![]() I feel that a good set of color palettes is a part of what makes fighting games memorable. As we continue to push out newer builds for the press and public to see, it’s also important for presentations that people are able to see different colors other than the standard 1P and 2P palettes. It isn’t so important in the sense that it contributes to the gameplay, but something as simple a a character color palettes can add a lot to the player’s enjoyment of the game. This is simultaneously important and not-so important. as I get some help from team friend Devin “Urichinan” Mills, but ultimately I decide what goes into the game. I suppose a fancier title would be called “color coordinator.” Fashion designer, maybe? Basically, I’m responsible for the character palettes. I don’t mind these things because I have another job on Skullgirls that is unique to the rest of the team. …But there is something that makes this all worthwhile. During those times, I crawl into a fetal position and cry my eyes out. This work includes processing and double-checking assets from the team in order to make sure things go smoothly, which doesn’t happen as often as I’d like. I’m currently intern-turned-assistant art monkey for the rest of the art department at Reverge Labs.īeing one who can fumble through digital imaging, I’m assigned some of the more mundane clean-up tasks… some of which cause me to frown furiously at times. My name is Brian Jun, otherwise known as EU03 elsewhere on the Internet.
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