It’s now 1999, and I have an odd job
. Our product is a multi-user social environment. In four years, Second Life will show up and make a more successful version of this idea, but for right now we’re doing pretty good. Sometimes clients come along and ask us to build custom environments for them. A lot of these projects land on my desk.
I’m technically an “artist” in the sense that a lot of my job involves creating models and textures. But I’m more an engineer in terms of inclination and skill set. I don’t have a solid grip on aesthetics and I really envy my fellow artists who can nail a particular architectural style like “Gothic”, “modern”, “whimsical”, or whatever. I don’t have the flair for that sort of work. When I need to make something, I have a very literalist, brute-force approach to designing stuff. If someone sends me sketches or reference photos for what they want, I’m likely to just build exactly what I’m shown, while the real artists on the team are able to get the “vibe” the client is going for.
In any case, I see myself as a bridge between artists and engineers. I make tools to help automate some of the drudgery work of the art pipeline and sometimes I come up with solutions to time-consuming problems.
Continue reading 〉〉 “Crash Dot Com Part 2: The Art Coder”
T w e n t y S i d e d

