New Inside the Vault: Robert Wisnewsky


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?

Environmental/Dungeon Artist

What other games have you worked on?

Deathgate 1994
Shannara 1995
Mission Critical 1995
Callahan’s Crosstime Saloon 1997
The Wheel of Time 1999
Unreal II: The Awakening 2003
Unreal II: XMP Multiplayer 2003
Oblivion: 2006
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.


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