From the Bethesda Blog:
Today, our Q&A features Robert Wisnewski, one of our senior artists. His main focus is on our dungeons – he created the beautiful fort ruins in Oblivion.
What’s your job at Bethesda?
What other games have you worked on?
Mission Critical 1995
Callahan’s Crosstime Saloon 1997
The Wheel of Time 1999
Unreal II: The Awakening 2003
Unreal II: XMP Multiplayer 2003
Shivering Isles: 2007
Fallout 3… […]
The other best part of the job is the kind of assets I get to make. Since I do mostly architectural work, specifically ‘dungeon kits’, I basically get to create the places that the game’s characters live in. In other words, I get to build castles and dungeons and ruins [both fantasy and futuristic]. What could be better than that?
The worst part is that I make architectural set assets that get used lots of times. That may not sound like a bad thing, but when you see anything repeatedly in a game, it loses some of the impact that single location art has. This also somewhat limits what you can do with the models – a unique piece [say a wall section with lots of damage] is great when it’s used sparingly, but the wall sections that you see more often are the less unique ones since they’re used repeatedly – many times right next to each other. Trying to make kits where the pieces look good together and provide a lot of possible layouts yet don’t look very repetitive, can be hard. I’m always working on ways to make the ‘dungeon kits’ I create look less repetitive yet more ruined. And, adding damage to geometry is always time consuming.