Difference between revisions of "Julian Love"
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− | '''Julian Love''' is Lead Technical Artist for Diablo III. He works for [[Blizzard Entertainment]] in Irvine, California. | + | '''Julian Love''' is Lead Technical Artist for [[Diablo III]]. He works for [[Blizzard Entertainment]] in Irvine, California. |
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+ | ==Background== | ||
Julian described his job responsibilities in Blizzcast #8, March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies] | Julian described his job responsibilities in Blizzcast #8, March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies] | ||
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::"So I run the Technical Art department, and the kinds of things we do there are we build a lot of custom art tools to make production go a lot easier, and we also rig characters which is a way of sort of making them "puppetable", so the animators can define how they’re going to move, and probably the biggest visual contribution we make is through special effects, breakables, and lighting." | ::"So I run the Technical Art department, and the kinds of things we do there are we build a lot of custom art tools to make production go a lot easier, and we also rig characters which is a way of sort of making them "puppetable", so the animators can define how they’re going to move, and probably the biggest visual contribution we make is through special effects, breakables, and lighting." | ||
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+ | ==Links== | ||
* [http://www.diii.net/blog/comments/exclusive-blizzcon-interview-julian-love-and-kevin-martens/ Interview at Blizzcon 2009] | * [http://www.diii.net/blog/comments/exclusive-blizzcon-interview-julian-love-and-kevin-martens/ Interview at Blizzcon 2009] | ||
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+ | {{Game navbox|d3}} | ||
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[[Category:Blizzard]] | [[Category:Blizzard]] | ||
[[category:D3 Team]] | [[category:D3 Team]] |
Revision as of 17:11, 17 June 2010
Julian Love is Lead Technical Artist for Diablo III. He works for Blizzard Entertainment in Irvine, California.
Background
Julian described his job responsibilities in Blizzcast #8, March 2009. [1]
- "So I run the Technical Art department, and the kinds of things we do there are we build a lot of custom art tools to make production go a lot easier, and we also rig characters which is a way of sort of making them "puppetable", so the animators can define how they’re going to move, and probably the biggest visual contribution we make is through special effects, breakables, and lighting."
Links
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