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		<updated>2026-04-10T10:20:52Z</updated>
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		<id>http://wiki.polycount.com/wiki/Polycount:About</id>
		<title>Polycount:About</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polycount:About"/>
				<updated>2026-04-01T18:23:09Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Forum Snapshots */ 2026 baby!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Polycount is a videogame artist community where hobbyists and professionals alike hone their craft. Notoriously honest in critique, our community of artists have been posting, collaborating, and helping each other since 1997. If you’re looking to improve your skillset, learn new tricks or techniques, or just share an opinion on videogame art, come visit us at https://www.polycount.com/.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==The Polycount Crew==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;color:gray;background-color:#222;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;text-align:left;padding-left:2em;color:white;background-color:#37864d;&amp;quot; colspan=&amp;quot;3&amp;quot;| Polycount&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Name'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Role'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Forum Name'''&lt;br /&gt;
|-&lt;br /&gt;
|Drew ‘r13′ Risch&lt;br /&gt;
|Founder&lt;br /&gt;
|[http://polycount.com/profile/r13 r13]&lt;br /&gt;
|-&lt;br /&gt;
|Seth ‘cheeseplus‘ Thomas&lt;br /&gt;
|Server Admin&lt;br /&gt;
|[http://polycount.com/profile/cheeseplus cheeseplus]&lt;br /&gt;
|-&lt;br /&gt;
|Sean VanGorder&lt;br /&gt;
|Site Admin, Recap Admin&lt;br /&gt;
|[http://polycount.com/profile/Sean%20VanGorder Sean VanGorder]&lt;br /&gt;
|-&lt;br /&gt;
|Eric Chadwick &lt;br /&gt;
|Site Admin, Wiki Admin&lt;br /&gt;
|[http://polycount.com/profile/Eric%20Chadwick Eric Chadwick]&lt;br /&gt;
|-&lt;br /&gt;
|Garth 'welbot' Rönkkö&lt;br /&gt;
|Discord Admin&lt;br /&gt;
|[https://polycount.com/profile/welbot welbot]&lt;br /&gt;
|-&lt;br /&gt;
|Adam Turnbull&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/_adamturnbull _adamturnbull]&lt;br /&gt;
|-&lt;br /&gt;
|Brent 'bounchfx' LaDue&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/bounchfx bounchfx]&lt;br /&gt;
|-&lt;br /&gt;
|Chris 'geezus' Zdana&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/geezus geezus]&lt;br /&gt;
|-&lt;br /&gt;
|Jesse 'skankerzero' Sosa&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/skankerzero skankerzero]&lt;br /&gt;
|-&lt;br /&gt;
|Joe 'EarthQuake' Wilson&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/EarthQuake EarthQuake]&lt;br /&gt;
|-&lt;br /&gt;
|Marie 'Tits' Pepin&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/Tits Tits]&lt;br /&gt;
|-&lt;br /&gt;
|Mark Dygert &lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/Mark%20Dygert Mark Dygert]&lt;br /&gt;
|-&lt;br /&gt;
|Michael Knubben&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/Michael%20Knubben Michael Knubben]&lt;br /&gt;
|-&lt;br /&gt;
|Pedro Amorim&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/Pedro%20Amorim Pedro Amorim]&lt;br /&gt;
|-&lt;br /&gt;
|Stefan 'slipsius' Lipsius&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/slipsius slipsius]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;color:gray;background-color:#222;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;text-align:left;padding-left:2em;color:white;background-color:#37864d;&amp;quot; colspan=&amp;quot;3&amp;quot;| Section Moderators&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Name'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Role'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Forum Name'''&lt;br /&gt;
|-&lt;br /&gt;
|'Froyok'&lt;br /&gt;
|[http://polycount.com/categories/allegorithmics-substance Allegorithmic] Moderator&lt;br /&gt;
|[http://polycount.com/profile/Froyok Froyok]&lt;br /&gt;
|-&lt;br /&gt;
|'Jerc'&lt;br /&gt;
|[http://polycount.com/categories/allegorithmics-substance Allegorithmic] Moderator&lt;br /&gt;
|[http://polycount.com/profile/Jerc Jerc]&lt;br /&gt;
|-&lt;br /&gt;
|Nicolas 'NicolasW' Wirrmann&lt;br /&gt;
|[http://polycount.com/categories/allegorithmics-substance Allegorithmic] Moderator&lt;br /&gt;
|[http://polycount.com/profile/NicolasW NicolasW]&lt;br /&gt;
|-&lt;br /&gt;
|Adam Turnbull&lt;br /&gt;
|[http://polycount.com/categories/animation-showcase-critiques Animation] Moderator&lt;br /&gt;
|[http://polycount.com/profile/_adamturnbull _adamturnbull]&lt;br /&gt;
|-&lt;br /&gt;
|Stefan 'slipsius' Lipsius&lt;br /&gt;
|[http://polycount.com/categories/animation-showcase-critiques Animation] Moderator&lt;br /&gt;
|[http://polycount.com/profile/slipsius slipsius]&lt;br /&gt;
|-&lt;br /&gt;
|Alec Moody&lt;br /&gt;
|[http://polycount.com/categories/handplane-contest Handplane] Moderator&lt;br /&gt;
|[http://polycount.com/profile/AlecMoody AlecMoody]&lt;br /&gt;
|-&lt;br /&gt;
|Joe 'EarthQuake' Wilson&lt;br /&gt;
|[http://polycount.com/categories/marmoset Marmoset] Moderator&lt;br /&gt;
|[http://polycount.com/profile/EarthQuake EarthQuake]&lt;br /&gt;
|-&lt;br /&gt;
|'GetAwesome'&lt;br /&gt;
|[http://polycount.com/categories/marmoset Marmoset] Moderator&lt;br /&gt;
|[http://polycount.com/profile/GetAwesome GetAwesome]&lt;br /&gt;
|-&lt;br /&gt;
|Mira 'MrsNomingtons' Karouta&lt;br /&gt;
|[http://polycount.com/categories/marmoset Marmoset] Moderator&lt;br /&gt;
|[http://polycount.com/profile/MrsNomingtons MrsNomingtons]&lt;br /&gt;
|-&lt;br /&gt;
|Jonathan 'Synaesthesia' Holmes&lt;br /&gt;
|[http://polycount.com/categories/quixel-suite Quixel] Moderator&lt;br /&gt;
|[http://polycount.com/profile/Synaesthesia Synaesthesia]&lt;br /&gt;
|-&lt;br /&gt;
|Najim 'NajimCG' Filali Saksak&lt;br /&gt;
|[http://polycount.com/categories/quixel-suite Quixel] Moderator&lt;br /&gt;
|[http://polycount.com/profile/NajimCG NajimCG]&lt;br /&gt;
|-&lt;br /&gt;
|Eric Chadwick &lt;br /&gt;
|[http://polycount.com/categories/unity Unity] Moderator&lt;br /&gt;
|[http://polycount.com/profile/Eric%20Chadwick Eric Chadwick]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;color:gray;background-color:#222;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;text-align:left;padding-left:2em;color:white;background-color:#37864d;&amp;quot; colspan=&amp;quot;3&amp;quot;| Past Crew&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Name'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Role'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Forum Name'''&lt;br /&gt;
|-&lt;br /&gt;
|Ted 'BearKub' Shockey&lt;br /&gt;
|Co-founder&lt;br /&gt;
|[http://polycount.com/profile/BearKub BearKub]&lt;br /&gt;
|-&lt;br /&gt;
|Adam Bromell &lt;br /&gt;
|Website Architect, Principal Editor&lt;br /&gt;
|[http://polycount.com/profile/adam adam]&lt;br /&gt;
|-&lt;br /&gt;
|Tom 'drakino' Cramer&lt;br /&gt;
|Admin&lt;br /&gt;
|[http://polycount.com/profile/drakino drakino]&lt;br /&gt;
|-&lt;br /&gt;
|'TNSLB'&lt;br /&gt;
|Admin&lt;br /&gt;
|[http://polycount.com/profile/TNSLB TNSLB]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Created, maintained, and contributed to by professional videogame artists, Polycount was founded by Andrew ‘r13′ Risch on April 1st, 1998 along with his good friend Ted ‘bearkub’ Shockey. It was originally known as the [[Q2PMP]], as its first purpose was to store and showcase [[Quake 2]] plug-in player models. Q2PMP was built into a considerable archive of user-made player models, at a time when there were several sites vying to serve custom player models to Quake 2 players. &lt;br /&gt;
&lt;br /&gt;
Competition did not remain constant, however. With games like Quake 2, Half-Life, and Unreal Tournament supporting custom player models, the creation of and demand for player models grew rapidly. But not all sites could keep up with the demand. R13 remembers that a few webmasters of competing sites of the era (such as the 3D Bodyshop) gave up, they handed him their entire site backed up on a CD. &lt;br /&gt;
&lt;br /&gt;
The Q2PMP prospered and grew, attracting a steady following of hobbyists and artists who enjoyed creating custom player models. Early Polycount fixtures included AlphaWolf, BurntKona, [[Gwot]], [[Malekyth]], [[Rorshach]], JatotenRascot, LuppyLuptonium, [[Shatter]], [[Shine]], [[Sumaleth]], [[Stecki]], and [[Wrath]], just to name a few. This era was for some the golden age of plug-in player models, since Quake 2 provided a great deal of creative expression when creating player models, but with a minimum of technical experience that would be necessary for later titles. Polycount still maintains an extensive database of player models from the Q2PMP era.&lt;br /&gt;
&lt;br /&gt;
Polycount evolved into the now familiar green and black format the night before Quake III Arena was released in 2000. Quake 2 was arguably easier to create custom models for; but Quake III allowed for characters with 32-bit textures with an impressive array of shader effects, as well as higher polygon counts. Q3 was the entry point for much of the second wave of well known Polycount artists, such as BobotheSeal and DarkHorizon.  The community continued to grow. Many of the longer standing members of the community began getting industry jobs, often as a direct result of their community involvement (a trend which still continues).&lt;br /&gt;
&lt;br /&gt;
Although as of 2005, many FPS games have become exceedingly complicated to create custom player model content for, Polycount remains a vital community where hobbyists and professionals alike hone their craft. &lt;br /&gt;
&lt;br /&gt;
The heart of Polycount is the [http://www.polycount.com/forum/ Forum]. Notoriously honest in critique, our community of professional and hobbyist artists have been posting, collaborating, and helping each other like no other 3D art website since Polycount began back in 1997. If you’re looking to improve your skillset, learn new tricks or techniques, or just have an opinion on all things videogame art, be sure to check out the [http://www.polycount.com/forum/ forum].&lt;br /&gt;
&lt;br /&gt;
In May of 2010 the site was updated to augment the forum with regular updates curated by our editors. This ‘Polycount Update’ brought exclusive [http://polycount.com/categories/interview Interviews], [http://polycount.com/categories/article Articles] and [http://polycount.com/categories/tutorial Tutorials] as well as reports from the rest of the 3D community. We do our best to report news that we know you will find useful, entertaining, or engaging.&lt;br /&gt;
&lt;br /&gt;
This relaunch was kicked off with a new contest exclusively for Valve’s Team Fortress 2 called the ‘Polycount Pack’. It was a 5 week contest that yielded some amazing entries and highlighted the talent of the Polycount community. [http://polycount.com/discussion/159421/the-team-fortress-2-polycount-pack-winners/p1 The winners] had their artwork released in a massive Team-Fortress 2 update, the [http://www.teamfortress.com/mannconomy Man-conomy Update], where the winners [http://polycount.com/discussion/159506/polycount-pack-winners-average-45-000-payout-first-2-weeks/p1 earned an average of $45,000] from the first week of their items being on sale. Read all about the contest right [http://polycount.com/discussion/159328/team-fortress-2-polycount-pack here].&lt;br /&gt;
&lt;br /&gt;
With over 50,000 contributing professionals or hobbyist game artists and some 3 million views a month Polycount truly is the videogame art resource &amp;amp; community. Our mission is to provide 3D videogame artists the best resource for 3D news, discussion, and community. Every decision, update, and move we make internally is with our community’s best interests in mind.&lt;br /&gt;
&lt;br /&gt;
Also check out [[OldSiteCredits]] for more history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using the Polycount Greentooth Logo==&lt;br /&gt;
The ‘Greentooth’ Logo is Polycount’s unofficially official logo. That is, it is not ours but it is yours. It was created by our community and adopted by our community as the sole representation of the entire Polycount Community.&lt;br /&gt;
&lt;br /&gt;
As we see it, the Greentooth logo falls in to the ‘Creative Commons’ and is free for you to use in your artwork, projects, independent or “AAA” videogames. All that we ask is that you do not make money off of it directly – that is, selling items specifically branded with the Greentooth logo. (E.g. A micro-transaction item branded with the Greentooth logo isn’t allowed, but you’re more than welcome to use it elsewhere in your videogame as you see fit.)&lt;br /&gt;
&lt;br /&gt;
If you would like to see specific examples of how Greentooth has appeared in many of todays most famous videogames, check out the  [https://www.reddit.com/r/gaming/comments/xhlbd/this_guy_has_been_sneaking_his_way_into_video/ Reddit post about Greentooth] and the Polycount Thread [http://polycount.com/discussion/92534/greentooth-sightings-in-videogames Greentooth Sightings in Videogames].&lt;br /&gt;
&lt;br /&gt;
If you have any further questions regarding the logo or its use please [mailto:wizards@polycount.com contact us].&lt;br /&gt;
&lt;br /&gt;
[[image:logo_greentooth_seethru.png|none]]&lt;br /&gt;
&lt;br /&gt;
== Forum Snapshots ==&lt;br /&gt;
Snapshots of how the forum has appeared over the years, some courtesy of the [https://archive.org/web/ Internet Archive Wayback Machine].&lt;br /&gt;
{|&lt;br /&gt;
| [[File:PolycountForums1998-08-10.jpg|thumb|1998]]&lt;br /&gt;
| [[File:PolycountForums1998-12-02.jpg|thumb|1998]]&lt;br /&gt;
| [[File:PolycountForums1999-01-28.jpg|thumb|1999]]&lt;br /&gt;
| [[File:PolycountForums1999-10-12.jpg|thumb|1999]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PolycountForums2000-04-12.jpg|thumb|2000]]&lt;br /&gt;
| [[File:PolycountForums2001-12-04.jpg|thumb|2001]]&lt;br /&gt;
| [[File:PolycountForums2004-11-04.jpg|thumb|2004]]&lt;br /&gt;
| [[File:PolycountForums2008-05-16.jpg|thumb|2008]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PolycountForums2009-02-27.jpg|thumb|2009]]&lt;br /&gt;
| [[File:PolycountForums2011-01-05.jpg|thumb|2011]]&lt;br /&gt;
| [[File:PolycountForums2015-11-06.jpg|thumb|2015]]&lt;br /&gt;
| [[File:PolycountForums2016-07-29.jpg|thumb|2016]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PolycountForums2017-03-31.jpg|thumb|2017]]&lt;br /&gt;
| [[File:PolycountForums2017-04-01.jpg|thumb|[https://polycount.com/discussion/185413/happy-april-1/p1 April Fools 2017]]]&lt;br /&gt;
| [[File:PolycountForums2018-04-01.gif|thumb|[https://polycount.com/discussion/199717/polycount-20-years-of-counting-polys/p1 20th Anniversary 2018]]]&lt;br /&gt;
| [[File:Polycount-WAYWO_20190401.gif|thumb|[https://polycount.com/discussion/210144/happy-birthday-polycount-youre-21/p1 21st Birthday 2019], [https://polycount.com/discussion/210149/your-aprils-fools-shit-is-dumb Your Aprils fools shit is dumb.]]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PolycountForums2020-04-01.jpg|thumb|[https://polycount.com/discussion/218693/happy-22nd-polycount/p1 Happy 22nd Polycount]]]&lt;br /&gt;
| [[File:PolycountForums2020-04-02.jpg|thumb|2020]]&lt;br /&gt;
| [[File:PolycountForums2024-04-01.gif|thumb|[https://polycount.com/discussion/235273/happy-birthday-polycount Happy Birthday Polycount 2024]]]&lt;br /&gt;
| [[File:PolycountForums2025-04-01.jpg|thumb|[https://polycount.com/discussion/236908/cant-wait-for-april-1 Can't wait for April 1] 2025]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PolycountForums2026-04-01.gif|thumb|[https://polycount.com/discussion/238432/april-1-is-right-around-the-corner/p1 April 1 is right around the corner] 2026]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

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				<updated>2026-04-01T18:22:10Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Industry</id>
		<title>Game Industry</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Industry"/>
				<updated>2026-03-26T16:54:20Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* How to Get In */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Links and articles about the game industry: how to get game jobs, how to manage your role, etc.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to Get In ==&lt;br /&gt;
* [https://polycount.com/discussion/198720/10-insider-tips-for-artists-applying-to-game-studios/p1 10 &amp;quot;insider tips&amp;quot; for artists applying to game studios] Polycount Forum thread. [https://www.polygon-academy.com/10-insider-tips-for-artists-applying-to-game-studios/ Polygon Academy article] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://web.archive.org/web/20210227032940/https://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ 8 Tips for Artists Struggling With Motivation] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://polycount.com/discussion/175256/motivation-is-bull Motivation is Bull] Polycount Forum thread.&lt;br /&gt;
* [https://polycount.com/discussion/168727/im-finding-it-impossible-to-land-a-job I'm finding it impossible to land a job] Polycount Forum thread.&lt;br /&gt;
* [https://magazine.artstation.com/2017/07/game-recruiters-application/ What Game Recruiters Really Think About Your Application] by [http://polycount.com/profile/discussions/Gav Gavin Goulden].&lt;br /&gt;
* [https://polycount.com/discussion/157738/game-industry-recruiter-taking-in-questions/p1 Game Industry Recruiter Taking In Questions] Polycount Forum thread.&lt;br /&gt;
* [https://polycount.com/discussion/134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.&lt;br /&gt;
* [https://polycount.com/discussion/89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.&lt;br /&gt;
* [https://web.archive.org/web/20091207145650/https://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] -  by [https://www.mobygames.com/person/225824/athey-nansel-moravetz/ Athey Moravetz]  A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.&lt;br /&gt;
&lt;br /&gt;
== Being a Developer ==&lt;br /&gt;
* [https://polycount.com/discussion/174205/job-security-question Job Security Question] Polycount Forum thread. &lt;br /&gt;
* [https://polycount.com/discussion/137206 What has the games industry been like for you?] Polycount Forum thread. Game art veterans share what it's really like to be working in game development.&lt;br /&gt;
* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale, diving deep into game industry layoff data.&lt;br /&gt;
* [https://www.valvesoftware.com/en/publications Valve Employee Hand Book]  Greg Coomer says &amp;quot;We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think.&amp;quot; Cached: [[file:Valve_Employee_Handbook.pdf]]&lt;br /&gt;
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [https://polycount.com/discussion/74876 by many Polycounters].&lt;br /&gt;
* [https://web.archive.org/web/20230320100837/http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the article [https://web.archive.org/web/20101229213727/http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by Christopher 'xdragonx10' Gregorio.&lt;br /&gt;
* [https://polycount.com/discussion/159445/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.&lt;br /&gt;
&lt;br /&gt;
== Art Disciplines ==&lt;br /&gt;
* [[:Category:Discipline]] lists the various artist roles in game development.&lt;br /&gt;
* [http://polycount.com/discussion/171014 Specializing or not ?] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/134325 Leadership in the Games Industry] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/81832 What Game artist career is more difficult?] Polycount forum thread&lt;br /&gt;
* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.&lt;br /&gt;
&lt;br /&gt;
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school? &lt;br /&gt;
&lt;br /&gt;
If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.&lt;br /&gt;
&lt;br /&gt;
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. &lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/171153/the-death-of-curiosity The Death of Curiosity] Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.&lt;br /&gt;
&lt;br /&gt;
*[http://polycount.com/discussion/177114/letter-to-a-student letter to a student] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school] blog post&lt;br /&gt;
&lt;br /&gt;
*  [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [http://penny-arcade.com/patv/episode/on-game-schools &amp;quot;On Game Schools&amp;quot;] Penny Arcade episode&lt;br /&gt;
&lt;br /&gt;
* [https://flippednormals.com/blog/creative-students-handbook-schools/ The Creative Student’s Handbook – Schools!] - by [http://k0k0k0.wordpress.com/ Henning Sanden] A primer on how to choose the right school for your career goals, and red flags to look out for when considering schools.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.&lt;br /&gt;
&lt;br /&gt;
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!&lt;br /&gt;
&lt;br /&gt;
== Portfolios ==&lt;br /&gt;
* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.&lt;br /&gt;
&lt;br /&gt;
== Resumes ==&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
&lt;br /&gt;
== Cover Letters ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
&lt;br /&gt;
== Job Searching ==&lt;br /&gt;
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.&lt;br /&gt;
* [https://gamedevjobs.io/ gamedevjobs.io] scrapes company sites and aggregates jobs into one list. [https://polycount.com/discussion/190079/game-dev-job-aggregator Polycount Forum topic].&lt;br /&gt;
* [[Company job boards]] - Polycount Wiki page.&lt;br /&gt;
* [http://polycount.com/categories/work-opportunities polycount.com/categories/work-opportunities] - Polycount Forum section.&lt;br /&gt;
* [http://www.cgmeetup.net/home/jobs/ cgmeetup.net/jobs]&lt;br /&gt;
* [https://www.artstation.com/jobs Artstation.com/jobs]&lt;br /&gt;
* [https://orcahq.com/jobs?tags=Art orcahq.com/jobs?tags=Art]&lt;br /&gt;
* [http://polycount.com/discussion/134982/another-website-to-find-a-video-game-industry-job/p1 Another website to find a video game industry job] - Polycount Forum thread.&lt;br /&gt;
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html joelonsoftware.com The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.&lt;br /&gt;
* [http://polycount.com/discussion/99400/it-seems-to-be-impossible-to-find-a-job-as-a-modeler-in-this-industry/p1 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development. &lt;br /&gt;
* [http://gamedevmap.com gamedevmap] - map of game development companies.&lt;br /&gt;
* [http://jobs.gamasutra.com/search jobs.gamasutra.com/search]&lt;br /&gt;
* [http://www.indeed.com indeed.com]&lt;br /&gt;
* [http://www.games-career.com games-career.com]&lt;br /&gt;
* [https://www.gamesjobsdirect.com gamesjobsdirect.com]&lt;br /&gt;
* [https://animatedjobs.com animatedjobs.com]&lt;br /&gt;
* [https://gamejobs.work gamejobs.work]&lt;br /&gt;
&lt;br /&gt;
== Going to Conferences ==&lt;br /&gt;
Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!&lt;br /&gt;
&lt;br /&gt;
A few notable conferences:&lt;br /&gt;
* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.&lt;br /&gt;
* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.&lt;br /&gt;
* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).&lt;br /&gt;
* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:&lt;br /&gt;
|-&lt;br /&gt;
|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, &amp;quot;Hey, we have common interests. Let's all meet.&amp;quot; Instant GDC community.&lt;br /&gt;
|-&lt;br /&gt;
|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, &amp;quot;Hey, I'm completely drunk at Pinecrest. Who wants to meet?&amp;quot; Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.&lt;br /&gt;
|-&lt;br /&gt;
|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.&lt;br /&gt;
|-&lt;br /&gt;
|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.&lt;br /&gt;
|-&lt;br /&gt;
|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.&lt;br /&gt;
|-&lt;br /&gt;
|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interviews ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''  Time-tested interview strategies:&lt;br /&gt;
*# Research&lt;br /&gt;
*# Practice&lt;br /&gt;
*# Clothing&lt;br /&gt;
*# Get there early&lt;br /&gt;
*# Observe&lt;br /&gt;
*# Know thyself&lt;br /&gt;
*# Handshake&lt;br /&gt;
*# Listen&lt;br /&gt;
*# Finishing&lt;br /&gt;
*# Follow up&lt;br /&gt;
* [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''  Four simple things to improve your interviews.&lt;br /&gt;
*# Relax, not a battle of wits.&lt;br /&gt;
*# Job description = questions that you'll be asked.&lt;br /&gt;
*# Have answers about why you did certain things.&lt;br /&gt;
*# Have questions about them.&lt;br /&gt;
* [https://www.hcareers.com/article/career-advice/10-golden-tips-for-the-job-interview-follow-up 10 Golden Tips For the Job Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).&lt;br /&gt;
&lt;br /&gt;
Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.&lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16136725&amp;amp;gid=1842071 &amp;quot;Large art tests as the first stage of candidate selection. Acceptable?&amp;quot;] LinkedIn discussion&lt;br /&gt;
* [https://polycount.com/search?adv=1&amp;amp;search=art+test&amp;amp;cat=131 Art Test topics] on the Polycount Forum:&lt;br /&gt;
** [https://polycount.com/discussion/217581/being-ignored-again-after-art-test-anyone-know-why-this-happens/p1 Being ignored again after art test. Anyone know why this happens?]&lt;br /&gt;
** [https://polycount.com/discussion/212778/your-art-test-is-bad-this-is-why-and-how-to-improve-it/p1 Your Art Test is BAD, this is why (And how to improve it)]&lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=80861 Art tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]&lt;br /&gt;
&lt;br /&gt;
== Salary Research ==&lt;br /&gt;
