Featured Artist: Offset Lead Designer, Yeong-hao Han

By Steve Pitzel (Intel) (54 posts) on October 14, 2009 at 7:33 am

Thank you John Tilton for providing another great interview from the talented team at Project Offset (http://www.projectoffset.com/)!  Whether you've already worked in animation - either in film, broadcast or games - or you're aspiring to do it - the guys at Project Offset provide amazing insight into the process, and what it takes to get there.

Check out Yeong-hao's interview in the Featured Artist area of the Artist/Animator site (http://software.intel.com/en-us/articles/artist-animator/) to learn what it takes to be a professional concept artist and level designer from a real pro.

You'll also come away with some insights into the Offset Editor - one of the tools created by the magicians at PO that give this project its unique look and feel.

For you mega-fan's and artists -send your modeling, texturing, lighting and animation tips to the Animate This! Tutorial challenge (which will also add to your Intel Blackbelt points btw)!

- Pitz

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Comments (3)

October 21, 2009 1:19 PM PDT

Project Offset
Project OffsetTotal Points:
706
Registered User
Hi Steve, thanks for the shout-out! All of us @ Project Offset hope you enjoyed what Yeong-Hao had to share.

We have at least a few more interviews coming, so keep a lookout!


-John (Tiltoon)
October 30, 2009 5:02 AM PDT

Steve Pitzel (Intel)
Steve Pitzel (Intel)Total Points:
7,636
Community Manager
Hey John - another great interview! I like what Yeong-hao had to say about the trade-offs we all have to make even with the amazing technology we're working with. It still comes back to time - how much time to build it? Will it slow down the action when it renders (or do we even have time to render this with everything else we've got going on in the level)?

I have a feeling we'll always need faster, more powerful technology, because we'll always be creating more.

I was talking to Kate Swanborg at Dreamworks about rendering times. The longest frame rendering on Shrek was about 14 hours. With more powerful, faster machines - the longest frame render on Monsters Vs. Aliens was...about 20 hours.

The better the tools - the more we want to create! And that's a good thing :)

Looking forward to hearing more about the Offset Editor too!

- Pitz
February 22, 2010 4:50 PM PST


Tom Musgrove
In the video, when they were showing the game editor, and he was talking about his wishlist,

you might want to have Yeong-hao Han look at

http://www.youtube.com/v/iXIXrDH6GNs

it shows blenders integration with the blender game engine, you can edit any asset (modeling, texturing, uv mapping changes, baking of lights, adding objects to a scene, etc.), do game layout, edit game logic, etc, and then press pkey to play test your changes right then.

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