Reason why Half-Life 2 art director left Valve

Of course I’m projecting. I’ve experienced the same kind of shit. Of course not on the same caliber, but if it’s bad enough in my tiny ass position to be slightly annoyed by it, than I’m sure if I were on a multi million dollar project, I’d have high tailed it.

Look, I’m sure the reason he gave for leaving is the primary reason. I’m just saying that It’s definitely not the only reason.

Oh fucking no. Call the videogame police, the bounding box is on a surface, but the mesh isn’t! /wrists

That’s more immersion-breaking to me than not seeing feet at all.

You’re in a gross minority.

Ever heard of improving? Just because one game has shoddy collision for it doesn’t mean every game has to. I’d personally rather have a false sense of collision then none at all. Also, FEAR’s implementation was pretty consistent, and allowed you to do things like slide kicks, or actually knowing how much concealment cover gave you, and Crysis 1’s collision was based directly around the animations, so you could only stand firmly where your feet were actually planted on the ground, otherwise you’d slide/fall off.

It doesn’t have to be a gimmick just because most developers don’t do anything useful with it.

And yes, ADS is still a gimmick, considering people were fine with games that had aiming with a crosshair until it became standard. It’s just a visual thing, and 90% of a time when you can zoom in with just the crosshair and your gun still to the right, it’s much less obtrusive and works better.

Every source engine game to date has had crappy collision detection & only L4D1 had visible legs. Since they abandoned them in L4D2, clearly they weren’t nearly as attached to the idea of it as you all seem to be. Much like the early concept art Viktor made for HL2. [/attempt re-rail topic]

So the discussion is suddenly restricted to the Source engine even though you cited a UE3 game?

REASON WHY HALF-LIFE 2 ART DIRECTOR LEFT VALVE

LET IT BREATHE. LET IT GROW AND EVOLVE.

Fine.


Happy now? (also notice how he’s holding the gun chest-high, yet it doesn’t even show any more of his left arm.)

And that, again, is a problem with the implementation, not the idea itself.

That picture ALSO shows how the L4D one was basically thrown in without too much effort- it’s obvious that the weapon is a first-person viewmodel, and the legs are spawned there for the camera’s sake. The camera isn’t actually “on” the player. It’s actually quite similar to the mod for Garry’s mod that adds legs, rather then actually being full-body awareness.

Once developers start looking at this more seriously, we might see more games that actually have proper player collision instead of just a box that loosely represents where the player is.

As I’m derailing this way too much, I would love to see a mod that tries to capture the feeling of this guy’s scrapped HL2 work. Is missing information one of these, or are they not following that anymore?

Missing Information is indeed based more on Antonov’s early work on the game. Things like the Manhack Arcade, the Air Exchange, the Factories and Wasteland, etc.

I’m looking forward to their next release.

concept art is the same as mock up work for web designers or any sort of professional in the artistic field.

its the same as construction companies handing out estimates for work when they are approached by companies who want them to build things for them.

its the same for architects when they are approached by companies who want them to design a building for them.

judging an artist by his concept art is pathetic. saying he poured his heart and sole into HL2 only to get screwed by valve is a simple case of you not understand the difference between doing things for discovery, and doing things for yourself.

i could create concept art like anatonav did. quite frankly…when you have a vision and you have put the time into figuring out how to get your visions onto paper…you can fucking draw ANYTHING. his concept art is NOT THAT IMPRESSIVE. to the untrained eye, it looks AWESOME. to me, it could just be the same as Mass Effect concept art or Deus Ex concept art…or even star wars: 1313 concept work.

HE IS JUST GOOD AT STEALING OTHER PEOPLES IDEAS. alot like bill gates.

and no art is not defined by taking ideas from other people and simply reiterating them with some other ideas taken from other people thrown into the mix. if youre saying good artists borrow, great artists steal…then youre calling any successful artist a thief. that is worse than xalener’s argument.

because if that was true…gary kildall would not have invented CP/M OR tim patterson would not have developed MS-DOS AND IBM would not have developed the RISC CPU design in 1975.

Actually, Timeshift has quite a lot of resemblance to HL2 beta.

Well, aren’t you cute?

Ignoring that fucking troll

The new AVP game had the ability to see your legs and feet, and it worked incredibly well; the position of them would change depending on what surface you were on. The Alien’s first person perspective was quite impressive, especially with all the wall jumping.

Edit: got image

thats not how it works and you know it.

no shit. thats why i dont find his concept art as impressive as everyone else. i can pick up on the colour themes and/or design elements that ive seen in other places and see similarities others cant. thats how a sharp attention to detail and your memory work together. and when i dont, usually the phrase “ive never seen that before,” is uttered, not “that concept art looks familiar.”

compare anatonovs hl2 concept art to dishonored…has it crossed anyones mind that MAYBE anatonov was simply trying to take hl2 into a much more cyberpunk-theme oriented video game that is wrapped up in the cool powers like dishonored is…and went too far with it? and valve DIDNT want that? maybe what anatonov wanted was simply too ambitious for what valve wanted hl2 to be?

reverse engineering is an art in itself. IBM had no one to steal from in 1975. niether did gary kildall or tim patterson. but bill gates did. so did steve wozniack. the concepts behind developing software and creating a work of art, or writing a song or writing a book…are the same. the only difference is the medium the author uses. have you ever heard the saying “everything is an artform?”

the original deus ex came out in 2000. i can make my comparisons that anatonov’s hl2 concept art looks like a mix beween the borg from star trek and the imperial army from star wars like i did in my previous posts. thats where the mass effect and star wars 1313 comparisons come from because they are both just star wars video games.

EDIT: i knew i forgot one…anyone remember System Shock?

No.

Yes it is. You claimed you could create work like his? Prove it, or don’t bother making those weightless claims.

I think some of you are reading way too much into this shit. He said he’s interested in projects, not companies. He wasn’t interested in the episodes or TF2, so he bailed and found a project he was interested in.

Yeah, but that discussion is way less interesting than this one.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.