Do the research to figure out what a fair offer is for your skill level and geographic area.&lt;br /&gt;
* [https://www.loveforgames.com/salary/ loveforgames.com/salary]&lt;br /&gt;
* [https://www.glassdoor.com/Salary/Search-Salaries-E657805.htm Glassdoor Salary Search]&lt;br /&gt;
* [http://h1bdata.info/index.php H1-B Visa Salary Database] The US government publishes all incoming job hires, these can be searched for salary info.&lt;br /&gt;
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].&lt;br /&gt;
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].&lt;br /&gt;
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.&lt;br /&gt;
* [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)&lt;br /&gt;
* [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)&lt;br /&gt;
* [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.&lt;br /&gt;
* [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)&lt;br /&gt;
* [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. &lt;br /&gt;
* [[Freelance#Freelance_Rates]]&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
Salary negotiation is an essential skill that will be put to the test after a successful interview. &lt;br /&gt;
* [https://www.freecodecamp.org/news/youre-underpaid-here-s-how-you-can-get-the-pay-raise-you-deserve-fafcf52956d6/ Getting a raise comes down to one thing: Leverage.] - by ''[https://www.freecodecamp.org/news/author/quincylarson/ Quincy Larson]''&lt;br /&gt;
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment&lt;br /&gt;
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''&lt;br /&gt;
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)&lt;br /&gt;
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''&lt;br /&gt;
* [https://polycount.com/discussion/75614/negotiating-a-salary Negotiating a salary] on the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
== Relocation ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread. Insight into the relocation process.&lt;br /&gt;
&lt;br /&gt;
== Employee Rights ==&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [https://www.nlrb.gov/about-nlrb/rights-we-protect/your-rights/employee-rights National Labor Relations Board] (USA)&lt;br /&gt;
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)&lt;br /&gt;
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)&lt;br /&gt;
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)&lt;br /&gt;
* [http://polycount.com/discussion/71929/discussing-issues-at-work-grounds-for-firing/p1 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!&lt;br /&gt;
&lt;br /&gt;
== Going Indie ==&lt;br /&gt;
Indie means developing, marketing, and publishing a game independently.&lt;br /&gt;
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources &lt;br /&gt;
&lt;br /&gt;
== Freelancing ==&lt;br /&gt;
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:GameIndustry]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Industry</id>
		<title>Game Industry</title>
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				<updated>2026-03-26T16:50:03Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* How to Get In */&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
Links and articles about the game industry: how to get game jobs, how to manage your role, etc.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to Get In ==&lt;br /&gt;
* [https://polycount.com/discussion/198720/10-insider-tips-for-artists-applying-to-game-studios/p1 10 &amp;quot;insider tips&amp;quot; for artists applying to game studios] Polycount Forum thread. [https://www.polygon-academy.com/10-insider-tips-for-artists-applying-to-game-studios/ Polygon Academy article] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://web.archive.org/web/20210227032940/https://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ 8 Tips for Artists Struggling With Motivation] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://polycount.com/discussion/175256/motivation-is-bull Motivation is Bull] Polycount Forum thread.&lt;br /&gt;
* [https://polycount.com/discussion/168727/im-finding-it-impossible-to-land-a-job I'm finding it impossible to land a job] Polycount Forum thread.&lt;br /&gt;
* [https://magazine.artstation.com/2017/07/game-recruiters-application/ What Game Recruiters Really Think About Your Application] by [http://polycount.com/profile/discussions/Gav Gavin Goulden].&lt;br /&gt;
* [https://polycount.com/discussion/157738/game-industry-recruiter-taking-in-questions/p1 Game Industry Recruiter Taking In Questions] Polycount Forum thread.&lt;br /&gt;
* [https://polycount.com/discussion/134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.&lt;br /&gt;
* [https://polycount.com/discussion/89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.&lt;br /&gt;
* [https://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] -  by [http://athey.deviantart.com/ Athey Moravetz]  A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.&lt;br /&gt;
&lt;br /&gt;
== Being a Developer ==&lt;br /&gt;
* [https://polycount.com/discussion/174205/job-security-question Job Security Question] Polycount Forum thread. &lt;br /&gt;
* [https://polycount.com/discussion/137206 What has the games industry been like for you?] Polycount Forum thread. Game art veterans share what it's really like to be working in game development.&lt;br /&gt;
* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale, diving deep into game industry layoff data.&lt;br /&gt;
* [https://www.valvesoftware.com/en/publications Valve Employee Hand Book]  Greg Coomer says &amp;quot;We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think.&amp;quot; Cached: [[file:Valve_Employee_Handbook.pdf]]&lt;br /&gt;
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [https://polycount.com/discussion/74876 by many Polycounters].&lt;br /&gt;
* [https://web.archive.org/web/20230320100837/http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the article [https://web.archive.org/web/20101229213727/http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by Christopher 'xdragonx10' Gregorio.&lt;br /&gt;
* [https://polycount.com/discussion/159445/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.&lt;br /&gt;
&lt;br /&gt;
== Art Disciplines ==&lt;br /&gt;
* [[:Category:Discipline]] lists the various artist roles in game development.&lt;br /&gt;
* [http://polycount.com/discussion/171014 Specializing or not ?] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/134325 Leadership in the Games Industry] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/81832 What Game artist career is more difficult?] Polycount forum thread&lt;br /&gt;
* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.&lt;br /&gt;
&lt;br /&gt;
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school? &lt;br /&gt;
&lt;br /&gt;
If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.&lt;br /&gt;
&lt;br /&gt;
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. &lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/171153/the-death-of-curiosity The Death of Curiosity] Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.&lt;br /&gt;
&lt;br /&gt;
*[http://polycount.com/discussion/177114/letter-to-a-student letter to a student] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school] blog post&lt;br /&gt;
&lt;br /&gt;
*  [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [http://penny-arcade.com/patv/episode/on-game-schools &amp;quot;On Game Schools&amp;quot;] Penny Arcade episode&lt;br /&gt;
&lt;br /&gt;
* [https://flippednormals.com/blog/creative-students-handbook-schools/ The Creative Student’s Handbook – Schools!] - by [http://k0k0k0.wordpress.com/ Henning Sanden] A primer on how to choose the right school for your career goals, and red flags to look out for when considering schools.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.&lt;br /&gt;
&lt;br /&gt;
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!&lt;br /&gt;
&lt;br /&gt;
== Portfolios ==&lt;br /&gt;
* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.&lt;br /&gt;
&lt;br /&gt;
== Resumes ==&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
&lt;br /&gt;
== Cover Letters ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
&lt;br /&gt;
== Job Searching ==&lt;br /&gt;
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.&lt;br /&gt;
* [https://gamedevjobs.io/ gamedevjobs.io] scrapes company sites and aggregates jobs into one list. [https://polycount.com/discussion/190079/game-dev-job-aggregator Polycount Forum topic].&lt;br /&gt;
* [[Company job boards]] - Polycount Wiki page.&lt;br /&gt;
* [http://polycount.com/categories/work-opportunities polycount.com/categories/work-opportunities] - Polycount Forum section.&lt;br /&gt;
* [http://www.cgmeetup.net/home/jobs/ cgmeetup.net/jobs]&lt;br /&gt;
* [https://www.artstation.com/jobs Artstation.com/jobs]&lt;br /&gt;
* [https://orcahq.com/jobs?tags=Art orcahq.com/jobs?tags=Art]&lt;br /&gt;
* [http://polycount.com/discussion/134982/another-website-to-find-a-video-game-industry-job/p1 Another website to find a video game industry job] - Polycount Forum thread.&lt;br /&gt;
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html joelonsoftware.com The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.&lt;br /&gt;
* [http://polycount.com/discussion/99400/it-seems-to-be-impossible-to-find-a-job-as-a-modeler-in-this-industry/p1 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development. &lt;br /&gt;
* [http://gamedevmap.com gamedevmap] - map of game development companies.&lt;br /&gt;
* [http://jobs.gamasutra.com/search jobs.gamasutra.com/search]&lt;br /&gt;
* [http://www.indeed.com indeed.com]&lt;br /&gt;
* [http://www.games-career.com games-career.com]&lt;br /&gt;
* [https://www.gamesjobsdirect.com gamesjobsdirect.com]&lt;br /&gt;
* [https://animatedjobs.com animatedjobs.com]&lt;br /&gt;
* [https://gamejobs.work gamejobs.work]&lt;br /&gt;
&lt;br /&gt;
== Going to Conferences ==&lt;br /&gt;
Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!&lt;br /&gt;
&lt;br /&gt;
A few notable conferences:&lt;br /&gt;
* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.&lt;br /&gt;
* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.&lt;br /&gt;
* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).&lt;br /&gt;
* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:&lt;br /&gt;
|-&lt;br /&gt;
|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, &amp;quot;Hey, we have common interests. Let's all meet.&amp;quot; Instant GDC community.&lt;br /&gt;
|-&lt;br /&gt;
|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, &amp;quot;Hey, I'm completely drunk at Pinecrest. Who wants to meet?&amp;quot; Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.&lt;br /&gt;
|-&lt;br /&gt;
|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.&lt;br /&gt;
|-&lt;br /&gt;
|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.&lt;br /&gt;
|-&lt;br /&gt;
|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.&lt;br /&gt;
|-&lt;br /&gt;
|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interviews ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''  Time-tested interview strategies:&lt;br /&gt;
*# Research&lt;br /&gt;
*# Practice&lt;br /&gt;
*# Clothing&lt;br /&gt;
*# Get there early&lt;br /&gt;
*# Observe&lt;br /&gt;
*# Know thyself&lt;br /&gt;
*# Handshake&lt;br /&gt;
*# Listen&lt;br /&gt;
*# Finishing&lt;br /&gt;
*# Follow up&lt;br /&gt;
* [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''  Four simple things to improve your interviews.&lt;br /&gt;
*# Relax, not a battle of wits.&lt;br /&gt;
*# Job description = questions that you'll be asked.&lt;br /&gt;
*# Have answers about why you did certain things.&lt;br /&gt;
*# Have questions about them.&lt;br /&gt;
* [https://www.hcareers.com/article/career-advice/10-golden-tips-for-the-job-interview-follow-up 10 Golden Tips For the Job Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).&lt;br /&gt;
&lt;br /&gt;
Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.&lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16136725&amp;amp;gid=1842071 &amp;quot;Large art tests as the first stage of candidate selection. Acceptable?&amp;quot;] LinkedIn discussion&lt;br /&gt;
* [https://polycount.com/search?adv=1&amp;amp;search=art+test&amp;amp;cat=131 Art Test topics] on the Polycount Forum:&lt;br /&gt;
** [https://polycount.com/discussion/217581/being-ignored-again-after-art-test-anyone-know-why-this-happens/p1 Being ignored again after art test. Anyone know why this happens?]&lt;br /&gt;
** [https://polycount.com/discussion/212778/your-art-test-is-bad-this-is-why-and-how-to-improve-it/p1 Your Art Test is BAD, this is why (And how to improve it)]&lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=80861 Art tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]&lt;br /&gt;
&lt;br /&gt;
== Salary Research ==&lt;br /&gt;
Do the research to figure out what a fair offer is for your skill level and geographic area.&lt;br /&gt;
* [https://www.loveforgames.com/salary/ loveforgames.com/salary]&lt;br /&gt;
* [https://www.glassdoor.com/Salary/Search-Salaries-E657805.htm Glassdoor Salary Search]&lt;br /&gt;
* [http://h1bdata.info/index.php H1-B Visa Salary Database] The US government publishes all incoming job hires, these can be searched for salary info.&lt;br /&gt;
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].&lt;br /&gt;
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].&lt;br /&gt;
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.&lt;br /&gt;
* [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)&lt;br /&gt;
* [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)&lt;br /&gt;
* [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.&lt;br /&gt;
* [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)&lt;br /&gt;
* [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. &lt;br /&gt;
* [[Freelance#Freelance_Rates]]&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
Salary negotiation is an essential skill that will be put to the test after a successful interview. &lt;br /&gt;
* [https://www.freecodecamp.org/news/youre-underpaid-here-s-how-you-can-get-the-pay-raise-you-deserve-fafcf52956d6/ Getting a raise comes down to one thing: Leverage.] - by ''[https://www.freecodecamp.org/news/author/quincylarson/ Quincy Larson]''&lt;br /&gt;
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment&lt;br /&gt;
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''&lt;br /&gt;
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)&lt;br /&gt;
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''&lt;br /&gt;
* [https://polycount.com/discussion/75614/negotiating-a-salary Negotiating a salary] on the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
== Relocation ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread. Insight into the relocation process.&lt;br /&gt;
&lt;br /&gt;
== Employee Rights ==&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [https://www.nlrb.gov/about-nlrb/rights-we-protect/your-rights/employee-rights National Labor Relations Board] (USA)&lt;br /&gt;
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)&lt;br /&gt;
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)&lt;br /&gt;
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)&lt;br /&gt;
* [http://polycount.com/discussion/71929/discussing-issues-at-work-grounds-for-firing/p1 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!&lt;br /&gt;
&lt;br /&gt;
== Going Indie ==&lt;br /&gt;
Indie means developing, marketing, and publishing a game independently.&lt;br /&gt;
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources &lt;br /&gt;
&lt;br /&gt;
== Freelancing ==&lt;br /&gt;
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:GameIndustry]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/ChannelPacking</id>
		<title>ChannelPacking</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/ChannelPacking"/>
				<updated>2026-03-21T13:48:22Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Examples */ fix for defunct optimizing-megascans-materials&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Channel packing means using different grayscale images in each of a texture's image channels... Red, Green, Blue, and optionally Alpha. &lt;br /&gt;
&lt;br /&gt;
These channels are usually used to represent traditional RGB color data, plus Alpha transparency. However each channel is really just a grayscale image, so different types of image data can be stored in them.&lt;br /&gt;
&lt;br /&gt;
Individual channels can be extracted by a [[Shaders|shader]] to use them for particular effects, for example the red channel for glow, green channel for specular, blue channel for sound types, alpha channel for physics info, etc. Each channel can have a totally different layout, and thus use different [[TextureCoordinates|UVs]]. &lt;br /&gt;
&lt;br /&gt;
Games use this technique to avoid loading separate grayscale images, which saves [[Memory]]. However this does increase shader complexity, which can increase [[GameRenderingTerminology#Draw Call|draw calls]]. &lt;br /&gt;
&lt;br /&gt;
[[RMA]] is a type of packed map which contains [[Roughness map|Roughness]] + [[Metallic map|Metallic]] + [[Ambient occlusion map|Ambient occlusion]], which are used with [[PBR]] (Physically Based Rendering). &lt;br /&gt;
&lt;br /&gt;
== Swizzle ==&lt;br /&gt;
Swizzling means to change the order of the color channels in a texture. For example, moving the red channel into the alpha channel, to prepare an image for [[Normal_Map_Compression#DXT5nm_Compression|DXT5nm compression]].&lt;br /&gt;
&lt;br /&gt;
Usually swizzling is done to create better results when using image compression, since the green channel sometimes uses more bits. This is because [http://www.physicsclassroom.com/class/light/Lesson-2/Visible-Light-and-the-Eye-s-Response the human visual system is biased] to perceive more values in the green range than in red or blue.&lt;br /&gt;
&lt;br /&gt;
See [[Normal Map Compression]].&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
[[image:Optimizing_Megascans_Materials.jpg|thumb|600px|left|Storing five textures into two RGBA bitmaps. See [https://web.archive.org/web/20241111073608/https://www.brynnhooper.com/post/optimizing-megascans-materials Optimizing Megascans Materials] ]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:TM_Mask_Example.jpg|thumb|600px|left|A channel-packed texture using Red, Green, Blue, and Alpha channels to store four texture masks. See [https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/Masking/index.html Using Texture Masks] from the [https://docs.unrealengine.com/latest/INT/ Unreal Engine 4 Documentation].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:StandardShaderSpecularMap1000kgWeight.png|thumb|600px|left|Unity's Standard Material has the option to store Glossiness in the alpha of the Specular (or Metallic) texture, see [https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSmoothness.html Unity - Manual: Smoothness] from the [https://docs.unity3d.com/Manual/index.html Unity User Manual].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:SneferTileExplain.jpg|thumb|600px|left|Two channel-packed [[MultiTexture#Trim_Sheets|trim sheet]]s, which store a total of six unique textures, see [http://polycount.com/discussion/89682 An exercise in modular textures - Scifi lab UDK] on the Polycount Forum. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:DistingTileExplain.jpg|thumb|400px|left|A channel-packed [[MultiTexture#Trim_Sheets|trim sheet]] used to texture an entire scene, see [http://polycount.com/discussion/comment/1588220/#Comment_1588220 [UDK] Oil Rig Observation Outpost] on the Polycount Forum. Image by [http://artbywiktor.com/ Wiktor 'Disting' Öhman].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Marcan-MassEffect3-swizzle.jpg|thumb|600px|left|A channel-packed [[MultiTexture#Trim_Sheets|trim sheet]] used in Mass Effect 3, see [http://polycount.com/discussion/comment/1881634/#Comment_1881634 Mass Effect 3 art - Marc-Antoine Hamelin] on the Polycount Forum. Image by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compression Artifacts ==&lt;br /&gt;
If you save a channel-packed texture using [[DXT]] compression, it will probably add blocky artifacts to your maps. To learn how to reduce these errors, see [[Normal Map Compression]]. Also see the [https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/Masking/#maskingandchannelartifacts Unreal 4 documentation] for tips about this.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* [http://helpx.adobe.com/photoshop/using/channel-basics.html Photoshop alpha channels]&lt;br /&gt;
* [http://docs.gimp.org/en/gimp-channel-dialog.html Gimp alpha channels]&lt;br /&gt;
* [http://polycount.com/discussion/148082 Channel Shuffle]&lt;br /&gt;
* [https://support.allegorithmic.com/documentation/display/SPDOC/Creating+export+presets Substance Painter export presets]&lt;br /&gt;
* [https://support.allegorithmic.com/documentation/display/SDDOC/RGBA+Merge Substance Designer RGBA Merge]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[MultiTexture]]&lt;br /&gt;
* [[Normal Map Compression]]&lt;br /&gt;
* [[Shaders]]&lt;br /&gt;
* [[Texture atlas]]&lt;br /&gt;
* [[TextureCoordinates]]&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]] [[Category:TextureTechnique]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/TexturingTutorials</id>
		<title>TexturingTutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/TexturingTutorials"/>
				<updated>2026-03-03T15:50:01Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Painting Stylistic Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tutorials for creating game textures.&lt;br /&gt;
&lt;br /&gt;
== Painting Realistic Textures ==&lt;br /&gt;
&lt;br /&gt;
* [[Image:EllieTut_big.jpg|120px]] [http://www.youtube.com/watch?v=sGN7Wby2thk&amp;amp;feature=share&amp;amp;list=UUKlNB0dpR1BK0y-JRh6Ju7Q Character texturing overview and tutorial] by ''[http://www.mariempepin.com/ Marie-Michelle &amp;quot;Tits&amp;quot; Pepin]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:TheOutsider.PNG|120px]] [http://youtu.be/0s0XLuzQHJ0 Next-Gen character texturing Timeplapse] by ''[http://www.gavimage.com/ Gavin &amp;quot;Gav&amp;quot; Goulden]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:Racer445Texturing.jpg|120px]] [http://oesterkilde.dk/racer445.html Texturing Metal Surfaces] by ''[http://racer445.com/ Evan 'racer445' Herbert]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:TrackerKnife.PNG|120px]] [https://www.youtube.com/watch?v=oK0b2SUjhtU Tracker Knife - NextGen asset tutorial series] by ''[http://www.polycount.com/forum/member.php?u=41301 Joe Harford]'', see also the [http://polycount.com/discussion/118043  Polycount Forum thread0&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Image:HardSurfaceTextures.jpg|120px]] [http://www.free3dtutorials.com/hard-surface-textures.php Hard Surface Texture Painting (2006)] by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]'' ([http://forums.cgsociety.org/showthread.php?f=46&amp;amp;t=373024 original CGSociety thread])&lt;br /&gt;
&lt;br /&gt;
See also [[EnvironmentSculpting]]&lt;br /&gt;
&lt;br /&gt;
== Painting Stylistic Textures ==&lt;br /&gt;
&lt;br /&gt;
* [[Image:MatthewHeyman_WOODTUTORIAL.jpg|120px]] [[Media:MatthewHeyman_WOODTUTORIAL.jpg|Hand Painted Wood Tutorial]] by [http://www.polycount.com/forum/member.php?u=28047 Matthew 'skayne' Heyman]&lt;br /&gt;
&lt;br /&gt;
* [[Image:Handpaint_softlight-saiainoshi.gif|120px]] [[Media:handpaint_softlight-saiainoshi.gif|Adding Highlights and Using SoftLight]] (paintover on [http://www.polycount.com/forum/member.php?u=30229 'snow']s textures from [http://polycount.com/discussion/comment/1202503/#Comment_1202503 Stylized textures - need help]) - by ''[http://www.linkedin.com/in/terriedenman Terrie 'Saiainoshi' Denman]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:Handpaint_more-color-saiainoshi.jpg|120px]] [[Media:handpaint_more-color-saiainoshi.jpg|Adding More Color To a Texture]] (paintover on [http://www.polycount.com/forum/member.php?u=30229 'snow']s texture from [http://polycount.com/discussion/comment/1201383/#Comment_1201383 Stylized textures - need help]) - by ''[http://www.linkedin.com/in/terriedenman Terrie 'Saiainoshi' Denman]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:Smooth-blending-thoughts_linda-bergkvist.jpg|120px]] [[Media:smooth-blending-thoughts_linda-bergkvist.jpg|Some Thoughts on Smooth Blending]] - by ''[http://www.furiae.com/ Linda 'Enayla' Bergkvist]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:Handpaintingtut.jpg|120px]]  [[Media:handpaintingtut.jpg|'Hand Painted' Step by step thing of some sort]] - by ''[http://www.artpanda.co.uk/ John &amp;quot;JFletcher&amp;quot; Fletcher]''. [http://polycount.com/discussion/71942 Polycount forum thread].&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_texturepaintingtips.png]] [[Media:michaeldashow_texturepainting.pdf|Texture Painting Tips]] (2mb PDF) - by ''[http://www.michaeldashow.com Michael Dashow]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_singhsoilchild.png]] [http://joycg.blog.me/130079891399 SoilChild Texture Tutorial] by ''[http://www.joshsingh.net/ Josh Singh]''. [http://polycount.com/discussion/47912 Polycount forum thread]. &lt;br /&gt;
&lt;br /&gt;
