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Old 09-04-2008, 01:55 PM   #21 (permalink)
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Yet another unbelievable concept by our Polish Character Queen Joanna! The objective of this piece was to create a group of people living in an incredibly technological society which has become incredibly disconnected from nature. The main purpose of these people was to create them as organically, yet technologically as possible in order to contrast the harsh disconnect that the rest of their society suffers from Nature. As always Joanna nailed it!





http://www.paradiselostgame.com/spotlight.html




click to goto spotlight site


And I just wanted to share some of Joanna's attention to detail that just blew me away when I started to zoom in on the final concept here:



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Old 09-04-2008, 05:40 PM   #22 (permalink)
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Hi netflow

To be honest I still can't tell if the team is making a game or not.
I can't tell what the site is about when browsing it.
When I click on "The game" nothing happens

I assume I'm not the only one that is confused.

Also when clicking the thumb of the concept on the site I get a blurry image It looks like the thumb stretched over the screen.

(using FireFox 3 as browser)
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Old 09-09-2008, 01:03 AM   #23 (permalink)
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That might be the image optimizatin that happened for that one.. I'll have to work on that for next time, definitely not stretching as that JS I have simply creates a window the size of the image itself.

It is a game, and we will be adding more info but right now this site is only about promiting our artists, not our game. So the emphasis has never really been about the game, only about giving props to our artist and drawing as many eyeballs as we can to their work, their bio's and their websites without distracting anyone with game info. There will be plenty of time for us to promote our game as we get deeper into development however right now we just use this site to thank our artists in a small way for the amazing work they do for us
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Old 09-10-2008, 10:13 PM   #24 (permalink)
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Roland Brown has been busy concocting some great environments for Paradise Lost and I figured it was about time that we show one, especially considering it's been months since he's been in the spotlight. For this piece we needed an apartment that was in the middle of the social pecking order.. These people aren't on the top, but not at the bottom and it was Roland's challenging job to create a mood and feel that portrayed this. Something which, as usual, he excelled at!


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Old 09-11-2008, 07:39 AM   #25 (permalink)
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The site is extremely confusing, but the artwork is fantastic.
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Old 09-17-2008, 01:33 PM   #26 (permalink)
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Tyler Edlin is one of our new artists that we feel incredibly blessed to have on board our project. This week to contrast the apartment from last week we bring you one that is located in the 4th ring of the residential area, which represents a fairly significant drop in social status. Tyler is excellent at portraying this with coloring and lighting and we will probably grunge down this apartment even further when it gets taken to the level design stage. Check back in the next few months for some more amazing art work by Tyler and the rest of our Team!!


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Old 09-25-2008, 04:15 AM   #27 (permalink)
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We have a piece of 3D work this week, the first of many which we are extremely proud of. We have low-poly in-game model(shot on the left) and I've also included the high poly model(on the right) that we use to create our normal maps from.. Such an exciting time with normal mapping technology to be makign games.. It just makes these models look so stunningly beautiful.

Raheel, one of our ever so talented Character Modellers has pumped out an awesome new NPC model this week! This dude is an interior security gaurd. We will end up giving him a semi-light weapon but wanted to keep his overall look somewhat fragile as he is going to be thrust in a scenario that he was definitely never meant to be thrust into. One of the interesting things in our first game is that it is almost completely void of A-typical hero's. None of these big bulky super-soldiers, but filled with ordinary people that are forced into extraordinary situations and becomes hero's in their own way.

We are still fleshing the final bits out in our 3D conceptual stage so any crits would be much appreciated!!

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Old 09-25-2008, 06:29 AM   #28 (permalink)
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It seems, both with your above posts, and your website, that you don't want anyone to care about your game at all, which is kind of dangerous, no?

I really, really wish you'd not make looking for info and artwork on your website so difficult. You've posted up thumbnail links in this thread to what looks like some really strong artwork, but after 2 minutes of trying to get to it, I don't seem to be able to

It's a real shame, because your website seems to be undoing all the effort you're putting into publicising your project.

I hope you atleast take a look at it as other people have commented on this, also.

Best of luck!
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Old 09-25-2008, 10:33 AM   #29 (permalink)
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Glynnsmith - It's funny, this is by far the most common complaint I receive on forums about our site. When I actually got the idea for the spotlight site and this strategy I was so scared that people would see it as a publicity bit for the project and me just spamming yet another project that I would get booted off the forums and my posts closed. So paranoid infact that I refused to even put a contact form up for the first month. I wanted to stress SO much, and have probably said this 3 times already in this forum alone, that this website is strictly for promoting our artists for getting as many people(over 3000 this month) to see their artwork, read their biographies and check out their websites and hopefully offer them a job at a studio. We are making a website for promoting the game as we speak, something where people can see more artwork and more info about what we are doing but right now that isn't what we care about. The only thing we care about right now is finding ways to give back to our artists for their hard work and dedication, and this spotlight site is exactly that and nothing more.

Eventually we will have more info up on the game but right now we just want to put as many eyeballs on our artists and their unknown talents and abilities as possible.
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Old 09-25-2008, 11:09 AM   #30 (permalink)
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Yup. I completely understood that when I read it the first time I've got no problem with you wanting to put your artists first. I think it's a good and fair idea tbh.

The thing I'm talking about specifically is that forcing people to deal with your website, to access the work that you're trying to show off, has left me with a bad experience with your project and it means that I'm probably not wanting to return to your website to look again. If you apply that to most of your userbase (it's the most common complaint you receive, afterall), you're not looking at a massive return rate, and that's kind of the worst thing to have with a website.

The key is to make your site so mindnumbingly easy to use and direct users to your focussed content, so that they CAN come back and see updates - Most people will hit 2 or 3 links and then give up. I spent 2-3 minutes on your site and left without being able to find your content.

I only bring this up because I have experience with web design and I see major problems with how your site works. I understand that it's not a reflection of the project, but it does make an impact on people wanting to return

Just my 2p
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