Raging-Spaniard

Raging-Spaniard



09 Apr

Comment

9,3 for me, that sure escalated


02 Apr

Comment

Originally posted by tupelobound

I miss posts from u/Raging-Spaniard, the former CG artist who used to post more frequently here on the sub:

https://www.reddit.com/r/SWGalaxyOfHeroes/comments/kk0ydw/havent_drawn_any_star_wars_since_i_left_cg_as_a/

Hey thanks! I still play the game and lurk. The current art team, except for the Art Director I think, are all new people so I have no connection to the new work but Im glad to see the foundations we established continue to be built upon and improved :)


15 Sep

Comment

Hey bud, thank you so much for sharing and Im really glad to see you sticking around and doing better. For those of us who worked or still work on the game reading stories like this blows our minds and its a great reminder of the good things making games can bring to people. All the best and thank you for hanging on.


15 Jul

Comment

Originally posted by SnooMuffins3131

Wow, thanks for the explanation and insight! I'm wondering if Jabbas ultimate has the raid cinematic in there as well?

No, Jabbas unit (his prefab) should have an ultimate cinematic prefab inside of him (heyo!) which has the Rancor Unit, but not the whole raid or anything.

Thats the system as it was built when we created ultimate abilities a couple of years ago, theres a chance the system has changed since I left, as we were trying to stop using the cinematic plugin called Cinema Director (which, uhm, sucks) and replace it with Unity's own system for cinematics called Timeline (which was added after SWGoH released, forcing us to make do with inferior tools, it s a whole thing). Hopefully they have managed to make improvements there, which I would expect since those guys and gals are badass.

Comment

Originally posted by Here-Is-TheEnd

Y’all wrote this in unity?

Game was built in Unity, yeah. Most mobile games are


14 Jul

Comment

Lol yeah lemme explain how these cinematics work since I, well, made them. Some art jargon incoming:

When you make a cinematic, it involves a prefab (a Unity engine thing) that basically contains all that you need for the cinematic to play. Obviously the smaller these things are the better since you dont want to invoke long loading times or make an already big game SDK size even bigger so as often as possible we add markers to the prefab that reference something thats already loaded. Otherwise I would need to include a character or an environment as part of the prefab, with all of its models, textures, rigs, etc, so you can easily see how that could become a problem. In this case, the cinematic just says "party member on slot 1 (or 2, 3, whatever) sit here and play this generic animation" and it will just use whatever is available.

As an example, Starkiller is actually pretty crazy because of his star destroyer attack. That character prefab not only has his characte...

Read more

22 May

Comment

Aw thanks, it was fun to plan and make. Super last minute addition too, one of those "well try to make it if we have time" which thankfully we did cause its "simple"

One fun dumb piece of trivia is that hes part of the beach cinematic scene, if you open the unity scene you have the beach, the characters, then off to the side theres this tiny space setup with malak just chilling there, super tiny to use as less texture space as possible


09 Mar

Comment

Its super simple and not a secret since most other companies do this. Apple lost a lawsuit regarding in app purchases being a monopoly so now companies can sell you in-game content bypassing the app store through using a web portal.

If you buy content through a webportal, apple doesn’t get their cut so this saves EA a LOT of money even if they price everything lower than in-game or give you good deals like they have been. Its literally a win-win for both parties involved, even if using the portal is a bit of a hassle. No need to be a cynic on this one.


02 Mar

Comment

Originally posted by McVicar117

How was it working for CG?

Amazing! Best job I ever had, loved every minute and hated leaving but opportunities I couldn’t pass up came knocking.