* [[Image:woodtut.jpg|120px]] [[Media:woodtut.jpg|Wood tutorial]] by ''[http://www.tmhunt.com Tracy Marvin &amp;quot;Rhinokey&amp;quot; Hunt]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_sallenbachhardlight.png]] [http://www.horribledeath.com/tut-hardlight.htm Painting in Hard Light Mode] - by ''[http://www.horribledeath.com Jason &amp;quot;HorribleDeath&amp;quot; Sallenbach]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_tsugumopixelart.png]] [http://mirror.motherhamster.org/tsugumo/default.html So You Want To Be A Pixel Artist?] - by ''Tsugumo''&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_parrott.jpg]]  [http://vimeo.com/38844355 Hand painted tiling grass texture walkthrough] by [http://www.environmentartist.com/ Jeff Parrott]How to paint a custom grass texture in Photoshop that is tiled.&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_chadwick.gif]]  [http://ericchadwick.com/img/ericchadwick_wood_timelapse.gif Hand painted wood] by [http://ericchadwick.com Eric Chadwick]Animated gif of the painting process for a painterly wood plank texture. Finished texture [http://ericchadwick.com/img/ericchadwick_wood.jpg here].&lt;br /&gt;
&lt;br /&gt;
== Vig's Collection of Bookmarked Tutorials ==&lt;br /&gt;
[http://polycount.com/discussion/1139754/#Comment_1139754 Vig's Collection of Bookmarked Tutorials] Polycount Forum thread&lt;br /&gt;
&lt;br /&gt;
'''Metal and Hard Surface'''&lt;br /&gt;
[http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Materials (metal scratches and wear)] &lt;br /&gt;
&lt;br /&gt;
[http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm Neil Belvins Procedural Paint Chips]  Check out Neils other materials too, even tho its 3D he breaks them down in a way that makes sense for 2D.&lt;br /&gt;
&lt;br /&gt;
[http://cg.tutsplus.com/tutorials/3d-art/how-to-hand-paint-convincing-metal-textures/ How to Hand Paint Convincing Metal Textures]&lt;br /&gt;
&lt;br /&gt;
[http://www.psionic3d.co.uk/tutorials/shiphull.html Creating metal Greeble from scratch]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Flesh, Faces and Fur====&lt;br /&gt;
&lt;br /&gt;
[http://www.anticz.com/heads.htm Drawing Heads,  some general guides]&lt;br /&gt;
&lt;br /&gt;
[http://www.2dvalley.com/tutorials/painting-face.shtml Painting a realistic face tutorial by George Patsouras]&lt;br /&gt;
&lt;br /&gt;
[http://www.furiae.com/index.php?view=gallery Furiae's Painting tutorials, Eyes, Lips, Hair, Noses, Skin Tone]&lt;br /&gt;
&lt;br /&gt;
[http://forums.cgsociety.org/member.php?u=45074 Enayla Painting an eye]&lt;br /&gt;
&lt;br /&gt;
[http://www.creativemac.com/2003/08_aug/tutorials/pshair030825.htm Hair and Fur Photoshop Bursh]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Grass====&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/461878/#Comment_461878 Hand painted grass tutorial]&lt;br /&gt;
&lt;br /&gt;
====Painterly====&lt;br /&gt;
&lt;br /&gt;
[http://www.michaeldashow.com/tips_texturepainting.html Texture Painting - Michael Dashow] and its that easy...&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/68799 WIP - Old Fishing Bait Shop]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pixel Art====&lt;br /&gt;
&lt;br /&gt;
[http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/ So You Want To Be A Pixel Artist?] Oh you think pixel art is easy?&lt;br /&gt;
&lt;br /&gt;
[http://www.gas13.ru/v3/tutorials/handmade_antialiasing.php Handmade anti-aliasing Pixelart  Tutorials] A long forgotten tool. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tips and Tricks====&lt;br /&gt;
&lt;br /&gt;
[http://www.gfxartist.com/features/tutorials Tutorials - GFXartist.com] Lots of tutorials and break downs of paintings. &lt;br /&gt;
&lt;br /&gt;
[http://www.pioroberson.com/extras.php pior  oberson character artist]  its Pior foo, pay attention. &lt;br /&gt;
&lt;br /&gt;
[http://www.leighvanderbyl.com/tutorials.html leigh van der byl]  Good to know general tips and tricks.&lt;br /&gt;
&lt;br /&gt;
[http://www.horribledeath.com/tut-hardlight.htm Honorible Death's Hard Light Tutorial] Slime on a sphincter.&lt;br /&gt;
&lt;br /&gt;
[http://conceptart.org/forums/showthread.php?t=107217 Digital Painting In PS #2 - ConceptArt.org Forums] Read it, at least twice.&lt;br /&gt;
&lt;br /&gt;
[http://www.tomrichmond.com/blog/tag/how-to-draw-caricatures/ How To Draw Caricatures]&lt;br /&gt;
&lt;br /&gt;
[http://www.tutorialman.com/abstract_airbrushing_tutorial_tutorial.html Abstract Airbrushing Tutorial On TutorialMan.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Watch Them Paint====&lt;br /&gt;
&lt;br /&gt;
[http://www.carloscabrera.com.ar/tutorial.html Illustration Concept Art Tutorials - Carlos Cabrera] &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/65614 Painting Tutorials polycount]  A collection of videos&lt;br /&gt;
&lt;br /&gt;
[http://media.massiveblack.com/ Massive Black  DVD]&lt;br /&gt;
&lt;br /&gt;
[http://sclipo.com/videos/view/transport-design-aerodeslizadores Transport Design: Aerodeslizadores - Video - Sclipo]  Concepts a transport ship.&lt;br /&gt;
&lt;br /&gt;
[http://www.eatpoo.com/forum/viewtopic.php?f=23&amp;amp;t=176 A list of artists and their sites from the EatPoo forums] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Normal Maps===&lt;br /&gt;
&lt;br /&gt;
Normal Maps and How Not to Do Them&lt;br /&gt;
&lt;br /&gt;
[[Image:Normalmapminitutrf7.jpg | 100px |  normalMapMiniTut.jpg (JPEG Image, 1280x4096 pixels)]]&lt;br /&gt;
&lt;br /&gt;
[http://www.gamedev.net/community/forums/topic.asp?topic_id=485335 Hand Made Normal Maps]&lt;br /&gt;
&lt;br /&gt;
=== Seams ===&lt;br /&gt;
&lt;br /&gt;
[http://www.twisted-strand.com/ut_tutorials/text_tut/index2.html Texturing Tutorial, by SweetnutZ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[:Category:TextureTechnique]] = Texturing techniques commonly used in game development.&lt;br /&gt;
* [[Concept Fundamentals]] = The basics of concept drawing and painting.&lt;br /&gt;
* [http://polycount.com/discussion/65614 Painting Tutorials] thread on the Polycount forum = Links to more painting tutorials.&lt;br /&gt;
* [[CharacterSculpting]] and [[EnvironmentSculpting]] = Information and tutorials about 3D sculpting.&lt;br /&gt;
* [[Reference]] = Reference imagery: photos, concept art, texture sites, etc.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]] [[Category:TextureTechnique]] [[Category:Tutorials]] [[Category:Character]] [[Category:Environment]] [[Category:Props]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Michaeldashow_texturepainting.pdf</id>
		<title>File:Michaeldashow texturepainting.pdf</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Michaeldashow_texturepainting.pdf"/>
				<updated>2026-03-03T15:47:43Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: Retrieved from https://web.archive.org/web/20090203215145/http://www.michaeldashow.com/tips_texturepainting.html&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Retrieved from https://web.archive.org/web/20090203215145/http://www.michaeldashow.com/tips_texturepainting.html&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/TexturingTutorials</id>
		<title>TexturingTutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/TexturingTutorials"/>
				<updated>2026-03-03T15:39:47Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Painting Realistic Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tutorials for creating game textures.&lt;br /&gt;
&lt;br /&gt;
== Painting Realistic Textures ==&lt;br /&gt;
&lt;br /&gt;
* [[Image:EllieTut_big.jpg|120px]] [http://www.youtube.com/watch?v=sGN7Wby2thk&amp;amp;feature=share&amp;amp;list=UUKlNB0dpR1BK0y-JRh6Ju7Q Character texturing overview and tutorial] by ''[http://www.mariempepin.com/ Marie-Michelle &amp;quot;Tits&amp;quot; Pepin]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:TheOutsider.PNG|120px]] [http://youtu.be/0s0XLuzQHJ0 Next-Gen character texturing Timeplapse] by ''[http://www.gavimage.com/ Gavin &amp;quot;Gav&amp;quot; Goulden]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:Racer445Texturing.jpg|120px]] [http://oesterkilde.dk/racer445.html Texturing Metal Surfaces] by ''[http://racer445.com/ Evan 'racer445' Herbert]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:TrackerKnife.PNG|120px]] [https://www.youtube.com/watch?v=oK0b2SUjhtU Tracker Knife - NextGen asset tutorial series] by ''[http://www.polycount.com/forum/member.php?u=41301 Joe Harford]'', see also the [http://polycount.com/discussion/118043  Polycount Forum thread0&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Image:HardSurfaceTextures.jpg|120px]] [http://www.free3dtutorials.com/hard-surface-textures.php Hard Surface Texture Painting (2006)] by ''[http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell]'' ([http://forums.cgsociety.org/showthread.php?f=46&amp;amp;t=373024 original CGSociety thread])&lt;br /&gt;
&lt;br /&gt;
See also [[EnvironmentSculpting]]&lt;br /&gt;
&lt;br /&gt;
== Painting Stylistic Textures ==&lt;br /&gt;
&lt;br /&gt;
* [[Image:MatthewHeyman_WOODTUTORIAL.jpg|120px]] [http://polycount.com/discussion/comment/1259024/#Comment_1259024 Hand Painted Wood Tutorial] from the Polycount Forum, by [http://www.polycount.com/forum/member.php?u=28047 Matthew 'skayne' Heyman]&lt;br /&gt;
&lt;br /&gt;
* [[Image:Handpaint_softlight-saiainoshi.gif|120px]] [[Media:handpaint_softlight-saiainoshi.gif|Adding Highlights and Using SoftLight]] (paintover on [http://www.polycount.com/forum/member.php?u=30229 'snow']s textures from [http://polycount.com/discussion/comment/1202503/#Comment_1202503 Stylized textures - need help]) - by ''[http://www.linkedin.com/in/terriedenman Terrie 'Saiainoshi' Denman]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:Handpaint_more-color-saiainoshi.jpg|120px]] [[Media:handpaint_more-color-saiainoshi.jpg|Adding More Color To a Texture]] (paintover on [http://www.polycount.com/forum/member.php?u=30229 'snow']s texture from [http://polycount.com/discussion/comment/1201383/#Comment_1201383 Stylized textures - need help]) - by ''[http://www.linkedin.com/in/terriedenman Terrie 'Saiainoshi' Denman]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:Smooth-blending-thoughts_linda-bergkvist.jpg|120px]] [[Media:smooth-blending-thoughts_linda-bergkvist.jpg|Some Thoughts on Smooth Blending]] - by ''[http://www.furiae.com/ Linda 'Enayla' Bergkvist]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:Handpaintingtut.jpg|120px]]  [[Media:handpaintingtut.jpg|'Hand Painted' Step by step thing of some sort]] - by ''[http://www.artpanda.co.uk/ John &amp;quot;JFletcher&amp;quot; Fletcher]''. [http://polycount.com/discussion/71942 Polycount forum thread].&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_texturepaintingtips.png]] [http://www.michaeldashow.com/tips_texturepainting.html Texture Painting Tips] - by ''[http://www.michaeldashow.com Michael Dashow]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_singhsoilchild.png]] [http://joycg.blog.me/130079891399 SoilChild Texture Tutorial] by ''[http://www.joshsingh.net/ Josh Singh]''. [http://polycount.com/discussion/47912 Polycount forum thread]. &lt;br /&gt;
&lt;br /&gt;
* [[Image:woodtut.jpg|120px]] [[Media:woodtut.jpg|Wood tutorial]] by ''[http://www.tmhunt.com Tracy Marvin &amp;quot;Rhinokey&amp;quot; Hunt]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_sallenbachhardlight.png]] [http://www.horribledeath.com/tut-hardlight.htm Painting in Hard Light Mode] - by ''[http://www.horribledeath.com Jason &amp;quot;HorribleDeath&amp;quot; Sallenbach]''&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_tsugumopixelart.png]] [http://mirror.motherhamster.org/tsugumo/default.html So You Want To Be A Pixel Artist?] - by ''Tsugumo''&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_parrott.jpg]]  [http://vimeo.com/38844355 Hand painted tiling grass texture walkthrough] by [http://www.environmentartist.com/ Jeff Parrott]How to paint a custom grass texture in Photoshop that is tiled.&lt;br /&gt;
&lt;br /&gt;
* [[Image:2dtut_chadwick.gif]]  [http://ericchadwick.com/img/ericchadwick_wood_timelapse.gif Hand painted wood] by [http://ericchadwick.com Eric Chadwick]Animated gif of the painting process for a painterly wood plank texture. Finished texture [http://ericchadwick.com/img/ericchadwick_wood.jpg here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vig's Collection of Bookmarked Tutorials ==&lt;br /&gt;
[http://polycount.com/discussion/1139754/#Comment_1139754 Vig's Collection of Bookmarked Tutorials] Polycount Forum thread&lt;br /&gt;
&lt;br /&gt;
'''Metal and Hard Surface'''&lt;br /&gt;
[http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Materials (metal scratches and wear)] &lt;br /&gt;
&lt;br /&gt;
[http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm Neil Belvins Procedural Paint Chips]  Check out Neils other materials too, even tho its 3D he breaks them down in a way that makes sense for 2D.&lt;br /&gt;
&lt;br /&gt;
[http://cg.tutsplus.com/tutorials/3d-art/how-to-hand-paint-convincing-metal-textures/ How to Hand Paint Convincing Metal Textures]&lt;br /&gt;
&lt;br /&gt;
[http://www.psionic3d.co.uk/tutorials/shiphull.html Creating metal Greeble from scratch]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Flesh, Faces and Fur====&lt;br /&gt;
&lt;br /&gt;
[http://www.anticz.com/heads.htm Drawing Heads,  some general guides]&lt;br /&gt;
&lt;br /&gt;
[http://www.2dvalley.com/tutorials/painting-face.shtml Painting a realistic face tutorial by George Patsouras]&lt;br /&gt;
&lt;br /&gt;
[http://www.furiae.com/index.php?view=gallery Furiae's Painting tutorials, Eyes, Lips, Hair, Noses, Skin Tone]&lt;br /&gt;
&lt;br /&gt;
[http://forums.cgsociety.org/member.php?u=45074 Enayla Painting an eye]&lt;br /&gt;
&lt;br /&gt;
[http://www.creativemac.com/2003/08_aug/tutorials/pshair030825.htm Hair and Fur Photoshop Bursh]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Grass====&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/461878/#Comment_461878 Hand painted grass tutorial]&lt;br /&gt;
&lt;br /&gt;
====Painterly====&lt;br /&gt;
&lt;br /&gt;
[http://www.michaeldashow.com/tips_texturepainting.html Texture Painting - Michael Dashow] and its that easy...&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/68799 WIP - Old Fishing Bait Shop]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pixel Art====&lt;br /&gt;
&lt;br /&gt;
[http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/ So You Want To Be A Pixel Artist?] Oh you think pixel art is easy?&lt;br /&gt;
&lt;br /&gt;
[http://www.gas13.ru/v3/tutorials/handmade_antialiasing.php Handmade anti-aliasing Pixelart  Tutorials] A long forgotten tool. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tips and Tricks====&lt;br /&gt;
&lt;br /&gt;
[http://www.gfxartist.com/features/tutorials Tutorials - GFXartist.com] Lots of tutorials and break downs of paintings. &lt;br /&gt;
&lt;br /&gt;
[http://www.pioroberson.com/extras.php pior  oberson character artist]  its Pior foo, pay attention. &lt;br /&gt;
&lt;br /&gt;
[http://www.leighvanderbyl.com/tutorials.html leigh van der byl]  Good to know general tips and tricks.&lt;br /&gt;
&lt;br /&gt;
[http://www.horribledeath.com/tut-hardlight.htm Honorible Death's Hard Light Tutorial] Slime on a sphincter.&lt;br /&gt;
&lt;br /&gt;
[http://conceptart.org/forums/showthread.php?t=107217 Digital Painting In PS #2 - ConceptArt.org Forums] Read it, at least twice.&lt;br /&gt;
&lt;br /&gt;
[http://www.tomrichmond.com/blog/tag/how-to-draw-caricatures/ How To Draw Caricatures]&lt;br /&gt;
&lt;br /&gt;
[http://www.tutorialman.com/abstract_airbrushing_tutorial_tutorial.html Abstract Airbrushing Tutorial On TutorialMan.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Watch Them Paint====&lt;br /&gt;
&lt;br /&gt;
[http://www.carloscabrera.com.ar/tutorial.html Illustration Concept Art Tutorials - Carlos Cabrera] &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/65614 Painting Tutorials polycount]  A collection of videos&lt;br /&gt;
&lt;br /&gt;
[http://media.massiveblack.com/ Massive Black  DVD]&lt;br /&gt;
&lt;br /&gt;
[http://sclipo.com/videos/view/transport-design-aerodeslizadores Transport Design: Aerodeslizadores - Video - Sclipo]  Concepts a transport ship.&lt;br /&gt;
&lt;br /&gt;
[http://www.eatpoo.com/forum/viewtopic.php?f=23&amp;amp;t=176 A list of artists and their sites from the EatPoo forums] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Normal Maps===&lt;br /&gt;
&lt;br /&gt;
Normal Maps and How Not to Do Them&lt;br /&gt;
&lt;br /&gt;
[[Image:Normalmapminitutrf7.jpg | 100px |  normalMapMiniTut.jpg (JPEG Image, 1280x4096 pixels)]]&lt;br /&gt;
&lt;br /&gt;
[http://www.gamedev.net/community/forums/topic.asp?topic_id=485335 Hand Made Normal Maps]&lt;br /&gt;
&lt;br /&gt;
=== Seams ===&lt;br /&gt;
&lt;br /&gt;
[http://www.twisted-strand.com/ut_tutorials/text_tut/index2.html Texturing Tutorial, by SweetnutZ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[:Category:TextureTechnique]] = Texturing techniques commonly used in game development.&lt;br /&gt;
* [[Concept Fundamentals]] = The basics of concept drawing and painting.&lt;br /&gt;
* [http://polycount.com/discussion/65614 Painting Tutorials] thread on the Polycount forum = Links to more painting tutorials.&lt;br /&gt;
* [[CharacterSculpting]] and [[EnvironmentSculpting]] = Information and tutorials about 3D sculpting.&lt;br /&gt;
* [[Reference]] = Reference imagery: photos, concept art, texture sites, etc.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]] [[Category:TextureTechnique]] [[Category:Tutorials]] [[Category:Character]] [[Category:Environment]] [[Category:Props]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Foliage</id>
		<title>Foliage</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Foliage"/>
				<updated>2026-02-18T01:23:38Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Foliage Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Topics about foliage and vegetation in games.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Foliage Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[image:GuerillaGames_HorizonZeroDawn.jpg|120px]][https://www.youtube.com/watch?v=wavnKZNSYqU The Vegetation of Horizon Zero Dawn] Gilbert Sanders, Principal Artist, Guerrilla Games. Maya, Speedtree, Photoshop.&lt;br /&gt;
&lt;br /&gt;
[[image:AlexDracott_ForestLightingStudy.jpg|120px]]&lt;br /&gt;
[https://polycount.com/discussion/149632/forest-lighting-study/p1 Forest Lighting study]. Maya and Unreal 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:FuturePoly_Grass.jpg|120px]]&lt;br /&gt;
[https://www.youtube.com/watch?v=B4j5tzAIflU Creating Grass and Vegetation For Video Games]. 3ds Max and CryEngine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Airborn_Trees.jpg|120px]]&lt;br /&gt;
[http://simonschreibt.de/gat/airborn-trees/ A Game Art Trick: Airborn – Trees]. Modeling and texturing for stylized bushes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:MarkDygert_Hedges.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/67620 Hedges and Topiary a quick tutorial]. Modeling and texturing for stylized bushes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:EricChadwick_NormalThief.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/72325 Tree making fast technique?] Tree modeling techniques discussed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:RexMcnish_latestfirs.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/72008 My Work - New Forest Asset update] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Steppenwolf_eDgLo.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/86606 Modeling a tree crown with ease]. Foliage modeling for easy LODs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:AllodsOnline_Clumping_29.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/98976 any tutorials on grouping and spreading out vegetation realistically].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:JamesStout_foliage.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/comment/1312273/#Comment_1312273 &amp;quot;BC&amp;quot; - some simple, game-friendly ivy]. How to create game-friendly ivy meshes &amp;amp; textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:TreeTutorialbyJeramyCooke-image005.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/comment/1021264/#Comment_1021264 3D Trees Tutorials]. Multiple methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===3ds Max===&lt;br /&gt;
* [http://oggyart.com/blog/?p=299 Climbing Rose Tutorial] - by ''[http://www.oggyart.com Mark 'Jenn0_Bing' Foreman]''. How to create custom and efficient ivy-style meshes in 3ds Max.&lt;br /&gt;
* [http://www.game-artist.net/forums/support-tech-discussion/11251-trees-beginners-3ds-max-tutorial.html Trees for Beginners in 3ds Max Tutorial] - by ''&amp;quot;braveryd&amp;quot;''.  Using the AEC Extended: Foliage tree generator in 3ds Max.&lt;br /&gt;
* [http://www.andyzibits.com/tut_particle_tree_generation.html Tree creation using particle generator] - by ''[http://www.andyzibits.com Andy Zibits]''.  Using a particle system in 3ds Max.&lt;br /&gt;
* [http://polycount.com/discussion/comment/1152529/#Comment_1152529 Bending vertex normals and using vertex color] - by ''[http://ericchadwick.com Eric Chadwick]''.  Using the Edit Normals modifier in 3ds Max to bend the vertex normals of low-poly foliage planes.&lt;br /&gt;
* [http://polycount.com/discussion/comment/1149155/#Comment_1149155 Bending the vertex normals with Normal Thief] - by ''[http://ericchadwick.com Eric Chadwick]''.  Using the [http://www.scriptspot.com/3ds-max/scripts/normal-thief Normal Thief] script in 3ds Max to bend the vertex normals of low-poly foliage planes.&lt;br /&gt;
* [http://3dfolio.com/files/tree_tut.pdf Tree Modeling Techniques and Principles] (PDF) - by ''[http://www.3dfolio.com/ Matthew D'Onofrio]''.  Modeling efficient low-poly branches in 3ds Max using ''Extrude Along Spline''.&lt;br /&gt;
&lt;br /&gt;
===Maya===&lt;br /&gt;
* [http://learnfobia.com/category-Maya-129/tutorial-Sprite-Based-Particle-Trees-2259.html Sprite-Based Particle Trees] - by ''[http://stores.lulu.com/sunchirp Steven J. Tubbrit]''.  Using a particle system in Maya.&lt;br /&gt;
* [http://www.andyzibits.com/tut_maya_low_poly.html Ultra-efficient tree texturing and modeling] - by ''[http://www.andyzibits.com Andy Zibits]''.  Using ''Paint Effects'' in Maya to create the foliage texture and branches.&lt;br /&gt;
* [http://polycount.com/discussion/comment/1020341/#Comment_1020341 Low-poly Tree Using Maya PaintFX] - by ''[http://www.mobygames.com/developer/sheet/view/developerId,107125/ Jeramy Cooke]''.  Using ''Paint Effects'' in Maya to create the foliage texture, then hand-modeling the tree.&lt;br /&gt;
&lt;br /&gt;
===CRYENGINE 5===&lt;br /&gt;
* [http://docs.cryengine.com/display/CEMANUAL/Tutorial+-+Vegetation+Asset+Creation Vegetation Asset Creation for CRYENGINE 5.] &lt;br /&gt;
* [https://www.cryengine.com/community_archive/viewtopic.php?p=985051#p985051 Creating foliage in 3ds Max for CryEngine 3.] Crytek forum post&lt;br /&gt;
* [https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html Vegetation Procedural Animation and Shading in Crysis] - by ''[https://www.cmpevents.com/GD08/a.asp?option=G&amp;amp;V=3&amp;amp;id=563008 Tiago Sousa]''.  A detailed overview of Crytek's process for vegetation shading.&lt;br /&gt;
* [https://www.youtube.com/watch?v=9P3Fr2TL9mo Forest Tutorial - Quixel Megascans in CRYENGINE 5 - by Joe Garth] ($)&lt;br /&gt;
&lt;br /&gt;
===UNITY===&lt;br /&gt;
* [https://forum.unity.com/threads/tree-creator-tutorial-published.103078/ Tree Creator Tutorial] - by larsbertram. Using Unity to create trees.&lt;br /&gt;
* [https://docs.unity3d.com/Manual/tree-FirstTree.html Tree Tutorial] - by Unity. First Unity tree.&lt;br /&gt;
&lt;br /&gt;
===UDK===&lt;br /&gt;
* [https://www.3dmotive.com/f102101/ Creating Foliage for UDK] ($) - 3dmotive tutorial by ''[http://www.damianlazarski.com/ Damian 'teaandcigarettes' Lazarski]''. Using 3ds Max 2012, Photoshop, and UDK to create grass and tree branches. See also the [http://polycount.com/discussion/92432 Polycount forum thread].&lt;br /&gt;
&lt;br /&gt;
===UNREAL ENGINE 4===&lt;br /&gt;
* [https://docs.unrealengine.com/latest/INT/Engine/OpenWorldTools/ProceduralFoliage/QuickStart/ Procedural Foliage Tool Quick Start for UE4] ($).&lt;br /&gt;
* [https://www.youtube.com/watch?v=FzoY062kY1s Create a Forest in UE4] - By Quixel.&lt;br /&gt;
&lt;br /&gt;
== Vertex Normals ==&lt;br /&gt;
Foliage meshes in game are usually made using flat planes with a [[Transparency map]] containing a bunch of leaves (or grass blades). These textures are used instead of modeling each leaf or blade of grass discretely, because they would slow the framerate too much. Also the increased vertex count uses much more memory.&lt;br /&gt;
&lt;br /&gt;
However the flat planes do not shade very well when lit. To counteract this, the [[VertexNormal|vertex normals]] can be bent to influence the shading, helping to hide the flatness of the geometry.&lt;br /&gt;
&lt;br /&gt;
If you want to use edited vertex normals on 2-sided models, you must explicitly create those backfaces yourself. If you let a game engine create backfaces automatically, the engine has to generate new polygons so it has to figure out where the new normals will point, resetting them all in the process. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:TreeMakerScript_plus_NormalThiefScript.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|Foliage shading is improved by bending the vertex normals.&amp;lt;br/&amp;gt; The [[file:TreeMakerScript_plus_NormalThiefScript_Max2010.zip|model in Max 2010 format]] (textures copyright SpeedTree).&amp;lt;br/&amp;gt;Image by [http://ericchadwick.com Eric Chadwick].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:Tree_Normals.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|A comparison of different flat geometry types, with and without bent normals.&amp;lt;br/&amp;gt;Top row uses &amp;quot;crossing planes&amp;quot;, bottom row uses &amp;quot;tri planes&amp;quot;.&amp;lt;br/&amp;gt;Left to right: wireframe, default normals, &amp;quot;global&amp;quot; normals using [[VertexNormal#Normal_Thief_MAXScript|Normal Thief]], and clump-based normals.&amp;lt;br/&amp;gt;Image by [http://ericchadwick.com Eric Chadwick].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:tree_shading_examples.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|Foliage shading examples compared, with and without [[Vertex color]].&amp;lt;br/&amp;gt;Image by [http://ericchadwick.com Eric Chadwick].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wypierpapier.blogspot.com/2010/02/vertex-normal-tutorial.html Vertex Normal tutorial] by [http://wypierpapier.blogspot.com/ 'gutekfiutek']. This is a blog post in Polish that explains in pictures how vertex normals can be used for better foliage shading ([http://translate.googleusercontent.com/translate_c?hl=en&amp;amp;ie=UTF-8&amp;amp;sl=pl&amp;amp;tl=en&amp;amp;u=http://wypierpapier.blogspot.com/2010/02/vertex-normal-tutorial.html&amp;amp;prev=_t&amp;amp;rurl=translate.google.com&amp;amp;twu=1&amp;amp;usg=ALkJrhiAwMTQRdRZ8uQcN3n4w1XypaFsVQ translation by Google here]). He used this technique to great effect in his [http://wypierpapier.blogspot.com/2010/03/polished-landscapes-m-mod.html Polished Landscapes Mod] for Mount &amp;amp; Blade.&lt;br /&gt;
