inledningen på en intervju med honom som även innehåller lite historik om Starbreeze.
Tingström har varit med och utvecklat både Riddick: Escape from Butcher Bay och The Darkness, om du klickar dig vidare till intervjun hittar du exempel på flera av hans arbeten för spelen. Han är sedan en tid tillbaka anställd hos Framestore CFC i London, som är Europas största studio för visuella effekter och datoranimationer.
3D Total intervjuar Pär Tingström:
I was born and raised in Sundsvall Sweden. I realized quite early on that I wanted to work with something creative like drawing comics, painting fantasy art covers or to work with animation. Even though 3D is my strongest medium today I could never imagine doing cg art for games or movies back then, it seemed like pure science to me and I had this stupid idea that it was cheating anyway.
Back in 1997 I came in contact with 3D through more or less a coincident, a friend of a friend who was starting up a game company needed 3d artists, but with no money he had to take what he could get; me and a bunch other crazy enthusiasts. Overwhelmed by the graphics the game engine could draw, I started to work day and night to learn 3D, it was literally learning by doing and the fact that my version of 3Ds Max 2.0 had no help files, didn't exactly help.
Eventually after a lot of hard work and visions of being filthy rich we got a project signed and Starbreeze was born. Sometimes I think that we were the last generation who was able to do that, it might be more or less impossible to set up a team of 9 people today and think that you are going to be signed by a big publisher.
Inga kommentarer:
Skicka en kommentar