01 Mar

Comment

Pretty sure thats the last event art I made for the game before leaving so Im glad its still getting used :)


14 May

Comment

Originally posted by SamuraiUX

Sorry, no, I worked for a mobile gaming company in UX. I’m not naive. And I won’t bend to your straw man arguments. It’s funny, really: so many people on here have told me, “if the game is that bad for your mental health then quit” (they’ve said it less nicely than that). It could just as easily be said to you. If working on a gouging mobile game hurts your mental health so badly, quit. I did. I’m much happier now. Don’t blame me for literally saying, “if someone wants to complain about the game, the best way to respond is just to make them feel heard.” I am clearly correct and reasonable, and it’s not my fault that 1) it’s a pipe-dream that will never happen and 2) some people don’t come to complain, they come to threaten and malign. I clearly stated I wasn’t talking about them.

So. No. And no thank you, and you can show yourself out now, I’m not interested in what you’re peddling, but I hope you note that I managed to state my feelings in a civilized manner without telli...

Read more

Good for you on your career choices, my mental health is fine so don't worry about me but it is definitely not a strawman argument.

This community has been extremely toxic to some team members, those people shouldn't be expected to deal with it just to work in videogames, and saying “ All bitching about CG should be met with commiseration and validation” is just not a nice thing to put out there.

Comment

Originally posted by SamuraiUX

I feel like we’re taking a middle-of-the-road suggestion (“maybe let people complain if they want”) and making strawman arguments out of it (“so you’re saying we should decapitate CG employees and no one should say anything???!”).

For the record - I shouldn’t have to say this, I think my statement of purpose was pretty clear - I don’t think people should make death threats or doxx people or even just generally be nasty. I wish people could be validating and civil, and failing that, just scroll by without feeling the need to “show someone” (a perfect internet stranger) how wrong and dumb they are.

I think were far enough into this internet experiment to know that toxicity breeds toxicity.

You sound naive and need to realize that for some people working on these games is a massive toll on their mental health so the last thing they need is a fanbase that feels empowered to bash their work as a general principle. That behavior only enables the really small numbers of highly toxic members feel justified and excused.

Comment

Yeah it was so awesome when a certain person was getting death threats at work, really just a “glad we work in videogames for a living” kind of situation.


10 May

Comment

Originally posted by Evenmoardakka

Could you confirm thisnindeed is swgoh (gameplay wise) but in lotr?

Nah man, giving that kind of info crosses the line.


09 May

Comment

Dunno if it means much to this crowd but I liked what I saw and think it will be pretty awesome if they get to ship a finished version of what they had by the time I left (I didnt work on it though)


14 Feb

Comment

As someone who worked on both,

JKR was really cool since he didn't have an official look at all so we got to introduce that for him, that was certainly rewarding, especially when toys were made.

Darth Revan tho you can tell we were firing on all cylinders by then. Him and Malak came out very well and in terms of art and animation they're superior.

Too bad we didn't get to update the Zaalbar design a bit, we had some cool concepts from Garret.


11 Dec

Comment

Originally posted by CurrencyCheap

lol

Things change!


11 Nov

Comment

Haha oh damn, this is great.

Right before I left, a year and a half ago, I really wanted to make DASH RENDAR happen, it was going to be like my farewell gift to the game. I wanted to design the character myself and make something memorable … we got the discussions to a really advanced stage but the timing just wasn't right. Glad to see that, apparently, now its the right timing! Excited for this.


28 Aug

Comment

Nah if anything Scopely (via Boundless) kept hiring CG people, its the other way around. Its pretty hard to stay competitive when you’re the only studio in Sacramento, actually.


20 Aug

Comment

tbh I think its well made so thats a job well done but its too realistic for my taste and for the game at large. My intention when we started going with higher res models was to still stay a bit cartoony and find the sweet spot like we did with RH Finn, Cara Dune, JKL, etc … but the newest batch with Old Ben and Dooku is too far in the realistic range for me.

I also dont like the new icon work a whole lot, I always tried to keep them close to the model with a slight touch up instead of making them look like marketing art.

Small gripes tho, plus Im not there anymore and I know how hard it is to do all of this so I don't want it to sound like I don't appreciate the effort put into it, and trust me theres a lot. More than two ways to cook an egg, is all.