&lt;br /&gt;
== Foliage Tools ==&lt;br /&gt;
These tools are useful for creating game-resolution models.&lt;br /&gt;
&lt;br /&gt;
===Stand Alone===&lt;br /&gt;
* [http://www.evolved-software.com/treeit/treeit Tree It] (exports formats .dbo .fbx .obj .x)&lt;br /&gt;
* [http://www.frecle.net/index.php?show=treed.about frecle tree[d]] (exports formats .B3D .OBJ .X) ([https://web.archive.org/web/20130715071506/http://www.frecle.net/index.php?show=treed.about alternate download] via web.archive.org)&lt;br /&gt;
* [http://renderhjs.net/shoebox/ ShoeBox: Mask Image] by [http://renderhjs.net Hendrik-Jan &amp;quot;renderhjs&amp;quot; Schoenmaker] - converts tree photos into transparent textures.&lt;br /&gt;
* [http://ngplant.sourceforge.net/ ngPlant]&lt;br /&gt;
&lt;br /&gt;
===3ds Max===&lt;br /&gt;
* [http://polycount.com/discussion/93240 TreeGen script for 3ds Max]&lt;br /&gt;
* [http://www.scriptspot.com/3ds-max/scripts/tree-maker TreeMaker script for 3ds Max]&lt;br /&gt;
* [http://www.scriptspot.com/3ds-max/scripts/avizstudio-tools-atree3d ATree3D script for 3ds Max]&lt;br /&gt;
&lt;br /&gt;
===UDK===&lt;br /&gt;
* [http://www.youtube.com/watch?v=bG79EosNiBQ SpeedTree in UDK] ($)&lt;br /&gt;
&lt;br /&gt;
===UNREAL ENGINE 4===&lt;br /&gt;
* [https://www.youtube.com/watch?v=M0RrdZmYoNM SpeedTree in UDK] ($)&lt;br /&gt;
&lt;br /&gt;
== Foliage Examples ==&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[image:Airborn_Trees.jpg|Airborn_Trees.jpg]]&lt;br /&gt;
|[[image:Airborn_Trees2.jpg|300px|left]]&lt;br /&gt;
|-&lt;br /&gt;
|[[image:SlideNormalThief.jpg|300px|left]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Images from [https://www.facebook.com/airborngame Airborn - Piño's Journey] by [https://www.facebook.com/airborngame/info?tab=page_info Airborn Studios]. Also see [http://simonschreibt.de/gat/airborn-trees/ A Game Art Trick: Airborn – Trees].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[image:AdrienThierry_tree_02.jpg|600px|left]] &lt;br /&gt;
|[[image:AdrienThierry_tree_01.jpg|500px|left]] &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Trees from DISHONORED by [http://adrienthierry.free.fr Adrien &amp;quot;Crêpator&amp;quot; Thierry], from the Polycount Forum thread [http://polycount.com/discussion/141486 DISHONORED assets].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://simonschreibt.de/gat/airborn-trees/ A Game Art Trick: Airborn – Trees] &lt;br /&gt;
* [http://polycount.com/discussion/128021 Battlefield 4 Vegetation - Art dump] Polycount Forum thread.&lt;br /&gt;
* [http://www.crydev.net/viewtopic.php?p=981387#p981387 Foliage growth in CryEngine 3] Crydev forum post. Probably using a gradient in the alpha to grow the leaves. Another video [http://www.crydev.net/viewtopic.php?p=1000239#p1000239 here] showing both grass and leaf growth.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Foliage Vertex Color]]&lt;br /&gt;
* [[GrassTechnique]]&lt;br /&gt;
* [[HairTechnique]]&lt;br /&gt;
* [[Normal map]]&lt;br /&gt;
* [[TransparencyMap#Sorting_Problems|Sorting Problems]]&lt;br /&gt;
* [[TransparencyMap]] &lt;br /&gt;
* [[Vertex color]]&lt;br /&gt;
* [[VertexNormal]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentFoliage]] [[Category:EnvironmentModeling]] [[Category:EnvironmentTexturing]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Foliage</id>
		<title>Foliage</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Foliage"/>
				<updated>2026-02-18T01:22:13Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Foliage Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Topics about foliage and vegetation in games.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Foliage Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[image:GuerillaGames_HorizonZeroDawn.jpg|120px]][https://www.youtube.com/watch?v=wavnKZNSYqU The Vegetation of Horizon Zero Dawn] Gilbert Sanders, Principal Artist, Guerrilla Games. Maya, Speedtree, Photoshop.&lt;br /&gt;
&lt;br /&gt;
[[image:AlexDracott_ForestLightingStudy.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/149632 Forest Lighting study]. Maya and Unreal 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:FuturePoly_Grass.jpg|120px]]&lt;br /&gt;
[https://www.youtube.com/watch?v=B4j5tzAIflU Creating Grass and Vegetation For Video Games]. 3ds Max and CryEngine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Airborn_Trees.jpg|120px]]&lt;br /&gt;
[http://simonschreibt.de/gat/airborn-trees/ A Game Art Trick: Airborn – Trees]. Modeling and texturing for stylized bushes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:MarkDygert_Hedges.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/67620 Hedges and Topiary a quick tutorial]. Modeling and texturing for stylized bushes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:EricChadwick_NormalThief.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/72325 Tree making fast technique?] Tree modeling techniques discussed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:RexMcnish_latestfirs.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/72008 My Work - New Forest Asset update] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Steppenwolf_eDgLo.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/86606 Modeling a tree crown with ease]. Foliage modeling for easy LODs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:AllodsOnline_Clumping_29.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/98976 any tutorials on grouping and spreading out vegetation realistically].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:JamesStout_foliage.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/comment/1312273/#Comment_1312273 &amp;quot;BC&amp;quot; - some simple, game-friendly ivy]. How to create game-friendly ivy meshes &amp;amp; textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:TreeTutorialbyJeramyCooke-image005.jpg|120px]]&lt;br /&gt;
[http://polycount.com/discussion/comment/1021264/#Comment_1021264 3D Trees Tutorials]. Multiple methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===3ds Max===&lt;br /&gt;
* [http://oggyart.com/blog/?p=299 Climbing Rose Tutorial] - by ''[http://www.oggyart.com Mark 'Jenn0_Bing' Foreman]''. How to create custom and efficient ivy-style meshes in 3ds Max.&lt;br /&gt;
* [http://www.game-artist.net/forums/support-tech-discussion/11251-trees-beginners-3ds-max-tutorial.html Trees for Beginners in 3ds Max Tutorial] - by ''&amp;quot;braveryd&amp;quot;''.  Using the AEC Extended: Foliage tree generator in 3ds Max.&lt;br /&gt;
* [http://www.andyzibits.com/tut_particle_tree_generation.html Tree creation using particle generator] - by ''[http://www.andyzibits.com Andy Zibits]''.  Using a particle system in 3ds Max.&lt;br /&gt;
* [http://polycount.com/discussion/comment/1152529/#Comment_1152529 Bending vertex normals and using vertex color] - by ''[http://ericchadwick.com Eric Chadwick]''.  Using the Edit Normals modifier in 3ds Max to bend the vertex normals of low-poly foliage planes.&lt;br /&gt;
* [http://polycount.com/discussion/comment/1149155/#Comment_1149155 Bending the vertex normals with Normal Thief] - by ''[http://ericchadwick.com Eric Chadwick]''.  Using the [http://www.scriptspot.com/3ds-max/scripts/normal-thief Normal Thief] script in 3ds Max to bend the vertex normals of low-poly foliage planes.&lt;br /&gt;
* [http://3dfolio.com/files/tree_tut.pdf Tree Modeling Techniques and Principles] (PDF) - by ''[http://www.3dfolio.com/ Matthew D'Onofrio]''.  Modeling efficient low-poly branches in 3ds Max using ''Extrude Along Spline''.&lt;br /&gt;
&lt;br /&gt;
===Maya===&lt;br /&gt;
* [http://learnfobia.com/category-Maya-129/tutorial-Sprite-Based-Particle-Trees-2259.html Sprite-Based Particle Trees] - by ''[http://stores.lulu.com/sunchirp Steven J. Tubbrit]''.  Using a particle system in Maya.&lt;br /&gt;
* [http://www.andyzibits.com/tut_maya_low_poly.html Ultra-efficient tree texturing and modeling] - by ''[http://www.andyzibits.com Andy Zibits]''.  Using ''Paint Effects'' in Maya to create the foliage texture and branches.&lt;br /&gt;
* [http://polycount.com/discussion/comment/1020341/#Comment_1020341 Low-poly Tree Using Maya PaintFX] - by ''[http://www.mobygames.com/developer/sheet/view/developerId,107125/ Jeramy Cooke]''.  Using ''Paint Effects'' in Maya to create the foliage texture, then hand-modeling the tree.&lt;br /&gt;
&lt;br /&gt;
===CRYENGINE 5===&lt;br /&gt;
* [http://docs.cryengine.com/display/CEMANUAL/Tutorial+-+Vegetation+Asset+Creation Vegetation Asset Creation for CRYENGINE 5.] &lt;br /&gt;
* [https://www.cryengine.com/community_archive/viewtopic.php?p=985051#p985051 Creating foliage in 3ds Max for CryEngine 3.] Crytek forum post&lt;br /&gt;
* [https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html Vegetation Procedural Animation and Shading in Crysis] - by ''[https://www.cmpevents.com/GD08/a.asp?option=G&amp;amp;V=3&amp;amp;id=563008 Tiago Sousa]''.  A detailed overview of Crytek's process for vegetation shading.&lt;br /&gt;
* [https://www.youtube.com/watch?v=9P3Fr2TL9mo Forest Tutorial - Quixel Megascans in CRYENGINE 5 - by Joe Garth] ($)&lt;br /&gt;
&lt;br /&gt;
===UNITY===&lt;br /&gt;
* [https://forum.unity.com/threads/tree-creator-tutorial-published.103078/ Tree Creator Tutorial] - by larsbertram. Using Unity to create trees.&lt;br /&gt;
* [https://docs.unity3d.com/Manual/tree-FirstTree.html Tree Tutorial] - by Unity. First Unity tree.&lt;br /&gt;
&lt;br /&gt;
===UDK===&lt;br /&gt;
* [https://www.3dmotive.com/f102101/ Creating Foliage for UDK] ($) - 3dmotive tutorial by ''[http://www.damianlazarski.com/ Damian 'teaandcigarettes' Lazarski]''. Using 3ds Max 2012, Photoshop, and UDK to create grass and tree branches. See also the [http://polycount.com/discussion/92432 Polycount forum thread].&lt;br /&gt;
&lt;br /&gt;
===UNREAL ENGINE 4===&lt;br /&gt;
* [https://docs.unrealengine.com/latest/INT/Engine/OpenWorldTools/ProceduralFoliage/QuickStart/ Procedural Foliage Tool Quick Start for UE4] ($).&lt;br /&gt;
* [https://www.youtube.com/watch?v=FzoY062kY1s Create a Forest in UE4] - By Quixel.&lt;br /&gt;
&lt;br /&gt;
== Vertex Normals ==&lt;br /&gt;
Foliage meshes in game are usually made using flat planes with a [[Transparency map]] containing a bunch of leaves (or grass blades). These textures are used instead of modeling each leaf or blade of grass discretely, because they would slow the framerate too much. Also the increased vertex count uses much more memory.&lt;br /&gt;
&lt;br /&gt;
However the flat planes do not shade very well when lit. To counteract this, the [[VertexNormal|vertex normals]] can be bent to influence the shading, helping to hide the flatness of the geometry.&lt;br /&gt;
&lt;br /&gt;
If you want to use edited vertex normals on 2-sided models, you must explicitly create those backfaces yourself. If you let a game engine create backfaces automatically, the engine has to generate new polygons so it has to figure out where the new normals will point, resetting them all in the process. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:TreeMakerScript_plus_NormalThiefScript.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|Foliage shading is improved by bending the vertex normals.&amp;lt;br/&amp;gt; The [[file:TreeMakerScript_plus_NormalThiefScript_Max2010.zip|model in Max 2010 format]] (textures copyright SpeedTree).&amp;lt;br/&amp;gt;Image by [http://ericchadwick.com Eric Chadwick].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:Tree_Normals.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|A comparison of different flat geometry types, with and without bent normals.&amp;lt;br/&amp;gt;Top row uses &amp;quot;crossing planes&amp;quot;, bottom row uses &amp;quot;tri planes&amp;quot;.&amp;lt;br/&amp;gt;Left to right: wireframe, default normals, &amp;quot;global&amp;quot; normals using [[VertexNormal#Normal_Thief_MAXScript|Normal Thief]], and clump-based normals.&amp;lt;br/&amp;gt;Image by [http://ericchadwick.com Eric Chadwick].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[image:tree_shading_examples.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|Foliage shading examples compared, with and without [[Vertex color]].&amp;lt;br/&amp;gt;Image by [http://ericchadwick.com Eric Chadwick].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wypierpapier.blogspot.com/2010/02/vertex-normal-tutorial.html Vertex Normal tutorial] by [http://wypierpapier.blogspot.com/ 'gutekfiutek']. This is a blog post in Polish that explains in pictures how vertex normals can be used for better foliage shading ([http://translate.googleusercontent.com/translate_c?hl=en&amp;amp;ie=UTF-8&amp;amp;sl=pl&amp;amp;tl=en&amp;amp;u=http://wypierpapier.blogspot.com/2010/02/vertex-normal-tutorial.html&amp;amp;prev=_t&amp;amp;rurl=translate.google.com&amp;amp;twu=1&amp;amp;usg=ALkJrhiAwMTQRdRZ8uQcN3n4w1XypaFsVQ translation by Google here]). He used this technique to great effect in his [http://wypierpapier.blogspot.com/2010/03/polished-landscapes-m-mod.html Polished Landscapes Mod] for Mount &amp;amp; Blade.&lt;br /&gt;
&lt;br /&gt;
== Foliage Tools ==&lt;br /&gt;
These tools are useful for creating game-resolution models.&lt;br /&gt;
&lt;br /&gt;
===Stand Alone===&lt;br /&gt;
* [http://www.evolved-software.com/treeit/treeit Tree It] (exports formats .dbo .fbx .obj .x)&lt;br /&gt;
* [http://www.frecle.net/index.php?show=treed.about frecle tree[d]] (exports formats .B3D .OBJ .X) ([https://web.archive.org/web/20130715071506/http://www.frecle.net/index.php?show=treed.about alternate download] via web.archive.org)&lt;br /&gt;
* [http://renderhjs.net/shoebox/ ShoeBox: Mask Image] by [http://renderhjs.net Hendrik-Jan &amp;quot;renderhjs&amp;quot; Schoenmaker] - converts tree photos into transparent textures.&lt;br /&gt;
* [http://ngplant.sourceforge.net/ ngPlant]&lt;br /&gt;
&lt;br /&gt;
===3ds Max===&lt;br /&gt;
* [http://polycount.com/discussion/93240 TreeGen script for 3ds Max]&lt;br /&gt;
* [http://www.scriptspot.com/3ds-max/scripts/tree-maker TreeMaker script for 3ds Max]&lt;br /&gt;
* [http://www.scriptspot.com/3ds-max/scripts/avizstudio-tools-atree3d ATree3D script for 3ds Max]&lt;br /&gt;
&lt;br /&gt;
===UDK===&lt;br /&gt;
* [http://www.youtube.com/watch?v=bG79EosNiBQ SpeedTree in UDK] ($)&lt;br /&gt;
&lt;br /&gt;
===UNREAL ENGINE 4===&lt;br /&gt;
* [https://www.youtube.com/watch?v=M0RrdZmYoNM SpeedTree in UDK] ($)&lt;br /&gt;
&lt;br /&gt;
== Foliage Examples ==&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[image:Airborn_Trees.jpg|Airborn_Trees.jpg]]&lt;br /&gt;
|[[image:Airborn_Trees2.jpg|300px|left]]&lt;br /&gt;
|-&lt;br /&gt;
|[[image:SlideNormalThief.jpg|300px|left]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Images from [https://www.facebook.com/airborngame Airborn - Piño's Journey] by [https://www.facebook.com/airborngame/info?tab=page_info Airborn Studios]. Also see [http://simonschreibt.de/gat/airborn-trees/ A Game Art Trick: Airborn – Trees].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[image:AdrienThierry_tree_02.jpg|600px|left]] &lt;br /&gt;
|[[image:AdrienThierry_tree_01.jpg|500px|left]] &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Trees from DISHONORED by [http://adrienthierry.free.fr Adrien &amp;quot;Crêpator&amp;quot; Thierry], from the Polycount Forum thread [http://polycount.com/discussion/141486 DISHONORED assets].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://simonschreibt.de/gat/airborn-trees/ A Game Art Trick: Airborn – Trees] &lt;br /&gt;
* [http://polycount.com/discussion/128021 Battlefield 4 Vegetation - Art dump] Polycount Forum thread.&lt;br /&gt;
* [http://www.crydev.net/viewtopic.php?p=981387#p981387 Foliage growth in CryEngine 3] Crydev forum post. Probably using a gradient in the alpha to grow the leaves. Another video [http://www.crydev.net/viewtopic.php?p=1000239#p1000239 here] showing both grass and leaf growth.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Foliage Vertex Color]]&lt;br /&gt;
* [[GrassTechnique]]&lt;br /&gt;
* [[HairTechnique]]&lt;br /&gt;
* [[Normal map]]&lt;br /&gt;
* [[TransparencyMap#Sorting_Problems|Sorting Problems]]&lt;br /&gt;
* [[TransparencyMap]] &lt;br /&gt;
* [[Vertex color]]&lt;br /&gt;
* [[VertexNormal]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentFoliage]] [[Category:EnvironmentModeling]] [[Category:EnvironmentTexturing]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Lighting</id>
		<title>Lighting</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Lighting"/>
				<updated>2025-12-08T05:21:10Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about lighting in games.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
[[Image:brian-leleux.jpg|link=http://polycount.com/discussion/comment/2441187/#Comment_2441187|100px]] [http://polycount.com/discussion/comment/2441187/#Comment_2441187 Outdoor Lighting Process in UE4]&lt;br /&gt;
&lt;br /&gt;
[[Image:zone-system.jpg|link=http://polycount.com/discussion/comment/2394796/#Comment_2394796|100px]] &lt;br /&gt;
[http://polycount.com/discussion/comment/2394796/#Comment_2394796 Useful lighting critique]&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting-cay.jpg|link=http://polycount.com/discussion/comment/2394303/#Comment_2394303|100px]] [http://polycount.com/discussion/comment/2394303/#Comment_2394303 (UE4) Asylum Environment - Lighting Setup] &lt;br /&gt;
&lt;br /&gt;
[[Image:Dota2CharacterTextureGuide.png|link=http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf]] [http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf Dota 2 Character Texture Guide] by Valve Software, from [http://www.dota2.com/workshop/ Dota 2 Workshop] shows how to use [[Ambient_occlusion_map|ambient occlusion]] and point light [[Texture_Baking|bakes]] to create the diffuse texture. [[file:Dota2CharacterTextureGuide.pdf]](3MB pdf backup)&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_marmoset.png|link=https://marmoset.co/posts/painting-a-character-with-lighting-in-toolbag/]] [http://www.marmoset.co/toolbag/learn/character-lighting Character Lighting Tutorial - Marmoset] by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''&lt;br /&gt;
&lt;br /&gt;
[[Image:Lighting_bioshock_infinite.jpg|link=http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html]] [http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html BioShock Infinite Lighting] by ''[http://solid-angle.blogspot.se/ Steve Anichini]''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_vickery.png|link=http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color]] [http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color Practical Light and Color] ($) by ''Jeremy Vickery'' - video by a lighting artist at Pixar &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_yotbook.png|link=http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/]] [http://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/ Light for Visual Artists: Understanding &amp;amp; Using Light in Art &amp;amp; Design] ($) by ''Richard Yot'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_gurney.png|link=http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/]] [http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/ Color and Light: A Guide for the Realist Painter] ($) by ''James Gurney'' - lighting from a painter's perspective, lavishly illustrated. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_alton.png|link=http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/]] [http://www.amazon.com/Painting-With-Light-John-Alton/dp/0520275845/ Painting With Light] ($) by ''John Alton'' - cinematographer's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_birn.png|link=http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312]] [http://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312 Digital Lighting and Rendering] ($) by ''Jeremy Birn'' - digital artist's guide to lighting. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dejong.png|link=http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting]] [http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting The Hows and Whys of Level Design - Lighting] ($) by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_price.png|link=http://youtu.be/Qj1FK8n7WgY]] [http://youtu.be/Qj1FK8n7WgY Understanding Color] by ''Andrew Price'' - video by a Blender artist, see also [http://www.blenderguru.com/videos/understanding-colors/ the web page version]. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_richardyot.png|link=http://www.itchy-animation.co.uk/light.htm]] [http://www.itchy-animation.co.uk/light.htm LIGHT - a detailed tutorial] by ''[http://www.itchy-animation.co.uk Richard Yot]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_advlightakram.png|link=http://warpedspace.org/lightingT/part1.htm]] [http://warpedspace.org/lightingT/part1.htm Advanced Lighting Techniques] by ''[http://warpedspace.org Amaan Akram]''  &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_dygert.png|link=http://www.polycount.com/forum/showthread.php?t=51209]] [http://www.polycount.com/forum/showthread.php?t=51209 Lighting Basics and You...] thread on the Polycount Forum. &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_3pointbirn.png|link=http://www.3drender.com/light/3point.html]] [http://www.3drender.com/light/3point.html Three-Point Lighting for 3D Renderings] by ''[http://www.3drender.com Jeremy Birn]'' &lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_psgarttutorial.png|link=http://androidarts.com/art_tut.htm#light_stuff]] [http://androidarts.com/art_tut.htm#light_stuff PSG Art tutorial] by ''Arne Niklas Jansson''&lt;br /&gt;
&lt;br /&gt;
[[Image:lighting_lowel.png|link=http://www.m.lowel.com/edu/foundations_of_lighting.html]] [http://www.m.lowel.com/edu/foundations_of_lighting.html Foundations of Studio Lighting and Techniques] by ''[http://www.m.lowel.com/ Lowel-Light Mfg.]''&lt;br /&gt;
&lt;br /&gt;
[[Image:Lighting_lightingpixels.jpg|100px|link=http://lightingpixels.blogspot.com/2013/01/tutorials-does-three-point-lighting-suck.html]] [http://lightingpixels.blogspot.com/2013/01/tutorials-does-three-point-lighting-suck.html Tutorials: Does three point lighting suck?] by ''Edu Martin Julve''&lt;br /&gt;
&lt;br /&gt;
== Global Illumination (GI) ==&lt;br /&gt;
GI calculates how light touches objects in a scene, and bounces off (or through) to illuminate other objects nearby. Because light is scattered by these bounces, GI renders soft shadows and colored light bleeding, creating more realistic lighting. &lt;br /&gt;
&lt;br /&gt;
Global illumination is expensive to render, but there are various approximations in use in games rendering...&lt;br /&gt;
&lt;br /&gt;
=== Image Based Lighting (IBL) ===&lt;br /&gt;
Image based lighting surrounds the scene with a dome or sphere, which is mapped with an image. This image contributes lighting to everything inside it. Bright parts of the image create brighter lighting on the sides of objects that face that direction. &lt;br /&gt;
&lt;br /&gt;
This is very fast to render, so it can be used in real-time.&lt;br /&gt;
&lt;br /&gt;
IBL approximates global illumination, because the image can have multiple light sources, and can simulate light bouncing off distant surfaces to illuminate the scene objects. However it does not handle nearby light bounces... objects inside the scene don't bounce light onto each other.&lt;br /&gt;
&lt;br /&gt;
Marmoset [http://www.marmoset.co/ Toolbag and Skyshop] are real-time rendering engines that use image based lighting.&lt;br /&gt;
&lt;br /&gt;
=== Voxel Cone-Tracing Global Illumination ===&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100642 voxel cone-tracing GI discussion]&lt;br /&gt;
&lt;br /&gt;
Recently attempted for the new Unreal Engine 4, but dropped due to the limitations of PlayStation 4 hardware.&lt;br /&gt;
&lt;br /&gt;
=== Spherical Harmonic Lighting (SH) ===&lt;br /&gt;
See [http://en.wikipedia.org/wiki/Spherical_harmonic_lighting Wikipedia].&lt;br /&gt;
&lt;br /&gt;
== Physically Based Rendering (PBR) ==&lt;br /&gt;
See [[PBR]].&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=2031508 Next gen Lighting] on the Polycount Forum.&lt;br /&gt;
* [[:Category:Rendering]]&lt;br /&gt;
* [[:Category:Shaders]]&lt;br /&gt;
* [[AmbientOcclusionVertexColor]]&lt;br /&gt;
* [[Concept_Fundamentals#Painting_Fundamentals]]&lt;br /&gt;
* [[Glow]]&lt;br /&gt;
* [[SmoothingGroups]]&lt;br /&gt;
* [[VertexNormal]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Lighting]][[Category:Discipline]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Concept_Fundamentals</id>
		<title>Concept Fundamentals</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Concept_Fundamentals"/>
				<updated>2025-11-27T15:44:50Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Color Theory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links and pages about the basics of concept drawing and painting.&lt;br /&gt;
&lt;br /&gt;
== Painting Fundamentals ==&lt;br /&gt;
&lt;br /&gt;
