Beautiful work :)
Thank you! :D
Beautiful work :)
Thank you! :D
WTF!?!? Why is Pharus one of the skins?
What you're seeing is my art style (and that they both glow). I made both Pharus and the Mythic weapons. I was fully aware that this set's glow would mean encroaching on Pharus' territory so I did what I could to differentiate them and they really aren't the same. The shapes aren't even remotely similar. The only similarities are the glow and my art style. Pharus has so much more going for it that the mythic bows do not have: special projectiles, enemy hit effect, character draw effect, animated parts, glowing bow string with diamond grip, cascading effect on draw, unique metal material, etc. The mythic weapons simply glow and have my style. That's it.
One of my favorite things in game is collecting backpacks. Also wverytime there's a must ha e legendary, I find there's a note somewhere that you were involved. Keep up the awesome work
<3
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But a golden Ad Infinitum has been a long requested feature.
From a technical standpoint you can't create that gold look with dyes. It would have to be a brand new skin with that special material. To anyone seeing this comment in isolation, I don't know what will and won't be happening. I'm just purely talking how stuff is made.
not sure if you are the right person, but currently, legendary weapons skin totally replace the projectile effects of skills. can we put the original skill effects back in but also just add the legendary weapon skin?
currently if you see say,kudzu or pharus, it changes the skill 2,3 of dragonhunter to a single arrow. can we put the original effects in together with the legendary skin arrow? the f1,2,3 are all a single arrow and feels like a downgrade when you have worked so hard for the legendary.
Yeah I'm not but I'll try to pass it along! That doesn't seem fun :(
To this day, imo, one of the best modeled backs in the game has to be the wings of love. The modeling job was on point, looks real as opposed to the other wings in the game who either look too "solid" and plastic like, or the others that look too flat and almost dead. As for capes, when I saw it I was already expecting it to behave like that, completely understandable, my only problem is the lack of a glider combo. But well done on the dyes, just curious, I know that you will not rework the already existing backs to be dyable, fair enough, but, any chance to make an exception for the legendary backs? They have no ability to dye, neither on the back nor the glider, which is a bit sad for a legendary item.
Thank you so much! While I can't take credit for the original model (the hawk wings) that those are a re-texture of, I did make them white and create their new position. Boy, those were a buggy annoying mess! I'm so glad I got them to at least look decent in the end, and I'm really glad you enjoy them! :D
I cannot speak to which things will and won't be dyeable as that's not something I'm involved in. I don't actually know the answer.
my sister got hired as a designer
wave
:D
You may not be the most visible dev but all your legendary weapons are among my favourite skins in the game! :D I would prepare all the necessary mats ahead of every single LS release just so I could craft them day one!
Aww, thanks so much! That means a lot <3
Capes are one of the most difficult things we've ever had to implement, for so many complicated reasons. Backpacks are similarly irritating. One of the many factors here is body scaling and armor. There is a single backpack model which has to work whether you're fat, skinny, wearing a skin tight suit, or huge, bulky, spiky armor. If the cape is fitted snug to a skinny, tight suit wearing character, it will be completely inside the body of a chonker in giant armor. There's more to it than that, but hopefully that starts to give you a better idea.
I am one of the creators of backpacks (not capes) and I care deeply about the game and the people who play it. I take great pride in my art and I want it to be the best it can be for everyone. Unfortunately, game development is a series of compromises and this is the best possible solution. It's almost never as simple as it seems.
Oh hey, you're still at Anet. Was actually wondering if you were still there a couple weeks ago while digging through known Anet artists' works for wiki categorizing (it always needs to be fuller!).
:D
we have enough artists, what we need is talented programmers and game designers
Artists tend to be the most visible on social media due to our work being of a visual nature, and as a result it may seem like there are more of us. You don't hear about everyone coming and going from a game company, especially the non-visual devs. I'm an artist and even I'm not on social media. Imagine all of the other people who aren't either.
I made another comment on invisible devs, seen here.
something GW2 manifestly does not need
we have the head of anet's HR right here guys!
and how the hell do you want to know if the devs who left didnt get replaced equally already? maybe even intern. what you guys do is very arrogant and condescending towards the guys that follow these devs in their positions.
ever thought that the "veteran" dev had also a lot of "veteran" co-workers that are as good as him/her but just arent well known by the community?
nah, cant be, right? only vets are leaving gw2 and only devs that have no clue about the game are joining. /s
You're absolutely right that there are a lot of "invisible" devs, both new and veterans, that people are never aware of. As a 10 year vet I doubt anyone would notice if I left as I do not have any sort of real presence on social media. Likewise, most people don't even know I, and the multitude of other vets, still exist. Similarly, my sister got hired as a designer a few months ago and there was no hoo-ha about her arriving for the same reason.
The game industry is a constantly shifting place, no matter what company. There will always be people who want to move on for personal reasons, and people who want to stay in one place for eternity. Doesn't make one better or worse than the other; it's just how people are.
So the moral of the story is: do not look at a single publicly visible artist being hired as some sort of pattern or proof of a lack of anything.
Also, a big, warm welcome to Jenn! :D