[[Image:ctrlpaint.png|link=http://www.ctrlpaint.com/library]] ctrl+Paint - Digital Painting Simplified - by ''[http://www.mattkohr.com Matt Kohr]''&lt;br /&gt;
&amp;quot;Working in the game industry under tight deadlines forced me to come up with a dependable Photoshop workflow. Ctrl+Paint is my attempt to organize these findings into clear, concise videos to share with the community.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_thumbwar.png|link=http://www.autodestruct.com/thumbwar.htm]] THUMB WAR : Design Iteration Combat Simulation - by ''[http://www.autodestruct.com/about.htm Paul Richards]''&lt;br /&gt;
Concept art fundamentals.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_psgarttutorial.png|link=http://spiff.rit.edu/richmond/mt/tutorials/jansson/www.itchstudios.com/psg/art_tut.htm]] PSG Art Tutorial - by ''[http://www.itchstudios.com/psg/ Arne Niklas Jansson]''&lt;br /&gt;
Painting fundamentals. (original site: http://androidarts.com/art_tut.htm)&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_babelab.png|link=http://babelab.blogspot.com/]] Babe Lab : Pinup Research &amp;amp; Development by ''[http://autodestructdigital.blogspot.com/ Paul Richards]'' and others&lt;br /&gt;
Female caricature painting tips.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_FengZhu.png|link=http://www.youtube.com/user/FZDSCHOOL]] Feng Zhu's Youtube Channel teaches the fundamentals of concept design, and professional practices for a working concept artist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perspective ==&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_elementsofperspective.png|link=http://www.handprint.com/HP/WCL/tech10.html]] [http://www.handprint.com/HP/WCL/tech10.html Elements of Perspective] - by ''[http://www.handprint.com Bruce MacEvoy]''&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_ScottRobertson.jpg|120px|left|link=https://www.youtube.com/user/scottrobertsondesign/videos]] [https://www.youtube.com/user/scottrobertsondesign/videos Fundamental perspective, drawing and concepts tutorials] - by ''[http://cargocollective.com/drawthrough Scott Robertson]''&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_RonLemen.jpg|120px|left|link=https://ronlemen.blogspot.com/2008/04/tutorial-on-using-figure-for-picture.html]] [https://ronlemen.blogspot.com/2008/04/tutorial-on-using-figure-for-picture.html Tutorial On Using the Figure for Picture Making] - by ''[http://cargocollective.com/drawthrough Ron Lemen]''&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Composition ==&lt;br /&gt;
[[Image:2dtut_jihoon1.jpg|link=http://polycount.com/discussion/177913/improving-readability-in-composition-01]] improving readability in composition #01, by Ji Hoon.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_composition.jpg|link=https://fstoppers.com/architecture/ultimate-guide-composition-part-one-just-say-nokeh-31359]] The Ultimate Guide to Composition, an excellent 2-part tutorial about photographic composition.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_pushpull.jpg|link=http://www.clement-melendez.com/portfolio/essays]] PUSH &amp;amp; PULL - The art of guiding players through an environment, by Clément Melendez.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_composition101.png|link=http://polycount.com/discussion/72082]] Composition-101 thread from the Polycount forums Links to tutorials about Composition.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_solarski.jpg|link=https://www.gamedeveloper.com/design/the-aesthetics-of-game-art-and-game-design]] The Aesthetics of Game Art and Game Design - by ''[https://www.gamedeveloper.com/author/chris-solarski Chris Solarski]''&lt;br /&gt;
An examination of the psychology of shapes and dynamic composition, applying techniques of the Old Masters to create more varied and emotionally meaningful gaming experiences.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_charchar.jpg|link=http://retinart.net/graphic-design/secret-law-of-page-harmony/]] The Secret Law of Page Harmony by Alexander Ross Charchar&lt;br /&gt;
Explanation of harmonious composition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Color Theory ==&lt;br /&gt;
[[Image:2d_ColorTheory_worqx.jpg|link=http://www.worqx.com/color/]] Color Theory Overview - by ''[http://www.worqx.com/color/ Janet Lynn (Ford) Shallbetter]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_tulp.jpg|link=http://tulptorials.blogspot.com/2012/02/using-gamut-mask.html]] Using the Gamut mask - by ''[https://plus.google.com/110492088926818707357/about Wouter Tulp]''&lt;br /&gt;
How to create and use a gamut mask, which help you define a range of harmonious colors for your concept palette.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Painting Books ==&lt;br /&gt;
* [http://www.amazon.com/Don-Seegmiller/e/B001JSJNZK/ Digital painting books by Don Seegmiller]&lt;br /&gt;
* [http://www.focalpress.com/digitalartmasters/books.html Digital Art Masters] How to achieve certain effects in photoshop, general skin rendering, etc.&lt;br /&gt;
* [http://www.amazon.com/Mechanika-Creating-Science-Fiction-Chiang/dp/1600610234 Mechanika Creating Science Fiction] Good techniques, covers composition and perspective as well.&lt;br /&gt;
* [http://www.amazon.com/Bold-Visions-Digital-Painting-Bible/dp/160061020X/ Bold Visions Digital Painting Bible]&lt;br /&gt;
* [http://www.2dartistmag.com/ 2DArtist Magazine] Painting tutorials, artist galleries. Available printed or PDF.&lt;br /&gt;
* [http://www.imaginefx.com/ ImagineFX Magazine] Painting tutorials, artist galleries, monthly DVD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=65614 Painting Tutorials] Polycount Forum thread with links to more painting tutorials&lt;br /&gt;
* [[TexturingTutorials]] tutorials for game textures&lt;br /&gt;
* [[Tools#2D Tools|Tools]] software for painting&lt;br /&gt;
* [[:Category:Reference]] reference images&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Concept]] [[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Concept_Fundamentals</id>
		<title>Concept Fundamentals</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Concept_Fundamentals"/>
				<updated>2025-11-27T15:43:36Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Perspective */  Ron Lemen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links and pages about the basics of concept drawing and painting.&lt;br /&gt;
&lt;br /&gt;
== Painting Fundamentals ==&lt;br /&gt;
&lt;br /&gt;
[[Image:ctrlpaint.png|link=http://www.ctrlpaint.com/library]] ctrl+Paint - Digital Painting Simplified - by ''[http://www.mattkohr.com Matt Kohr]''&lt;br /&gt;
&amp;quot;Working in the game industry under tight deadlines forced me to come up with a dependable Photoshop workflow. Ctrl+Paint is my attempt to organize these findings into clear, concise videos to share with the community.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_thumbwar.png|link=http://www.autodestruct.com/thumbwar.htm]] THUMB WAR : Design Iteration Combat Simulation - by ''[http://www.autodestruct.com/about.htm Paul Richards]''&lt;br /&gt;
Concept art fundamentals.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_psgarttutorial.png|link=http://spiff.rit.edu/richmond/mt/tutorials/jansson/www.itchstudios.com/psg/art_tut.htm]] PSG Art Tutorial - by ''[http://www.itchstudios.com/psg/ Arne Niklas Jansson]''&lt;br /&gt;
Painting fundamentals. (original site: http://androidarts.com/art_tut.htm)&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_babelab.png|link=http://babelab.blogspot.com/]] Babe Lab : Pinup Research &amp;amp; Development by ''[http://autodestructdigital.blogspot.com/ Paul Richards]'' and others&lt;br /&gt;
Female caricature painting tips.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_FengZhu.png|link=http://www.youtube.com/user/FZDSCHOOL]] Feng Zhu's Youtube Channel teaches the fundamentals of concept design, and professional practices for a working concept artist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perspective ==&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_elementsofperspective.png|link=http://www.handprint.com/HP/WCL/tech10.html]] [http://www.handprint.com/HP/WCL/tech10.html Elements of Perspective] - by ''[http://www.handprint.com Bruce MacEvoy]''&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_ScottRobertson.jpg|120px|left|link=https://www.youtube.com/user/scottrobertsondesign/videos]] [https://www.youtube.com/user/scottrobertsondesign/videos Fundamental perspective, drawing and concepts tutorials] - by ''[http://cargocollective.com/drawthrough Scott Robertson]''&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_RonLemen.jpg|120px|left|link=https://ronlemen.blogspot.com/2008/04/tutorial-on-using-figure-for-picture.html]] [https://ronlemen.blogspot.com/2008/04/tutorial-on-using-figure-for-picture.html Tutorial On Using the Figure for Picture Making] - by ''[http://cargocollective.com/drawthrough Ron Lemen]''&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Composition ==&lt;br /&gt;
[[Image:2dtut_jihoon1.jpg|link=http://polycount.com/discussion/177913/improving-readability-in-composition-01]] improving readability in composition #01, by Ji Hoon.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_composition.jpg|link=https://fstoppers.com/architecture/ultimate-guide-composition-part-one-just-say-nokeh-31359]] The Ultimate Guide to Composition, an excellent 2-part tutorial about photographic composition.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_pushpull.jpg|link=http://www.clement-melendez.com/portfolio/essays]] PUSH &amp;amp; PULL - The art of guiding players through an environment, by Clément Melendez.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_composition101.png|link=http://polycount.com/discussion/72082]] Composition-101 thread from the Polycount forums Links to tutorials about Composition.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_solarski.jpg|link=https://www.gamedeveloper.com/design/the-aesthetics-of-game-art-and-game-design]] The Aesthetics of Game Art and Game Design - by ''[https://www.gamedeveloper.com/author/chris-solarski Chris Solarski]''&lt;br /&gt;
An examination of the psychology of shapes and dynamic composition, applying techniques of the Old Masters to create more varied and emotionally meaningful gaming experiences.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_charchar.jpg|link=http://retinart.net/graphic-design/secret-law-of-page-harmony/]] The Secret Law of Page Harmony by Alexander Ross Charchar&lt;br /&gt;
Explanation of harmonious composition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Color Theory ==&lt;br /&gt;
[[Image:2d_ColorTheory_worqx.jpg|link=http://www.worqx.com/color/]] Color Theory Overview - by ''[http://www.worqx.com/color/ Janet Lynn (Ford) Shallbetter]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_tulp.jpg|link=http://tulptorials.blogspot.com/2012/02/using-gamut-mask.html]] Using the Gamut mask - by ''[https://plus.google.com/110492088926818707357/about Wouter Tulp]''&lt;br /&gt;
How to create and use a gamut mask, which help you define a range of harmonious colors for your concept palette.&lt;br /&gt;
&lt;br /&gt;
[[Image:2dtut_paintingwithlightanddark.png|link=http://www.anticz.com/drawing1.htm]] Understanding 3D Form on Paper by ''[http://ronlemen.blogspot.com/ Ron Lemen]''&lt;br /&gt;
Understanding form via light and dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Painting Books ==&lt;br /&gt;
* [http://www.amazon.com/Don-Seegmiller/e/B001JSJNZK/ Digital painting books by Don Seegmiller]&lt;br /&gt;
* [http://www.focalpress.com/digitalartmasters/books.html Digital Art Masters] How to achieve certain effects in photoshop, general skin rendering, etc.&lt;br /&gt;
* [http://www.amazon.com/Mechanika-Creating-Science-Fiction-Chiang/dp/1600610234 Mechanika Creating Science Fiction] Good techniques, covers composition and perspective as well.&lt;br /&gt;
* [http://www.amazon.com/Bold-Visions-Digital-Painting-Bible/dp/160061020X/ Bold Visions Digital Painting Bible]&lt;br /&gt;
* [http://www.2dartistmag.com/ 2DArtist Magazine] Painting tutorials, artist galleries. Available printed or PDF.&lt;br /&gt;
* [http://www.imaginefx.com/ ImagineFX Magazine] Painting tutorials, artist galleries, monthly DVD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=65614 Painting Tutorials] Polycount Forum thread with links to more painting tutorials&lt;br /&gt;
* [[TexturingTutorials]] tutorials for game textures&lt;br /&gt;
* [[Tools#2D Tools|Tools]] software for painting&lt;br /&gt;
* [[:Category:Reference]] reference images&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Concept]] [[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:2dtut_RonLemen.jpg</id>
		<title>File:2dtut RonLemen.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:2dtut_RonLemen.jpg"/>
				<updated>2025-11-27T15:40:19Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Normal_Map_Modeling</id>
		<title>Normal Map Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Normal_Map_Modeling"/>
				<updated>2025-11-26T20:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Edge Thickness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3D models in a game must be edited carefully if you want them to be lit properly with [[Normal map]]s. &lt;br /&gt;
&lt;br /&gt;
[[Texture_Baking|Baking a normal map]] from a high-resolution model will often look better than one [[Normal_map#2D_Workflow|sampled from a texture]]. The normal map pixels will be recreating the surface angles of the high-poly mesh, resulting in a very believable look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Low-Poly Mesh ==&lt;br /&gt;
3D models used in a game have to be optimized to fit within memory and performance limits. You cannot simply use as much detail as you want. The number of vertices you can use per model depends on many factors, see [[Polygon Count]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Contiguous Meshes ===&lt;br /&gt;
Use contiguous low-poly meshes to avoid [[Texture Baking#Solving Intersections|overlap baking errors]], to minimize aliased edges in-game, and to optimize the [[Texture Coordinates|UV layout]]. Explained by Joe &amp;quot;EarthQuake&amp;quot; Wilson in the thread [http://polycount.com/discussion/comment/1778918/#Comment_1778918 Question about continuous meshes for low poly bakes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=588px heights=599px&amp;gt;&lt;br /&gt;
3PointStudios_Brink_Maya_ar02_04.jpg|This mesh is one continuous mesh chunk for the majority of the asset. Image by [http://www.linkedin.com/in/earthquake Joe &amp;quot;EarthQuake&amp;quot; Wilson].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mirroring ===&lt;br /&gt;
Normal maps can be mirrored across a model to create symmetrical details, and save UV space, which allows more detail in the normal map since the texture pixels are smaller on the model. &lt;br /&gt;
&lt;br /&gt;
With [[Normal_Map_Technical_Details#Object-space_normal_map|object-space]] maps, [http://polycount.com/discussion/53986 mirroring requires specific shader support]. For [[Normal_Map_Technical_Details#Tangent-space_normal_map|tangent-space]] maps, mirroring typically creates a shading seam, but this can be reduced or hidden altogether, depending on the method used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Typical Mirroring Workflow ====&lt;br /&gt;
# Delete the mesh half that will be mirrored. &lt;br /&gt;
# Arrange the [[Texture Coordinates|UVs]] for the remaining model, filling the UV square.&lt;br /&gt;
# Mirror the model to create a &amp;quot;whole&amp;quot; mesh, welding the mesh vertices along the seam. &lt;br /&gt;
# Move the mirrored UVs exactly 1 unit (or any whole number) out of the 0-1 UV square.&lt;br /&gt;
# Bake the normal map.&lt;br /&gt;
&lt;br /&gt;
Sometimes an artist will decide to delete half of a symmetrical model before baking. This is a mistake however because often the vertex normals along the hole will bend towards the hole a bit; there are no faces on the other side to average the normals with. This will create a strong lighting seam in the normal map. It's typically best to use the complete mirrored model to bake the normal map, not just the unique half. &lt;br /&gt;
&lt;br /&gt;
To prevent the mirrored UVs from causing overlaps or baking errors, move the mirrored [[Normal_Map_Technical_Details#UV_Coordinates|UVs]] out of the 0-1 UV space, so only one copy of the non-mirrored UVs is left within the 0-1 square.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=613px heights=364px&amp;gt;&lt;br /&gt;
Normalmap_uvcoord_offset.jpg|Mirrored UVs (in red) are offset 1 unit before baking. Image by [http://ericchadwick.com Eric Chadwick].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To avoid texel &amp;quot;leaks&amp;quot; between the UV shells, make sure there's enough [[Edge padding]] around each shell, including along the edges of the normal map. None of the UV shells should be touching the edge of the 0-1 UV square, unless they're meant to tile with the other side of the map.&lt;br /&gt;
&lt;br /&gt;
==== Triangulation ====&lt;br /&gt;
Make sure the triangulation is mirrored too. If not, this will cause shading errors because only one side will match the original bake.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=600px heights=711px&amp;gt;&lt;br /&gt;
OrlandoJones_Triangulation_Error.jpg|Non-mirrored triangles cause a shading error. Image by [https://www.artstation.com/artist/orlandojones Orlando Jones].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Center Mirroring ====&lt;br /&gt;
If the mirror seam runs along the surface of a continuous mesh, like down the center of a human face for example, then it will probably create a lighting seam. &lt;br /&gt;
&lt;br /&gt;
In Epic Games' [https://www.unrealengine.com/previous-versions Unreal Engine 3] (UE3) their symmetrical models commonly used centered mirroring. Epic used materials that mix a [[DetailMap]] with the normal maps; these seemed to scatter the diffuse/specular lighting and help minimize the obviousness of the mirror seams. For their [[Light Map]]ped models they used [http://udn.epicgames.com/Three/LightMapUnwrapping.html a technique] that almost completely hid the mirror seam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=770px heights=373px&amp;gt;&lt;br /&gt;
Epic_MirroringCicada.jpg|In UE3 a center mirror seam is reduced by using a detail normal map. Image by &amp;quot;[http://epicgames.com Epic Games]&amp;quot;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.zbrushcentral.com/showpost.php?p=573108&amp;amp;postcount=28 GOW2 normal map seams] - ZBrushCentral Forum&lt;br /&gt;
* [http://utforums.epicgames.com/showthread.php?p=27166791#post27166791 UDK normal map seams] - Epic Games Community Forum&lt;br /&gt;
&lt;br /&gt;
==== Offset Mirroring ====&lt;br /&gt;
Offset mirroring is a method where you move the mirror seam off to one side of the model, so the seam doesn't run exactly down the center. For example with a character's head, the UV seam can go down along the side of the head in front of the ear. The UV shell for the nearest ear can then be mirrored to use the area on the other side of the head. &lt;br /&gt;
&lt;br /&gt;
This avoids the &amp;quot;Rorschach&amp;quot; effect and allows non-symmetrical details, but it still saves texture space because the two sides of the head can be mirrored (they're never seen at the same time anyhow).&lt;br /&gt;
&lt;br /&gt;
Offset mirroring doesn't get rid of the seam, but it does move it off to a place where it can either be less obvious, or where it can be hidden in a natural seam on the model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flat Color Mirroring ====&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=51088 Tutorial for painting out seams on mirrored tangent-space normal maps] by [http://www.warbeast.de/ warby] solves seams by painting a flat set of normals along the seam, using neutral blue (128,128,255). However it only works along horizontal or vertical UV seams, not across any angled UVs. It also removes any details along the mirror seam, creating blank areas.&lt;br /&gt;
&lt;br /&gt;
==== Element Mirroring ====&lt;br /&gt;
The mirror seam can be avoided completely when it doesn't run directly through any mesh. For example if there's a detached mesh element that runs down the center of the model, this can be uniquely mapped, while the meshes on either side can be mirrors of each other. Whenever the mirrored parts don't share any vertex normals with the non-mirrored parts, there won't be any seams. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=713px heights=477px&amp;gt;&lt;br /&gt;
normalmap_mirrored-binocs-racer445.jpg|The middle part (highlighted in red) uses unique non-mirrored UVs, allowing the mesh on the right to be mirrored without any seams. Image by [http://http://racer445.com/ &amp;quot;racer445&amp;quot;].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoothing Groups &amp;amp; Hard Edges ===&lt;br /&gt;
Each vertex in a mesh has at least one vertex normal. Vertex normals are used to control the direction a triangle will be lit from; if the normal is facing the light the triangle will be fully lit, if facing away from the light the triangle won't be lit. &lt;br /&gt;
&lt;br /&gt;
Each vertex however can have more than one vertex normal. When two triangles have different vertex normals along their shared edge, this creates a shading seam, called a ''hard edge'' in most modeling tools. 3ds Max uses ''Smoothing Groups'' to create hard/soft edges, Maya uses ''Harden Edge'' and ''Soften Edge''. These tools create hard and soft edges by splitting and combining the vertex normals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=531px heights=168px&amp;gt;&lt;br /&gt;
BenMathis_SmoothingGroups_Excerpt.gif|Hard edges occur where the vertices have multiple normals. Image by [http://poopinmymouth.com Ben 'poopinmymouth' Mathis ([http://poopinmymouth.com/process/tips/smoothing_groups.jpg tutorial here])&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a mesh uses all soft normals (a single smoothing group) the lighting has to be interpolated across the extreme differences between the vertex normals. If your renderer doesn't support the same [[Normal_Map_Technical_Details#Tangent_Basis|tangent basis]] that the baker uses, this can produce extreme shading differences across the model, which creates shading artifacts. It is generally best to reduce these extremes when you can because a mismatched renderer can only do so much to counteract it.&lt;br /&gt;
&lt;br /&gt;
Hard edges are usually best where the model already has a natural seam. For example, you can add a hard edge along the rim of a car's wheel well, to prevent the inside of the wheel well from distorting the shading for the outside of the car body. Mechanical models usually need hard edges where ever the surface bends more than about 45 degrees. &lt;br /&gt;
&lt;br /&gt;
For most meshes, the best results usually come from adding hard edges where ever there are UV seams. There are no hard rules however, you must experiment with different approaches to find what works best in your game.&lt;br /&gt;
&lt;br /&gt;
When you use object-space normal maps the vertex normal problem goes away since you're no longer relying on the crude vertex normals of the mesh. An object-space normal map completely ignores vertex normals. Object-space mapping allows you to use all soft edges and no bevels on the low-res mesh, without showing lighting errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hard Edge Discussions &amp;amp; Tutorials ====&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=2090450#post2090450 Maya MEL Script help needed (UV border edges)]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=107196 You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=73593 Normal Maps: Can Somone Explain This &amp;quot;Black Edge&amp;quot; issue]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=73566 Normal Maps: Can someone explain normals, tangents and split UVs?]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=68173 Why you should NOT trust 3ds Max's viewport normal-map display!]&lt;br /&gt;
* [http://www.game-artist.net/forums/support-tech-discussion/10503-xsi-normal-mapped-cube-looks-bad.html XSI - normal mapped cube looks bad]&lt;br /&gt;
* [http://www.game-artist.net/forums/support-tech-discussion/11924-weird-maya-normal-map-seam-artifact-problem-am-i-making-simple-mistake.html Weird Maya normal map seam/artifact problem]&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?p=1080600 Seams in Normals when Creating Tiling Environment Trims and other Tiles]&lt;br /&gt;
* The tutorial [http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Normalmaps for the Technical Game Modeler] by [http://www.svartberg.com Ariel Chai] shows how low-poly smoothing can affect the normal map.&lt;br /&gt;
* The tutorial: [http://wiki.polycount.net/3D_Tutorials/Modeling_High-Low_Poly_Models_for_Next_Gen_Games Modeling High/Low Poly Models for Next Gen Games] by [http://www.acetylenegames.com/artbymasa/ João &amp;quot;Masakari&amp;quot; Costa] shows how smoothing affects raycasting.&lt;br /&gt;
* The [http://tech-artists.org/wiki/Beveling Beveling section on the Tech-Artists.Org Wiki] discusses the breaking of normals and smoothing groups in general terms.&lt;br /&gt;
* The two-part article [http://www.ericchadwick.com/examples/provost/byf2.html#wts Beautiful, Yet Friendly] by [http://www.linkedin.com/in/gprovost Guillaume Provost] explains how smoothing groups and other mesh attributes cause vertices to be duplicated in the game. The vertex count is actually what matters in the game, not the triangle count.&lt;br /&gt;
* The Crysis documentation [http://doc.crymod.com/AssetCreation/PolyBumpReference.html PolyBump Reference] has a section towards the bottom that shows how smoothing affects their baked normal maps.&lt;br /&gt;
* The polycount thread [http://boards.polycount.net/showthread.php?t=60694 Toying around with normal map approaches] has a great discussion of how best to use smoothing groups and bevels for better shading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Using Bevels ====&lt;br /&gt;
Bevels/chamfers generally improve the silhouette of the model, and can also help reflect specular highlights better. &lt;br /&gt;
&lt;br /&gt;
However bevels tend to produce long thin triangles, which slow down the in-game rendering of your model. Real-time renderers have trouble rendering long thin triangles because they create a lot of sub-pixel areas to render. &lt;br /&gt;
&lt;br /&gt;
Bevels also balloon the vertex count, which can increase the transform cost and memory usage. Hard edges increase the vertex count too, but not when  the edge also shares a seam in UV space. For a good explanation of the vertex count issue, see [http://www.ericchadwick.com/examples/provost/byf2.html#wts Beautiful, Yet Friendly].&lt;br /&gt;
&lt;br /&gt;
Using hard edges with matching UV shells tends to give better performance and better cosmetic results than using bevels. However there are differing opinions on this, see the Polycount thread &amp;quot;[http://boards.polycount.net/showthread.php?t=71760 Maya transfer maps help]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Edited Vertex Normals ====&lt;br /&gt;
If you use bevels the shading will be improved by editing the [[VertexNormal]]s so the larger flat surfaces have perpendicular normals. The vertex normals are then forced to blend across the smaller bevel faces, instead of across the larger faces. See the Polycount thread [http://boards.polycount.net/showthread.php?t=66139 Superspecular soft edges tutorial chapter 1].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=470px heights=466px&amp;gt;&lt;br /&gt;
oliverio_bevel_normals.gif|Bending normals on bevelled models, from the tutorial [http://deadlineproof.com/model-shading-techniques-soft-edge-superspecular/ Shading techniques Superspecular soft edges]. Image by [http://deadlineproof.com/ Paolo Oliverio].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level of Detail Models ==&lt;br /&gt;
A '''L'''evel '''o'''f '''D'''etail model ([[LOD]]) is a lower-resolution version of a game model. Using a normal map with LODs may introduce seams.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=107196 You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=1216945#post1216945 3Point Shader - LODs and tangent-space maps].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modeling The High-Poly Mesh ==&lt;br /&gt;
[[Subdivision Surface Modeling]] and [[DigitalSculpting]] are the techniques most often used for modeling a normal map. &lt;br /&gt;
&lt;br /&gt;
Some artists prefer to model the in-game mesh first, other artists prefer to model the high-res mesh first, and others start somewhere in the middle. The modeling order is ultimately a personal choice though, all three methods can produce excellent results:&lt;br /&gt;
* Build the in-game model, then up-res it and sculpt it.&lt;br /&gt;
* Build and sculpt a high resolution model, then build a new in-game model around that.&lt;br /&gt;
* Build a basemesh model, up-res and sculpt it, then step down a few levels of detail and use that as a base for building a better in-game mesh.&lt;br /&gt;
If the in-game mesh is started from one of the subdivision levels of the basemesh sculpt, various edge loops can be collapsed or new edges can be cut to add/remove detail as necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Round Shapes ===&lt;br /&gt;
The closer in shape the low-poly mesh is to the high-poly mesh, the better the normal map will be. See the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=81154 Understanding averaged normals and ray projection/Who put waviness in my normal map?].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=1080px heights=586px&amp;gt;&lt;br /&gt;
wavy_barreltest_04.jpg|Adjusting topology to avoid distortion, from the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=81154 Understanding averaged normals and ray projection/Who put waviness in my normal map?] Image by [http://www.linkedin.com/in/earthquake Joe &amp;quot;EarthQuake&amp;quot; Wilson].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Edge Thickness ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=770px heights=1180px&amp;gt;&lt;br /&gt;
normal_edge_thickness.jpg|When creating edges of the Highpoly, sometimes you'll need to make them rounded than in real life to &amp;lt;br&amp;gt;work better at the size they will be seen. Image by [https://racer445.artstation.com/resume Evan &amp;quot;racer445&amp;quot; Herbert].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Floating Geometry ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=903px heights=659px&amp;gt;&lt;br /&gt;
FloatingGeo.jpg|Normal map stores the direction the surface is facing rather than real depth information, thus allowing to save time using floating geometry. To correctly bake [[Ambient occlusion map|AO]] with floating geo make it a separate object and turn off it's shadow casting. Image by [http://artisaverb.info/ Andrew &amp;quot;d1ver&amp;quot; Maximov].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See also [[3DTutorials/Modeling High-Low Poly Models for Next Gen Games|Modeling High/Low Poly Models for Next Gen Games]] by [http://www.acetylenegames.com/artbymasa/ João &amp;quot;Masakari&amp;quot; Costa]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sloped Extrusions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=590px heights=1079px&amp;gt;&lt;br /&gt;
normal_slopes_hatred.jpg|Extrusions on the high-poly model should be sloped to make a better normal map. Image by [http://www.hatred.gameartisans.org/ Krzysztof &amp;quot;Hatred&amp;quot; Dolas].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== mental ray Round Corners Bump ===&lt;br /&gt;
The mental ray renderer offers an automatic bevel rendering effect called Round Corners Bump that can be baked into a normal map. This is available in 3ds Max, Maya, and XSI. See [http://boards.polycount.net/showthread.php?t=71995 Zero Effort Beveling for normal maps] - by [http://boards.polycount.net/member.php?u=31662 Robert &amp;quot;r_fletch_r&amp;quot; Fletcher].&lt;br /&gt;
&lt;br /&gt;
[http://jeffpatton.net/ Jeff Patton] posted about [http://jeffpatton.cgsociety.org/blog/archive/2007/10/ how to expose Round Corners Bump] in 3ds Max so you can use it in other materials.&lt;br /&gt;
&lt;br /&gt;
[http://cryrid.com/art/ Michael &amp;quot;cryrid&amp;quot; Taylor] posted a tutorial about how to use [http://cryrid.com/images/temp/XSI/zeroeffort_bevels.jpg Round Corners in XSI].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureTypes]] [[Category:Bump map]] [[Category:Topology]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/MultiTexture</id>
		<title>MultiTexture</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/MultiTexture"/>
				<updated>2025-10-31T16:13:30Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Modulation Blending */ unreal forum dead link removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-Texture describes the blending of multiple textures on the same surface.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Texture Splatting ==&lt;br /&gt;
Texture splatting is a method for blending multiple textures together on the same mesh, by painting a mask between them. Often [[VertexColor|Vertex Color]] is used to control the blending because vertex color is fairly cheap. Or a bitmap can be used (splat map) because it gives more control and avoids the gradient artifacts of vertex blending. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=400px&amp;gt;&lt;br /&gt;
Unreal_Landscape_Smooth_Layer_Before.jpg|Blending textures in Unreal. See [https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/5/index.html Unreal Engine 4 - Painting Landscape Materials].&lt;br /&gt;
UE3_blendmask.jpg|Using a blend mask texture. See [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html UDN - Three - Terrain Advanced Textures].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/5/index.html Unreal Engine 4 - Painting Landscape Materials]&lt;br /&gt;
* [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html UDN - Three - Terrain Advanced Textures] by Epic Games. Multiple methods for multitexturing terrain in the Unreal 3 Engine.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=48473 texturing a race track] thread on Polycount. Texturing ideas for race track pavement.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=74017 Multitexturing and decals?] thread on Polycount. Multitexturing methods explained.&lt;br /&gt;
* [http://www.strangefate.com/3Dart/index.html#p7APMc1_3 Dark Sector multitexturing] by [http://www.strangefate.com Mario 'Strangefate' Vazquez], Polycount [http://www.polycount.com/forum/showthread.php?t=52498 thread here], some [http://www.polycount.com/forum/showthread.php?p=756818#post756818 explanations here]. Using vertex blending to multitexture gritty urban scenes.&lt;br /&gt;
&lt;br /&gt;
== Modulation Blending ==&lt;br /&gt;
This method adds sharp details to the blend area, by mixing vertex color (for the larger blend) with grayscale textures (for the sharp detail blend). These grayscale maps are either stored in the alpha channel of each layer's normal map, or multiple maps can be [[ChannelPacking|channel packed]] into a single map. Usually the [[Shaders|shader]] has a control for how sharp the transition will be, and sometimes you can use a vertex color or bitmap to control the sharpness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=400px&amp;gt;&lt;br /&gt;
TorFrick_VertexPaintingInUnreal.jpg|Vertex painting in Unreal. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://docs.unrealengine.com/5.1/en-US/creating-layered-materials-in-unreal-engine/ Creating Layered Materials in Unreal Engine]&lt;br /&gt;
* [https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 Witcher 3 Blood and Wine architectural material] uses vertex color to blend between textures in an array.&lt;br /&gt;
* [http://www.polycount.com/forum/showpost.php?p=1924774&amp;amp;postcount=24 Vertex blend shader for Unity] shader and Youtube video by [http://fingus.net/ Sindre 'Fingus 'Opsahl Skaare]&lt;br /&gt;
* [https://www.gamedeveloper.com/programming/advanced-terrain-texture-splatting Advanced Terrain Texture Splatting] by [http://www.gamedev.net/user/212547-andreymi/ Andrey Mishkinis] &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] - by [http://www.torfrick.com/ Tor 'Snefer' Frick], an exercise in extreme texture atlasing, packing multiple maps into the four channels of a texture file.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100388 The Desert(What can you do with no diffuse maps?)] Polycount forum thread. Vertex blending using multiple modulation textures, in UDK. See also [http://artisaverb.info/DitchingDiffuse.html Ditching Diffuse Maps: A foray into artistic reasoning and technical details behind &amp;quot;procedural&amp;quot; texturing, with practical examples on today's tech] by [http://artisaverb.info/ Andrew 'd1ver' Maximov].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85807 Tutorial - Gradient Mapping &amp;amp; UDK] Polycount forum thread. Using gradients to control colors in an image or as a postprocess.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=66952 The Snow and Ice of Uncharted2?] Polycount forum thread. Vertex blending using a modulation texture. Test shaders for UDK ([http://www.polycount.com/forum/showthread.php?p=1024030#post1024030 1], [http://www.polycount.com/forum/showthread.php?p=1024849#post1024849 2], [http://www.hourences.com/ue3-material-editor-part-3/ 3], [https://www.chrisalbeluhn.com/udk-advanced-mesh-painting 4], [http://www.laurenscorijn.com/vertex-blending-snow.html 5 (snow)]). Behrooz Roozbeh from Naughty Dog explains how they did it [http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work&amp;amp;p=641316&amp;amp;viewfull=1#post641316 over here on ZBrushCentral].&lt;br /&gt;
* [http://udn.epicgames.com/Three/LandscapeMaterials.html#Note%20about%20multiple%20LB_HeightBlend%20layers UDN - Three - Landscape Materials] by Epic Games. UDK's Landscape system uses painted weightmaps for terrain multitexturing. The weightmaps are one pixel per vertex, but you can also enable modulate textures using a Landscape Layer Blend node with the &amp;quot;LB_!HeightBlend&amp;quot; option.&lt;br /&gt;
* [https://www.chrisalbeluhn.com/ut3-vertex-blending-variation-method UT3: Vertex color blending variation] by Chris Albeluhn. Creating advanced vertex blending materials in UDK using vertex color and modulation masks. See also [https://www.chrisalbeluhn.com/udk-advanced-mesh-painting UDK Advanced Vertex Painting].&lt;br /&gt;
* [https://www.3dmotive.com/f100601 Advanced Mesh Paint with UDK] ($) at 3DMotive by Ryan James Smith. Creating advanced vertex blending materials in UDK using vertex color and a modulation mask.&lt;br /&gt;
* [https://developer.valvesoftware.com/wiki/$blendmodulatetexture $blendmodulatetexture] at the Valve Developer Community wiki. How to use a modulation texture in Source.&lt;br /&gt;
* [http://forums.tf2maps.net/showthread.php?t=12109 Custom Blend Materials in Source] at forums.tf2maps.net by Cynick. Creating advanced vertex blending materials in Source using vertex color and a modulation mask.&lt;br /&gt;
&lt;br /&gt;
== Variation Blending ==&lt;br /&gt;
Methods for adding variation across a tiling texture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=500px&amp;gt;&lt;br /&gt;
ChristopherAlbeluhn_AddingVariation.jpg|Adding variation to repeating textures. Image by [http://www.chrisalbeluhn.com Chris Albeluhn].&lt;br /&gt;
ScottHomer_MacroNormal.jpg|Using a normal map to add lighting variation. Image by [http://scotthomer.co.uk/ Scott Homer] from [http://artbypapercut.com/ Vertex 2].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=1308889#post1308889 STAGE Street Fighter 2, Bath House, JordanW] - Polycount Forum] &lt;br /&gt;
* [https://www.chrisalbeluhn.com/ut3-adding-variation-to-a-repeating-texture-pattern Chris Albeluhn - UT3 - Adding variation to a repeating texture pattern]&lt;br /&gt;
* [https://www.chrisalbeluhn.com/ut3-adding-brick-variation-on-large-surfaces Chris Albeluhn - UT3 - Adding Brick Variation]&lt;br /&gt;
* [https://www.chrisalbeluhn.com/udk-offsetting-the-mesh-offsets-the-texture Chris Albeluhn - UDK - Mesh Position Offset the Materials Texture]&lt;br /&gt;
&lt;br /&gt;
== Trim Sheets ==&lt;br /&gt;
Trim sheet is a few textures packed into one bitmap. Often the textures tile horizontally or vertically, however there's no requirement for anything to tile. Trim sheets often use [[ChannelPacking|channel packing]].&lt;br /&gt;
&lt;br /&gt;
* [[Modular_environments]] has tutorials for generating trim sheets.&lt;br /&gt;
* [https://polycount.com/discussion/210492/tutorial-trim-textures-for-environment-art-and-props 4-Part Video Tutorial Series on Making Trim Sheets] by Tim 'PixelMasher' Simpson.&lt;br /&gt;
** Part 1 - https://youtu.be/DipfrjCgYW8&lt;br /&gt;
** Part 2 - https://youtu.be/Tspveb9bjYA&lt;br /&gt;
** Part 3 - https://youtu.be/CarefswACgs&lt;br /&gt;
** Part 4 - https://youtu.be/VEHsZniXguY&lt;br /&gt;
* https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques The Ultimate Trim&lt;br /&gt;
- texturing techniques of Sunset Overdrive by Morten Olsen, Principal Environment Artist, Insomniac Games, at GDC 2015. &lt;br /&gt;
* [http://polycount.com/discussion/160794/the-ultimate-trim-technique-from-sunset-overdrive The &amp;quot;ultimate trim&amp;quot; technique from Sunset Overdrive] Polycount Forum thread.&lt;br /&gt;
* [http://docs.cryengine.com/display/SDKDOC2/Using+Decals+for+Destroyed+Structures CRYENGINE 3 Manual: Using Decals for Destroyed Structures]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:SneferTileExplain.jpg|thumb|600px|left|Two [[ChannelPacking|channel packed]] trim sheets, which store a total of six unique textures, see [http://polycount.com/discussion/89682 An exercise in modular textures - Scifi lab UDK] on the Polycount Forum. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:DistingTileExplain.jpg|thumb|400px|left|A [[ChannelPacking|channel packed]] trim sheet used to texture an entire scene, see [http://polycount.com/discussion/comment/1588220/#Comment_1588220 [UDK] Oil Rig Observation Outpost] on the Polycount Forum. Image by [http://artbywiktor.com/ Wiktor 'Disting' Öhman].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Marcan-MassEffect3-swizzle.jpg|thumb|600px|left|A [[ChannelPacking|channel packed]] trim sheet used in Mass Effect 3, see [http://polycount.com/discussion/comment/1881634/#Comment_1881634 Mass Effect 3 art - Marc-Antoine Hamelin] on the Polycount Forum. Image by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blending Operations ==&lt;br /&gt;
When blending textures together, usually the surface's color (source) is combined with the background color (destination) in a linear way. This is similar to the &amp;quot;Normal&amp;quot; blending mode in Photoshop. However there are many other blending methods available... Add, Multiply, Overlay, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=500px&amp;gt;&lt;br /&gt;
Blends_UnrealEngineDocumentation.jpg|[https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/Functions/Reference/Blends/index.html Blends | Unreal Engine Documentation] replicate common Photoshop methods.&lt;br /&gt;
Blends_SourceDestinationMatrix.jpg|[https://polycount.com/discussion/180954/alpha-blend-source-destination-matrix Alpha Blend - Source/Destination matrix] commonly available shader blending modes.&lt;br /&gt;
Blends_InsightIntoPhotoshop7BlendingModes.jpg|[https://dunnbypaul.net/blends/ Insight into Photoshop 7.0 Blending Modes] the math behind many of them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Megatexture ==&lt;br /&gt;
id Software's Megatexture tech uses [[Decal]]s and multitexturing to create their terrain textures, which are then baked down in a preprocessing step into a huge texture sheet, that's dynamically loaded as you play the game. So it's not really multitexturing in the end, blending in real-time, instead it's a single colormap baked from a multitextured source. The Splash Damage wiki has an article about [http://wiki.splashdamage.com/index.php/A_Simple_First_Megatexture generating Megatextures for ETQW].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=500px&amp;gt;&lt;br /&gt;
megatexture_rage_before.jpg|Megatexture in Rage, before decals and multitexturing. Image by [http://www.idsoftware.com id Software].&lt;br /&gt;
megatexture_rage_after.jpg|Megatexture in Rage, after baking in the decals and texture layers. Image by [http://www.idsoftware.com id Software].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[ChannelPacking]]&lt;br /&gt;
* [[Decal]]&lt;br /&gt;
* [[Light map]]&lt;br /&gt;
* [[Shaders]]&lt;br /&gt;
* [[Texture atlas]]&lt;br /&gt;
* [[TextureCoordinates]] &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]] [[Category:TextureTechnique]] [[Category:Glossary]] [[Category:EnvironmentTexturing]] [[Category:EnvironmentTerrain]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/MultiTexture</id>
		<title>MultiTexture</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/MultiTexture"/>
				<updated>2025-10-31T16:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Modulation Blending */ advanced-terrain-texture-splatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-Texture describes the blending of multiple textures on the same surface.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Texture Splatting ==&lt;br /&gt;
Texture splatting is a method for blending multiple textures together on the same mesh, by painting a mask between them. Often [[VertexColor|Vertex Color]] is used to control the blending because vertex color is fairly cheap. Or a bitmap can be used (splat map) because it gives more control and avoids the gradient artifacts of vertex blending. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=400px&amp;gt;&lt;br /&gt;
Unreal_Landscape_Smooth_Layer_Before.jpg|Blending textures in Unreal. See [https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/5/index.html Unreal Engine 4 - Painting Landscape Materials].&lt;br /&gt;
UE3_blendmask.jpg|Using a blend mask texture. See [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html UDN - Three - Terrain Advanced Textures].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/5/index.html Unreal Engine 4 - Painting Landscape Materials]&lt;br /&gt;
* [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html UDN - Three - Terrain Advanced Textures] by Epic Games. Multiple methods for multitexturing terrain in the Unreal 3 Engine.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=48473 texturing a race track] thread on Polycount. Texturing ideas for race track pavement.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=74017 Multitexturing and decals?] thread on Polycount. Multitexturing methods explained.&lt;br /&gt;
* [http://www.strangefate.com/3Dart/index.html#p7APMc1_3 Dark Sector multitexturing] by [http://www.strangefate.com Mario 'Strangefate' Vazquez], Polycount [http://www.polycount.com/forum/showthread.php?t=52498 thread here], some [http://www.polycount.com/forum/showthread.php?p=756818#post756818 explanations here]. Using vertex blending to multitexture gritty urban scenes.&lt;br /&gt;
&lt;br /&gt;
== Modulation Blending ==&lt;br /&gt;
This method adds sharp details to the blend area, by mixing vertex color (for the larger blend) with grayscale textures (for the sharp detail blend). These grayscale maps are either stored in the alpha channel of each layer's normal map, or multiple maps can be [[ChannelPacking|channel packed]] into a single map. Usually the [[Shaders|shader]] has a control for how sharp the transition will be, and sometimes you can use a vertex color or bitmap to control the sharpness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=400px&amp;gt;&lt;br /&gt;
TorFrick_VertexPaintingInUnreal.jpg|Vertex painting in Unreal. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://docs.unrealengine.com/5.1/en-US/creating-layered-materials-in-unreal-engine/ Creating Layered Materials in Unreal Engine]&lt;br /&gt;
* [https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 Witcher 3 Blood and Wine architectural material] uses vertex color to blend between textures in an array.&lt;br /&gt;
* [http://www.polycount.com/forum/showpost.php?p=1924774&amp;amp;postcount=24 Vertex blend shader for Unity] shader and Youtube video by [http://fingus.net/ Sindre 'Fingus 'Opsahl Skaare]&lt;br /&gt;
* [https://www.gamedeveloper.com/programming/advanced-terrain-texture-splatting Advanced Terrain Texture Splatting] by [http://www.gamedev.net/user/212547-andreymi/ Andrey Mishkinis] &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] - by [http://www.torfrick.com/ Tor 'Snefer' Frick], an exercise in extreme texture atlasing, packing multiple maps into the four channels of a texture file.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100388 The Desert(What can you do with no diffuse maps?)] Polycount forum thread. Vertex blending using multiple modulation textures, in UDK. See also [http://artisaverb.info/DitchingDiffuse.html Ditching Diffuse Maps: A foray into artistic reasoning and technical details behind &amp;quot;procedural&amp;quot; texturing, with practical examples on today's tech] by [http://artisaverb.info/ Andrew 'd1ver' Maximov].&lt;br /&gt;
* [http://forums.epicgames.com/threads/749677-Texture-blending-through-up-vector-%28snow-on-top-of-rocks%29 UDK - snow on top of rocks] shader ideas, via the Epic Games Forums.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85807 Tutorial - Gradient Mapping &amp;amp; UDK] Polycount forum thread. Using gradients to control colors in an image or as a postprocess.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=66952 The Snow and Ice of Uncharted2?] Polycount forum thread. Vertex blending using a modulation texture. Test shaders for UDK ([http://www.polycount.com/forum/showthread.php?p=1024030#post1024030 1], [http://www.polycount.com/forum/showthread.php?p=1024849#post1024849 2], [http://www.hourences.com/ue3-material-editor-part-3/ 3], [https://www.chrisalbeluhn.com/udk-advanced-mesh-painting 4], [http://www.laurenscorijn.com/vertex-blending-snow.html 5 (snow)]). Behrooz Roozbeh from Naughty Dog explains how they did it [http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work&amp;amp;p=641316&amp;amp;viewfull=1#post641316 over here on ZBrushCentral].&lt;br /&gt;
* [http://udn.epicgames.com/Three/LandscapeMaterials.html#Note%20about%20multiple%20LB_HeightBlend%20layers UDN - Three - Landscape Materials] by Epic Games. UDK's Landscape system uses painted weightmaps for terrain multitexturing. The weightmaps are one pixel per vertex, but you can also enable modulate textures using a Landscape Layer Blend node with the &amp;quot;LB_!HeightBlend&amp;quot; option.&lt;br /&gt;
* [https://www.chrisalbeluhn.com/ut3-vertex-blending-variation-method UT3: Vertex color blending variation] by Chris Albeluhn. Creating advanced vertex blending materials in UDK using vertex color and modulation masks. See also [https://www.chrisalbeluhn.com/udk-advanced-mesh-painting UDK Advanced Vertex Painting].&lt;br /&gt;
* [https://www.3dmotive.com/f100601 Advanced Mesh Paint with UDK] ($) at 3DMotive by Ryan James Smith. Creating advanced vertex blending materials in UDK using vertex color and a modulation mask.&lt;br /&gt;
* [https://developer.valvesoftware.com/wiki/$blendmodulatetexture $blendmodulatetexture] at the Valve Developer Community wiki. How to use a modulation texture in Source.&lt;br /&gt;
* [http://forums.tf2maps.net/showthread.php?t=12109 Custom Blend Materials in Source] at forums.tf2maps.net by Cynick. Creating advanced vertex blending materials in Source using vertex color and a modulation mask.&lt;br /&gt;
&lt;br /&gt;
== Variation Blending ==&lt;br /&gt;
Methods for adding variation across a tiling texture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=500px&amp;gt;&lt;br /&gt;
ChristopherAlbeluhn_AddingVariation.jpg|Adding variation to repeating textures. Image by [http://www.chrisalbeluhn.com Chris Albeluhn].&lt;br /&gt;
ScottHomer_MacroNormal.jpg|Using a normal map to add lighting variation. Image by [http://scotthomer.co.uk/ Scott Homer] from [http://artbypapercut.com/ Vertex 2].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=1308889#post1308889 STAGE Street Fighter 2, Bath House, JordanW] - Polycount Forum] &lt;br /&gt;
* [https://www.chrisalbeluhn.com/ut3-adding-variation-to-a-repeating-texture-pattern Chris Albeluhn - UT3 - Adding variation to a repeating texture pattern]&lt;br /&gt;
* [https://www.chrisalbeluhn.com/ut3-adding-brick-variation-on-large-surfaces Chris Albeluhn - UT3 - Adding Brick Variation]&lt;br /&gt;
* [https://www.chrisalbeluhn.com/udk-offsetting-the-mesh-offsets-the-texture Chris Albeluhn - UDK - Mesh Position Offset the Materials Texture]&lt;br /&gt;
&lt;br /&gt;
== Trim Sheets ==&lt;br /&gt;
Trim sheet is a few textures packed into one bitmap. Often the textures tile horizontally or vertically, however there's no requirement for anything to tile. Trim sheets often use [[ChannelPacking|channel packing]].&lt;br /&gt;
&lt;br /&gt;
* [[Modular_environments]] has tutorials for generating trim sheets.&lt;br /&gt;
* [https://polycount.com/discussion/210492/tutorial-trim-textures-for-environment-art-and-props 4-Part Video Tutorial Series on Making Trim Sheets] by Tim 'PixelMasher' Simpson.&lt;br /&gt;
** Part 1 - https://youtu.be/DipfrjCgYW8&lt;br /&gt;
** Part 2 - https://youtu.be/Tspveb9bjYA&lt;br /&gt;
** Part 3 - https://youtu.be/CarefswACgs&lt;br /&gt;
** Part 4 - https://youtu.be/VEHsZniXguY&lt;br /&gt;
* https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques The Ultimate Trim&lt;br /&gt;
- texturing techniques of Sunset Overdrive by Morten Olsen, Principal Environment Artist, Insomniac Games, at GDC 2015. &lt;br /&gt;
* [http://polycount.com/discussion/160794/the-ultimate-trim-technique-from-sunset-overdrive The &amp;quot;ultimate trim&amp;quot; technique from Sunset Overdrive] Polycount Forum thread.&lt;br /&gt;
* [http://docs.cryengine.com/display/SDKDOC2/Using+Decals+for+Destroyed+Structures CRYENGINE 3 Manual: Using Decals for Destroyed Structures]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:SneferTileExplain.jpg|thumb|600px|left|Two [[ChannelPacking|channel packed]] trim sheets, which store a total of six unique textures, see [http://polycount.com/discussion/89682 An exercise in modular textures - Scifi lab UDK] on the Polycount Forum. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:DistingTileExplain.jpg|thumb|400px|left|A [[ChannelPacking|channel packed]] trim sheet used to texture an entire scene, see [http://polycount.com/discussion/comment/1588220/#Comment_1588220 [UDK] Oil Rig Observation Outpost] on the Polycount Forum. Image by [http://artbywiktor.com/ Wiktor 'Disting' Öhman].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Marcan-MassEffect3-swizzle.jpg|thumb|600px|left|A [[ChannelPacking|channel packed]] trim sheet used in Mass Effect 3, see [http://polycount.com/discussion/comment/1881634/#Comment_1881634 Mass Effect 3 art - Marc-Antoine Hamelin] on the Polycount Forum. Image by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blending Operations ==&lt;br /&gt;
When blending textures together, usually the surface's color (source) is combined with the background color (destination) in a linear way. This is similar to the &amp;quot;Normal&amp;quot; blending mode in Photoshop. However there are many other blending methods available... Add, Multiply, Overlay, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=500px&amp;gt;&lt;br /&gt;
Blends_UnrealEngineDocumentation.jpg|[https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/Functions/Reference/Blends/index.html Blends | Unreal Engine Documentation] replicate common Photoshop methods.&lt;br /&gt;
Blends_SourceDestinationMatrix.jpg|[https://polycount.com/discussion/180954/alpha-blend-source-destination-matrix Alpha Blend - Source/Destination matrix] commonly available shader blending modes.&lt;br /&gt;
Blends_InsightIntoPhotoshop7BlendingModes.jpg|[https://dunnbypaul.net/blends/ Insight into Photoshop 7.0 Blending Modes] the math behind many of them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Megatexture ==&lt;br /&gt;
id Software's Megatexture tech uses [[Decal]]s and multitexturing to create their terrain textures, which are then baked down in a preprocessing step into a huge texture sheet, that's dynamically loaded as you play the game. So it's not really multitexturing in the end, blending in real-time, instead it's a single colormap baked from a multitextured source. The Splash Damage wiki has an article about [http://wiki.splashdamage.com/index.php/A_Simple_First_Megatexture generating Megatextures for ETQW].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=500px&amp;gt;&lt;br /&gt;
megatexture_rage_before.jpg|Megatexture in Rage, before decals and multitexturing. Image by [http://www.idsoftware.com id Software].&lt;br /&gt;
megatexture_rage_after.jpg|Megatexture in Rage, after baking in the decals and texture layers. Image by [http://www.idsoftware.com id Software].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[ChannelPacking]]&lt;br /&gt;
* [[Decal]]&lt;br /&gt;
* [[Light map]]&lt;br /&gt;
* [[Shaders]]&lt;br /&gt;
* [[Texture atlas]]&lt;br /&gt;
* [[TextureCoordinates]] &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]] [[Category:TextureTechnique]] [[Category:Glossary]] [[Category:EnvironmentTexturing]] [[Category:EnvironmentTerrain]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/MultiTexture</id>
		<title>MultiTexture</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/MultiTexture"/>
				<updated>2025-10-31T16:09:51Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Modulation Blending */ remove eat3d which is dead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-Texture describes the blending of multiple textures on the same surface.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Texture Splatting ==&lt;br /&gt;
Texture splatting is a method for blending multiple textures together on the same mesh, by painting a mask between them. Often [[VertexColor|Vertex Color]] is used to control the blending because vertex color is fairly cheap. Or a bitmap can be used (splat map) because it gives more control and avoids the gradient artifacts of vertex blending. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=400px&amp;gt;&lt;br /&gt;
Unreal_Landscape_Smooth_Layer_Before.jpg|Blending textures in Unreal. See [https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/5/index.html Unreal Engine 4 - Painting Landscape Materials].&lt;br /&gt;
UE3_blendmask.jpg|Using a blend mask texture. See [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html UDN - Three - Terrain Advanced Textures].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/5/index.html Unreal Engine 4 - Painting Landscape Materials]&lt;br /&gt;
* [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html UDN - Three - Terrain Advanced Textures] by Epic Games. Multiple methods for multitexturing terrain in the Unreal 3 Engine.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=48473 texturing a race track] thread on Polycount. Texturing ideas for race track pavement.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=74017 Multitexturing and decals?] thread on Polycount. Multitexturing methods explained.&lt;br /&gt;
* [http://www.strangefate.com/3Dart/index.html#p7APMc1_3 Dark Sector multitexturing] by [http://www.strangefate.com Mario 'Strangefate' Vazquez], Polycount [http://www.polycount.com/forum/showthread.php?t=52498 thread here], some [http://www.polycount.com/forum/showthread.php?p=756818#post756818 explanations here]. Using vertex blending to multitexture gritty urban scenes.&lt;br /&gt;
&lt;br /&gt;
== Modulation Blending ==&lt;br /&gt;
This method adds sharp details to the blend area, by mixing vertex color (for the larger blend) with grayscale textures (for the sharp detail blend). These grayscale maps are either stored in the alpha channel of each layer's normal map, or multiple maps can be [[ChannelPacking|channel packed]] into a single map. Usually the [[Shaders|shader]] has a control for how sharp the transition will be, and sometimes you can use a vertex color or bitmap to control the sharpness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=400px&amp;gt;&lt;br /&gt;
TorFrick_VertexPaintingInUnreal.jpg|Vertex painting in Unreal. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://docs.unrealengine.com/5.1/en-US/creating-layered-materials-in-unreal-engine/ Creating Layered Materials in Unreal Engine]&lt;br /&gt;
* [https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 Witcher 3 Blood and Wine architectural material] uses vertex color to blend between textures in an array.&lt;br /&gt;
* [http://www.polycount.com/forum/showpost.php?p=1924774&amp;amp;postcount=24 Vertex blend shader for Unity] shader and Youtube video by [http://fingus.net/ Sindre 'Fingus 'Opsahl Skaare]&lt;br /&gt;
* [http://www.gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php Advanced Terrain Texture Splatting] by [http://www.gamedev.net/user/212547-andreymi/ Andrey Mishkinis] &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] - by [http://www.torfrick.com/ Tor 'Snefer' Frick], an exercise in extreme texture atlasing, packing multiple maps into the four channels of a texture file.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100388 The Desert(What can you do with no diffuse maps?)] Polycount forum thread. Vertex blending using multiple modulation textures, in UDK. See also [http://artisaverb.info/DitchingDiffuse.html Ditching Diffuse Maps: A foray into artistic reasoning and technical details behind &amp;quot;procedural&amp;quot; texturing, with practical examples on today's tech] by [http://artisaverb.info/ Andrew 'd1ver' Maximov].&lt;br /&gt;
* [http://forums.epicgames.com/threads/749677-Texture-blending-through-up-vector-%28snow-on-top-of-rocks%29 UDK - snow on top of rocks] shader ideas, via the Epic Games Forums.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85807 Tutorial - Gradient Mapping &amp;amp; UDK] Polycount forum thread. Using gradients to control colors in an image or as a postprocess.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=66952 The Snow and Ice of Uncharted2?] Polycount forum thread. Vertex blending using a modulation texture. Test shaders for UDK ([http://www.polycount.com/forum/showthread.php?p=1024030#post1024030 1], [http://www.polycount.com/forum/showthread.php?p=1024849#post1024849 2], [http://www.hourences.com/ue3-material-editor-part-3/ 3], [https://www.chrisalbeluhn.com/udk-advanced-mesh-painting 4], [http://www.laurenscorijn.com/vertex-blending-snow.html 5 (snow)]). Behrooz Roozbeh from Naughty Dog explains how they did it [http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work&amp;amp;p=641316&amp;amp;viewfull=1#post641316 over here on ZBrushCentral].&lt;br /&gt;
* [http://udn.epicgames.com/Three/LandscapeMaterials.html#Note%20about%20multiple%20LB_HeightBlend%20layers UDN - Three - Landscape Materials] by Epic Games. UDK's Landscape system uses painted weightmaps for terrain multitexturing. The weightmaps are one pixel per vertex, but you can also enable modulate textures using a Landscape Layer Blend node with the &amp;quot;LB_!HeightBlend&amp;quot; option.&lt;br /&gt;
* [https://www.chrisalbeluhn.com/ut3-vertex-blending-variation-method UT3: Vertex color blending variation] by Chris Albeluhn. Creating advanced vertex blending materials in UDK using vertex color and modulation masks. See also [https://www.chrisalbeluhn.com/udk-advanced-mesh-painting UDK Advanced Vertex Painting].&lt;br /&gt;
* [https://www.3dmotive.com/f100601 Advanced Mesh Paint with UDK] ($) at 3DMotive by Ryan James Smith. Creating advanced vertex blending materials in UDK using vertex color and a modulation mask.&lt;br /&gt;
* [https://developer.valvesoftware.com/wiki/$blendmodulatetexture $blendmodulatetexture] at the Valve Developer Community wiki. How to use a modulation texture in Source.&lt;br /&gt;
* [http://forums.tf2maps.net/showthread.php?t=12109 Custom Blend Materials in Source] at forums.tf2maps.net by Cynick. Creating advanced vertex blending materials in Source using vertex color and a modulation mask.&lt;br /&gt;
&lt;br /&gt;
== Variation Blending ==&lt;br /&gt;
Methods for adding variation across a tiling texture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=500px&amp;gt;&lt;br /&gt;
ChristopherAlbeluhn_AddingVariation.jpg|Adding variation to repeating textures. Image by [http://www.chrisalbeluhn.com Chris Albeluhn].&lt;br /&gt;
ScottHomer_MacroNormal.jpg|Using a normal map to add lighting variation. Image by [http://scotthomer.co.uk/ Scott Homer] from [http://artbypapercut.com/ Vertex 2].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=1308889#post1308889 STAGE Street Fighter 2, Bath House, JordanW] - Polycount Forum] &lt;br /&gt;
* [https://www.chrisalbeluhn.com/ut3-adding-variation-to-a-repeating-texture-pattern Chris Albeluhn - UT3 - Adding variation to a repeating texture pattern]&lt;br /&gt;
* [https://www.chrisalbeluhn.com/ut3-adding-brick-variation-on-large-surfaces Chris Albeluhn - UT3 - Adding Brick Variation]&lt;br /&gt;
* [https://www.chrisalbeluhn.com/udk-offsetting-the-mesh-offsets-the-texture Chris Albeluhn - UDK - Mesh Position Offset the Materials Texture]&lt;br /&gt;
&lt;br /&gt;
== Trim Sheets ==&lt;br /&gt;
Trim sheet is a few textures packed into one bitmap. Often the textures tile horizontally or vertically, however there's no requirement for anything to tile. Trim sheets often use [[ChannelPacking|channel packing]].&lt;br /&gt;
&lt;br /&gt;
* [[Modular_environments]] has tutorials for generating trim sheets.&lt;br /&gt;
* [https://polycount.com/discussion/210492/tutorial-trim-textures-for-environment-art-and-props 4-Part Video Tutorial Series on Making Trim Sheets] by Tim 'PixelMasher' Simpson.&lt;br /&gt;
** Part 1 - https://youtu.be/DipfrjCgYW8&lt;br /&gt;
** Part 2 - https://youtu.be/Tspveb9bjYA&lt;br /&gt;
** Part 3 - https://youtu.be/CarefswACgs&lt;br /&gt;
** Part 4 - https://youtu.be/VEHsZniXguY&lt;br /&gt;
* https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques The Ultimate Trim&lt;br /&gt;
- texturing techniques of Sunset Overdrive by Morten Olsen, Principal Environment Artist, Insomniac Games, at GDC 2015. &lt;br /&gt;
* [http://polycount.com/discussion/160794/the-ultimate-trim-technique-from-sunset-overdrive The &amp;quot;ultimate trim&amp;quot; technique from Sunset Overdrive] Polycount Forum thread.&lt;br /&gt;
* [http://docs.cryengine.com/display/SDKDOC2/Using+Decals+for+Destroyed+Structures CRYENGINE 3 Manual: Using Decals for Destroyed Structures]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:SneferTileExplain.jpg|thumb|600px|left|Two [[ChannelPacking|channel packed]] trim sheets, which store a total of six unique textures, see [http://polycount.com/discussion/89682 An exercise in modular textures - Scifi lab UDK] on the Polycount Forum. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:DistingTileExplain.jpg|thumb|400px|left|A [[ChannelPacking|channel packed]] trim sheet used to texture an entire scene, see [http://polycount.com/discussion/comment/1588220/#Comment_1588220 [UDK] Oil Rig Observation Outpost] on the Polycount Forum. Image by [http://artbywiktor.com/ Wiktor 'Disting' Öhman].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Marcan-MassEffect3-swizzle.jpg|thumb|600px|left|A [[ChannelPacking|channel packed]] trim sheet used in Mass Effect 3, see [http://polycount.com/discussion/comment/1881634/#Comment_1881634 Mass Effect 3 art - Marc-Antoine Hamelin] on the Polycount Forum. Image by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blending Operations ==&lt;br /&gt;
When blending textures together, usually the surface's color (source) is combined with the background color (destination) in a linear way. This is similar to the &amp;quot;Normal&amp;quot; blending mode in Photoshop. However there are many other blending methods available... Add, Multiply, Overlay, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=500px&amp;gt;&lt;br /&gt;
Blends_UnrealEngineDocumentation.jpg|[https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/Functions/Reference/Blends/index.html Blends | Unreal Engine Documentation] replicate common Photoshop methods.&lt;br /&gt;
Blends_SourceDestinationMatrix.jpg|[https://polycount.com/discussion/180954/alpha-blend-source-destination-matrix Alpha Blend - Source/Destination matrix] commonly available shader blending modes.&lt;br /&gt;
Blends_InsightIntoPhotoshop7BlendingModes.jpg|[https://dunnbypaul.net/blends/ Insight into Photoshop 7.0 Blending Modes] the math behind many of them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Megatexture ==&lt;br /&gt;
id Software's Megatexture tech uses [[Decal]]s and multitexturing to create their terrain textures, which are then baked down in a preprocessing step into a huge texture sheet, that's dynamically loaded as you play the game. So it's not really multitexturing in the end, blending in real-time, instead it's a single colormap baked from a multitextured source. The Splash Damage wiki has an article about [http://wiki.splashdamage.com/index.php/A_Simple_First_Megatexture generating Megatextures for ETQW].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=200px widths=500px&amp;gt;&lt;br /&gt;
megatexture_rage_before.jpg|Megatexture in Rage, before decals and multitexturing. Image by [http://www.idsoftware.com id Software].&lt;br /&gt;
megatexture_rage_after.jpg|Megatexture in Rage, after baking in the decals and texture layers. Image by [http://www.idsoftware.com id Software].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[ChannelPacking]]&lt;br /&gt;
* [[Decal]]&lt;br /&gt;
* [[Light map]]&lt;br /&gt;
* [[Shaders]]&lt;br /&gt;
* [[Texture atlas]]&lt;br /&gt;
* [[TextureCoordinates]] &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]] [[Category:TextureTechnique]] [[Category:Glossary]] [[Category:EnvironmentTexturing]] [[Category:EnvironmentTerrain]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_design</id>
		<title>Game design</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_design"/>
				<updated>2025-10-20T12:45:52Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: link fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game design is about creating the overall game experience for the player. &lt;br /&gt;
&lt;br /&gt;
== Game Design Resources ==&lt;br /&gt;
* [http://www.gamesindustry.biz/articles/2013-09-04-warren-spectors-commandments-of-game-design?utm_source=newsletter&amp;amp;utm_medium=email&amp;amp;utm_campaign=us-daily Warren Spector's Commandments of Game Design] - by [http://junctionpoint.wordpress.com/ Warren Spector]&lt;br /&gt;
* [https://www.scribd.com/document/314772461/Gamasutra-The-Anatomy-of-a-Design-Document-Part-1-Documentation-Guidelines-for-the-Game-Concept-and-Proposal The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal] 1999 article for Gamasutra by [http://www.gamasutra.com/view/authors/915461/Tim_Ryan.php Tim Ryan]&lt;br /&gt;
* [https://www.storydoc.com/blog/game-pitch-deck-examples Game Pitches] repository for video game pitches and design documents&lt;br /&gt;
* [http://ebook.pldworld.com/-huihoo-/book/the-art-of-computer-game-design/Chapter6.html Design Techniques and Ideals] from ''[https://en.wikipedia.org/wiki/The_Art_of_Computer_Game_Design The Art of Computer Game Design]'' - by [http://en.wikipedia.org/wiki/Chris_Crawford_%28game_designer%29 Chris Crawford]&lt;br /&gt;
* [https://www.finitearts.com/Pages/400page.html The 400 Project] - by [http://www.finitearts.com/Pages/biopage.html Hal Barwood] and [http://www.theinspiracy.com/ Noah Falstein]&lt;br /&gt;
* [[VideoGameDesignTerms]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Visual_semiotics Visual Semiotics] - from Wikipedia. Environments involve the player more if they have several layers of thinking behind their design.&lt;br /&gt;
* [http://wiki.answers.com/Q/What_is_a_visual_metaphor What is a visual metaphor?] - from Answers.com&lt;br /&gt;
&lt;br /&gt;
== Game Design Blogs ==&lt;br /&gt;
* [http://lifeofadesignmonkey.blogspot.com/ Life of a Design Monkey] - a blog by Mark Davies, game designer at Ninja Theory&lt;br /&gt;
* [http://randomgamedesign.wordpress.com/ Random Encounters in Imaginary Realms] - a blog by [http://randomgamedesign.wordpress.com/2006/08/22/so-who-are-you/ an anonymous game designer]&lt;br /&gt;
* [http://www.lostgarden.com/ Lost Garden] - a blog by Danc, game designer&lt;br /&gt;
* [http://www.cliffyb.com/blog/ CliffyB.com] - a blog by Cliff Bleszinski, game designer at Epic Games&lt;br /&gt;
* [http://www.johnsto.co.uk/design Level Design] - a blog by David Alexander Johnston, freelance game designer&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[:Category:LevelDesign]]: the design of gameplay spaces, levels, and environments.&lt;br /&gt;
* [[:Category:EnvironmentModularity]]: techniques for creating reusable environment meshes. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:GameDesign]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Face_weighted_normals</id>
		<title>Face weighted normals</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Face_weighted_normals"/>
				<updated>2025-09-03T19:45:42Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: BLender&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Face weighted normals (FWN) is a technique to improve shading for 3d models. Shading can be improved by adding bevels and altering the [[VertexNormal|vertex normals]] to be perpendicular on the larger flat polygons. This forces the shading to be blended across the smaller bevel faces, rather than across the entire model. &lt;br /&gt;
&lt;br /&gt;
However, the added bevels will often create long thin triangles, which can significantly reduce rendering performance. See [http://blog.selfshadow.com/2012/11/12/counting-quads/ Counting Quads].&lt;br /&gt;
&lt;br /&gt;
* Blender has a modifier named the [https://docs.blender.org/manual/en/latest/modeling/modifiers/normals/weighted_normal.html Weighted Normal Modifier]&lt;br /&gt;
* [https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/ I'm an tech artist in the industry and I'd love to clear up some misconceptions about rendering and game art workflows that I frequently see in comments from SC fans]&lt;br /&gt;
* [http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1 Decal technique from Star Citizen] Polycount Forum thread&lt;br /&gt;
* [http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1 A short explanation about custom vertex normals (tutorial)] Polycount Forum thread&lt;br /&gt;
* [http://polycount.com/discussion/85809/face-weighted-normals/p1 Face weighted normals] Polycount Forum thread&lt;br /&gt;
* [http://www.bytehazard.com/articles/vertnorm.html Weighted Vertex Normals]&lt;br /&gt;
* [https://web.archive.org/web/20160128060607/http://frostsoft.blogspot.com/2012/01/shading-interpolation-vertex-normals.html FrostSoft: SHADING INTERPOLATION (VNT documentation/ Superspecular soft edges)]&lt;br /&gt;
* [http://polycount.com/discussion/66139/superspecular-soft-edges-tutorial-chapter-1/p1 Superspecular soft edges tutorial chapter 1] Polycount Forum thread&lt;br /&gt;
&lt;br /&gt;
[[image:oliverio_bevel_normals.gif|frame|none|Bending normals on bevelled models. &amp;lt;br&amp;gt;From the tutorial [https://web.archive.org/web/20091118172412/http://deadlineproof.com:80/model-shading-techniques-soft-edge-superspecular/ Shading techniques Superspecular soft edges]&amp;lt;br&amp;gt;Image by [http://deadlineproof.com/ Paolo Oliverio]]]&lt;br /&gt;
&lt;br /&gt;
== FWN Tools ==&lt;br /&gt;
* 3ds Max: [https://github.com/pmnuckels/wnormals wnormals] by Martijn Buijs&lt;br /&gt;
* Blender: [https://www.blend4web.com/en/article/131/ Normal Editor] by Blend4Web&lt;br /&gt;
* Maya: [http://wiki.polycount.com/wiki/VertexNormal#mig_Normal_Tools mig Normal Tools] by Mika Göös&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Normal map]]&lt;br /&gt;
* [[Smoothing Groups]]&lt;br /&gt;
* [[Vertex color]]&lt;br /&gt;
* [[VertexNormal]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:CharacterModeling]] [[Category:EnvironmentModeling]] [[Category:TextureTechnique]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Industry</id>
		<title>Game Industry</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Industry"/>
				<updated>2025-09-03T19:41:31Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Being a Developer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Links and articles about the game industry: how to get game jobs, how to manage your role, etc.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to Get In ==&lt;br /&gt;
* [https://polycount.com/discussion/198720/10-insider-tips-for-artists-applying-to-game-studios/p1 10 &amp;quot;insider tips&amp;quot; for artists applying to game studios] Polycount Forum thread. [https://www.polygon-academy.com/10-insider-tips-for-artists-applying-to-game-studios/ Polygon Academy article] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://web.archive.org/web/20210227032940/https://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ 8 Tips for Artists Struggling With Motivation] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://polycount.com/discussion/175256/motivation-is-bull Motivation is Bull] Polycount Forum thread.&lt;br /&gt;
* [https://polycount.com/discussion/168727/im-finding-it-impossible-to-land-a-job I'm finding it impossible to land a job] Polycount Forum thread.&lt;br /&gt;
* [https://magazine.artstation.com/2017/07/game-recruiters-application/ What Game Recruiters Really Think About Your Application] by [http://polycount.com/profile/discussions/Gav Gavin Goulden].&lt;br /&gt;
* [https://polycount.com/discussion/157738/game-industry-recruiter-taking-in-questions Game Industry Recruiter Taking In Questions] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.&lt;br /&gt;
* [https://polycount.com/discussion/89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.&lt;br /&gt;
* [https://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] -  by [http://athey.deviantart.com/ Athey Moravetz]  A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.&lt;br /&gt;
&lt;br /&gt;
== Being a Developer ==&lt;br /&gt;
* [https://polycount.com/discussion/174205/job-security-question Job Security Question] Polycount Forum thread. &lt;br /&gt;
* [https://polycount.com/discussion/137206 What has the games industry been like for you?] Polycount Forum thread. Game art veterans share what it's really like to be working in game development.&lt;br /&gt;
* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale, diving deep into game industry layoff data.&lt;br /&gt;
* [https://www.valvesoftware.com/en/publications Valve Employee Hand Book]  Greg Coomer says &amp;quot;We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think.&amp;quot; Cached: [[file:Valve_Employee_Handbook.pdf]]&lt;br /&gt;
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [https://polycount.com/discussion/74876 by many Polycounters].&lt;br /&gt;
* [https://web.archive.org/web/20230320100837/http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the article [https://web.archive.org/web/20101229213727/http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by Christopher 'xdragonx10' Gregorio.&lt;br /&gt;
* [https://polycount.com/discussion/159445/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.&lt;br /&gt;
&lt;br /&gt;
== Art Disciplines ==&lt;br /&gt;
* [[:Category:Discipline]] lists the various artist roles in game development.&lt;br /&gt;
* [http://polycount.com/discussion/171014 Specializing or not ?] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/134325 Leadership in the Games Industry] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/81832 What Game artist career is more difficult?] Polycount forum thread&lt;br /&gt;
* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.&lt;br /&gt;
&lt;br /&gt;
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school? &lt;br /&gt;
&lt;br /&gt;
If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.&lt;br /&gt;
&lt;br /&gt;
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. &lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/171153/the-death-of-curiosity The Death of Curiosity] Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.&lt;br /&gt;
&lt;br /&gt;
*[http://polycount.com/discussion/177114/letter-to-a-student letter to a student] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school] blog post&lt;br /&gt;
&lt;br /&gt;
*  [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [http://penny-arcade.com/patv/episode/on-game-schools &amp;quot;On Game Schools&amp;quot;] Penny Arcade episode&lt;br /&gt;
&lt;br /&gt;
* [https://flippednormals.com/blog/creative-students-handbook-schools/ The Creative Student’s Handbook – Schools!] - by [http://k0k0k0.wordpress.com/ Henning Sanden] A primer on how to choose the right school for your career goals, and red flags to look out for when considering schools.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.&lt;br /&gt;
&lt;br /&gt;
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!&lt;br /&gt;
&lt;br /&gt;
== Portfolios ==&lt;br /&gt;
* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.&lt;br /&gt;
&lt;br /&gt;
== Resumes ==&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
&lt;br /&gt;
== Cover Letters ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
&lt;br /&gt;
== Job Searching ==&lt;br /&gt;
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.&lt;br /&gt;
* [https://gamedevjobs.io/ gamedevjobs.io] scrapes company sites and aggregates jobs into one list. [https://polycount.com/discussion/190079/game-dev-job-aggregator Polycount Forum topic].&lt;br /&gt;
* [[Company job boards]] - Polycount Wiki page.&lt;br /&gt;
* [http://polycount.com/categories/work-opportunities polycount.com/categories/work-opportunities] - Polycount Forum section.&lt;br /&gt;
* [http://www.cgmeetup.net/home/jobs/ cgmeetup.net/jobs]&lt;br /&gt;
* [https://www.artstation.com/jobs Artstation.com/jobs]&lt;br /&gt;
* [https://orcahq.com/jobs?tags=Art orcahq.com/jobs?tags=Art]&lt;br /&gt;
* [http://polycount.com/discussion/134982/another-website-to-find-a-video-game-industry-job/p1 Another website to find a video game industry job] - Polycount Forum thread.&lt;br /&gt;
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html joelonsoftware.com The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.&lt;br /&gt;
* [http://polycount.com/discussion/99400/it-seems-to-be-impossible-to-find-a-job-as-a-modeler-in-this-industry/p1 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development. &lt;br /&gt;
* [http://gamedevmap.com gamedevmap] - map of game development companies.&lt;br /&gt;
* [http://jobs.gamasutra.com/search jobs.gamasutra.com/search]&lt;br /&gt;
* [http://www.indeed.com indeed.com]&lt;br /&gt;
* [http://www.games-career.com games-career.com]&lt;br /&gt;
* [https://www.gamesjobsdirect.com gamesjobsdirect.com]&lt;br /&gt;
* [https://animatedjobs.com animatedjobs.com]&lt;br /&gt;
* [https://gamejobs.work gamejobs.work]&lt;br /&gt;
&lt;br /&gt;
== Going to Conferences ==&lt;br /&gt;
Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!&lt;br /&gt;
&lt;br /&gt;
A few notable conferences:&lt;br /&gt;
* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.&lt;br /&gt;
* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.&lt;br /&gt;
* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).&lt;br /&gt;
* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:&lt;br /&gt;
|-&lt;br /&gt;
|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, &amp;quot;Hey, we have common interests. Let's all meet.&amp;quot; Instant GDC community.&lt;br /&gt;
|-&lt;br /&gt;
|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, &amp;quot;Hey, I'm completely drunk at Pinecrest. Who wants to meet?&amp;quot; Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.&lt;br /&gt;
|-&lt;br /&gt;
|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.&lt;br /&gt;
|-&lt;br /&gt;
|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.&lt;br /&gt;
|-&lt;br /&gt;
|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.&lt;br /&gt;
|-&lt;br /&gt;
|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interviews ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''  Time-tested interview strategies:&lt;br /&gt;
*# Research&lt;br /&gt;
*# Practice&lt;br /&gt;
*# Clothing&lt;br /&gt;
*# Get there early&lt;br /&gt;
*# Observe&lt;br /&gt;
*# Know thyself&lt;br /&gt;
*# Handshake&lt;br /&gt;
*# Listen&lt;br /&gt;
*# Finishing&lt;br /&gt;
*# Follow up&lt;br /&gt;
* [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''  Four simple things to improve your interviews.&lt;br /&gt;
*# Relax, not a battle of wits.&lt;br /&gt;
*# Job description = questions that you'll be asked.&lt;br /&gt;
*# Have answers about why you did certain things.&lt;br /&gt;
*# Have questions about them.&lt;br /&gt;
* [https://www.hcareers.com/article/career-advice/10-golden-tips-for-the-job-interview-follow-up 10 Golden Tips For the Job Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).&lt;br /&gt;
&lt;br /&gt;
Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.&lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16136725&amp;amp;gid=1842071 &amp;quot;Large art tests as the first stage of candidate selection. Acceptable?&amp;quot;] LinkedIn discussion&lt;br /&gt;
* [https://polycount.com/search?adv=1&amp;amp;search=art+test&amp;amp;cat=131 Art Test topics] on the Polycount Forum:&lt;br /&gt;
** [https://polycount.com/discussion/217581/being-ignored-again-after-art-test-anyone-know-why-this-happens/p1 Being ignored again after art test. Anyone know why this happens?]&lt;br /&gt;
** [https://polycount.com/discussion/212778/your-art-test-is-bad-this-is-why-and-how-to-improve-it/p1 Your Art Test is BAD, this is why (And how to improve it)]&lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=80861 Art tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]&lt;br /&gt;
&lt;br /&gt;
== Salary Research ==&lt;br /&gt;
Do the research to figure out what a fair offer is for your skill level and geographic area.&lt;br /&gt;
* [https://www.loveforgames.com/salary/ loveforgames.com/salary]&lt;br /&gt;
* [https://www.glassdoor.com/Salary/Search-Salaries-E657805.htm Glassdoor Salary Search]&lt;br /&gt;
* [http://h1bdata.info/index.php H1-B Visa Salary Database] The US government publishes all incoming job hires, these can be searched for salary info.&lt;br /&gt;
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].&lt;br /&gt;
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].&lt;br /&gt;
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.&lt;br /&gt;
* [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)&lt;br /&gt;
* [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)&lt;br /&gt;
* [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.&lt;br /&gt;
* [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)&lt;br /&gt;
* [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. &lt;br /&gt;
* [[Freelance#Freelance_Rates]]&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
Salary negotiation is an essential skill that will be put to the test after a successful interview. &lt;br /&gt;
* [https://www.freecodecamp.org/news/youre-underpaid-here-s-how-you-can-get-the-pay-raise-you-deserve-fafcf52956d6/ Getting a raise comes down to one thing: Leverage.] - by ''[https://www.freecodecamp.org/news/author/quincylarson/ Quincy Larson]''&lt;br /&gt;
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment&lt;br /&gt;
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''&lt;br /&gt;
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)&lt;br /&gt;
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''&lt;br /&gt;
* [https://polycount.com/discussion/75614/negotiating-a-salary Negotiating a salary] on the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
== Relocation ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread. Insight into the relocation process.&lt;br /&gt;
&lt;br /&gt;
== Employee Rights ==&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [https://www.nlrb.gov/about-nlrb/rights-we-protect/your-rights/employee-rights National Labor Relations Board] (USA)&lt;br /&gt;
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)&lt;br /&gt;
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)&lt;br /&gt;
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)&lt;br /&gt;
* [http://polycount.com/discussion/71929/discussing-issues-at-work-grounds-for-firing/p1 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!&lt;br /&gt;
&lt;br /&gt;
== Going Indie ==&lt;br /&gt;
Indie means developing, marketing, and publishing a game independently.&lt;br /&gt;
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources &lt;br /&gt;
&lt;br /&gt;
== Freelancing ==&lt;br /&gt;
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:GameIndustry]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Industry</id>
		<title>Game Industry</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Industry"/>
				<updated>2025-09-03T19:40:33Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* How to Get In */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Links and articles about the game industry: how to get game jobs, how to manage your role, etc.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to Get In ==&lt;br /&gt;
* [https://polycount.com/discussion/198720/10-insider-tips-for-artists-applying-to-game-studios/p1 10 &amp;quot;insider tips&amp;quot; for artists applying to game studios] Polycount Forum thread. [https://www.polygon-academy.com/10-insider-tips-for-artists-applying-to-game-studios/ Polygon Academy article] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://web.archive.org/web/20210227032940/https://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ 8 Tips for Artists Struggling With Motivation] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://polycount.com/discussion/175256/motivation-is-bull Motivation is Bull] Polycount Forum thread.&lt;br /&gt;
* [https://polycount.com/discussion/168727/im-finding-it-impossible-to-land-a-job I'm finding it impossible to land a job] Polycount Forum thread.&lt;br /&gt;
* [https://magazine.artstation.com/2017/07/game-recruiters-application/ What Game Recruiters Really Think About Your Application] by [http://polycount.com/profile/discussions/Gav Gavin Goulden].&lt;br /&gt;
* [https://polycount.com/discussion/157738/game-industry-recruiter-taking-in-questions Game Industry Recruiter Taking In Questions] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.&lt;br /&gt;
* [https://polycount.com/discussion/89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.&lt;br /&gt;
* [https://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] -  by [http://athey.deviantart.com/ Athey Moravetz]  A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.&lt;br /&gt;
&lt;br /&gt;
== Being a Developer ==&lt;br /&gt;
* [http://polycount.com/discussion/174205/job-security-question Job Security Question] Polycount Forum thread. &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=137206 What has the games industry been like for you?] Polycount Forum thread. Game art veterans share what it's really like to be working in game development.&lt;br /&gt;
* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale, diving deep into game industry layoff data.&lt;br /&gt;
* [https://www.valvesoftware.com/en/publications Valve Employee Hand Book]  Greg Coomer says &amp;quot;We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think.&amp;quot; Cached: [[file:Valve_Employee_Handbook.pdf]]&lt;br /&gt;
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [http://www.polycount.com/forum/showthread.php?t=74876 by many Polycounters].&lt;br /&gt;
* [https://web.archive.org/web/20230320100837/http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the article [https://web.archive.org/web/20101229213727/http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by Christopher 'xdragonx10' Gregorio.&lt;br /&gt;
* [http://polycount.com/discussion/159445/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.&lt;br /&gt;
&lt;br /&gt;
== Art Disciplines ==&lt;br /&gt;
* [[:Category:Discipline]] lists the various artist roles in game development.&lt;br /&gt;
* [http://polycount.com/discussion/171014 Specializing or not ?] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/134325 Leadership in the Games Industry] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/81832 What Game artist career is more difficult?] Polycount forum thread&lt;br /&gt;
* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.&lt;br /&gt;
&lt;br /&gt;
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school? &lt;br /&gt;
&lt;br /&gt;
If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.&lt;br /&gt;
&lt;br /&gt;
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. &lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/171153/the-death-of-curiosity The Death of Curiosity] Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.&lt;br /&gt;
&lt;br /&gt;
*[http://polycount.com/discussion/177114/letter-to-a-student letter to a student] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school] blog post&lt;br /&gt;
&lt;br /&gt;
*  [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [http://penny-arcade.com/patv/episode/on-game-schools &amp;quot;On Game Schools&amp;quot;] Penny Arcade episode&lt;br /&gt;
&lt;br /&gt;
* [https://flippednormals.com/blog/creative-students-handbook-schools/ The Creative Student’s Handbook – Schools!] - by [http://k0k0k0.wordpress.com/ Henning Sanden] A primer on how to choose the right school for your career goals, and red flags to look out for when considering schools.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.&lt;br /&gt;
&lt;br /&gt;
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!&lt;br /&gt;
&lt;br /&gt;
== Portfolios ==&lt;br /&gt;
* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.&lt;br /&gt;
&lt;br /&gt;
== Resumes ==&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
&lt;br /&gt;
== Cover Letters ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
&lt;br /&gt;
== Job Searching ==&lt;br /&gt;
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.&lt;br /&gt;
* [https://gamedevjobs.io/ gamedevjobs.io] scrapes company sites and aggregates jobs into one list. [https://polycount.com/discussion/190079/game-dev-job-aggregator Polycount Forum topic].&lt;br /&gt;
* [[Company job boards]] - Polycount Wiki page.&lt;br /&gt;
* [http://polycount.com/categories/work-opportunities polycount.com/categories/work-opportunities] - Polycount Forum section.&lt;br /&gt;
* [http://www.cgmeetup.net/home/jobs/ cgmeetup.net/jobs]&lt;br /&gt;
* [https://www.artstation.com/jobs Artstation.com/jobs]&lt;br /&gt;
* [https://orcahq.com/jobs?tags=Art orcahq.com/jobs?tags=Art]&lt;br /&gt;
* [http://polycount.com/discussion/134982/another-website-to-find-a-video-game-industry-job/p1 Another website to find a video game industry job] - Polycount Forum thread.&lt;br /&gt;
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html joelonsoftware.com The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.&lt;br /&gt;
* [http://polycount.com/discussion/99400/it-seems-to-be-impossible-to-find-a-job-as-a-modeler-in-this-industry/p1 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development. &lt;br /&gt;
* [http://gamedevmap.com gamedevmap] - map of game development companies.&lt;br /&gt;
* [http://jobs.gamasutra.com/search jobs.gamasutra.com/search]&lt;br /&gt;
* [http://www.indeed.com indeed.com]&lt;br /&gt;
* [http://www.games-career.com games-career.com]&lt;br /&gt;
* [https://www.gamesjobsdirect.com gamesjobsdirect.com]&lt;br /&gt;
* [https://animatedjobs.com animatedjobs.com]&lt;br /&gt;
* [https://gamejobs.work gamejobs.work]&lt;br /&gt;
&lt;br /&gt;
== Going to Conferences ==&lt;br /&gt;
Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!&lt;br /&gt;
&lt;br /&gt;
A few notable conferences:&lt;br /&gt;
* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.&lt;br /&gt;
* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.&lt;br /&gt;
* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).&lt;br /&gt;
* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:&lt;br /&gt;
|-&lt;br /&gt;
|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, &amp;quot;Hey, we have common interests. Let's all meet.&amp;quot; Instant GDC community.&lt;br /&gt;
|-&lt;br /&gt;
|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, &amp;quot;Hey, I'm completely drunk at Pinecrest. Who wants to meet?&amp;quot; Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.&lt;br /&gt;
|-&lt;br /&gt;
|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.&lt;br /&gt;
|-&lt;br /&gt;
|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.&lt;br /&gt;
|-&lt;br /&gt;
|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.&lt;br /&gt;
|-&lt;br /&gt;
|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interviews ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''  Time-tested interview strategies:&lt;br /&gt;
*# Research&lt;br /&gt;
*# Practice&lt;br /&gt;
*# Clothing&lt;br /&gt;
*# Get there early&lt;br /&gt;
*# Observe&lt;br /&gt;
*# Know thyself&lt;br /&gt;
*# Handshake&lt;br /&gt;
*# Listen&lt;br /&gt;
*# Finishing&lt;br /&gt;
*# Follow up&lt;br /&gt;
* [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''  Four simple things to improve your interviews.&lt;br /&gt;
*# Relax, not a battle of wits.&lt;br /&gt;
*# Job description = questions that you'll be asked.&lt;br /&gt;
*# Have answers about why you did certain things.&lt;br /&gt;
*# Have questions about them.&lt;br /&gt;
* [https://www.hcareers.com/article/career-advice/10-golden-tips-for-the-job-interview-follow-up 10 Golden Tips For the Job Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).&lt;br /&gt;
&lt;br /&gt;
Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.&lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16136725&amp;amp;gid=1842071 &amp;quot;Large art tests as the first stage of candidate selection. Acceptable?&amp;quot;] LinkedIn discussion&lt;br /&gt;
* [https://polycount.com/search?adv=1&amp;amp;search=art+test&amp;amp;cat=131 Art Test topics] on the Polycount Forum:&lt;br /&gt;
** [https://polycount.com/discussion/217581/being-ignored-again-after-art-test-anyone-know-why-this-happens/p1 Being ignored again after art test. Anyone know why this happens?]&lt;br /&gt;
** [https://polycount.com/discussion/212778/your-art-test-is-bad-this-is-why-and-how-to-improve-it/p1 Your Art Test is BAD, this is why (And how to improve it)]&lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=80861 Art tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]&lt;br /&gt;
&lt;br /&gt;
== Salary Research ==&lt;br /&gt;
Do the research to figure out what a fair offer is for your skill level and geographic area.&lt;br /&gt;
* [https://www.loveforgames.com/salary/ loveforgames.com/salary]&lt;br /&gt;
* [https://www.glassdoor.com/Salary/Search-Salaries-E657805.htm Glassdoor Salary Search]&lt;br /&gt;
* [http://h1bdata.info/index.php H1-B Visa Salary Database] The US government publishes all incoming job hires, these can be searched for salary info.&lt;br /&gt;
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].&lt;br /&gt;
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].&lt;br /&gt;
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.&lt;br /&gt;
* [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)&lt;br /&gt;
* [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)&lt;br /&gt;
* [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.&lt;br /&gt;
* [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)&lt;br /&gt;
* [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. &lt;br /&gt;
* [[Freelance#Freelance_Rates]]&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
Salary negotiation is an essential skill that will be put to the test after a successful interview. &lt;br /&gt;
* [https://www.freecodecamp.org/news/youre-underpaid-here-s-how-you-can-get-the-pay-raise-you-deserve-fafcf52956d6/ Getting a raise comes down to one thing: Leverage.] - by ''[https://www.freecodecamp.org/news/author/quincylarson/ Quincy Larson]''&lt;br /&gt;
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment&lt;br /&gt;
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''&lt;br /&gt;
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)&lt;br /&gt;
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''&lt;br /&gt;
* [https://polycount.com/discussion/75614/negotiating-a-salary Negotiating a salary] on the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
== Relocation ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread. Insight into the relocation process.&lt;br /&gt;
&lt;br /&gt;
== Employee Rights ==&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [https://www.nlrb.gov/about-nlrb/rights-we-protect/your-rights/employee-rights National Labor Relations Board] (USA)&lt;br /&gt;
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)&lt;br /&gt;
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)&lt;br /&gt;
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)&lt;br /&gt;
* [http://polycount.com/discussion/71929/discussing-issues-at-work-grounds-for-firing/p1 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!&lt;br /&gt;
&lt;br /&gt;
== Going Indie ==&lt;br /&gt;
Indie means developing, marketing, and publishing a game independently.&lt;br /&gt;
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources &lt;br /&gt;
&lt;br /&gt;
== Freelancing ==&lt;br /&gt;
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:GameIndustry]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Industry</id>
		<title>Game Industry</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Industry"/>
				<updated>2025-09-03T19:40:13Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* How to Get In */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Links and articles about the game industry: how to get game jobs, how to manage your role, etc.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to Get In ==&lt;br /&gt;
* [http://polycount.com/discussion/198720/10-insider-tips-for-artists-applying-to-game-studios/p1 10 &amp;quot;insider tips&amp;quot; for artists applying to game studios] Polycount Forum thread. [https://www.polygon-academy.com/10-insider-tips-for-artists-applying-to-game-studios/ Polygon Academy article] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://web.archive.org/web/20210227032940/https://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ 8 Tips for Artists Struggling With Motivation] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [http://polycount.com/discussion/175256/motivation-is-bull Motivation is Bull] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/168727/im-finding-it-impossible-to-land-a-job I'm finding it impossible to land a job] Polycount Forum thread.&lt;br /&gt;
* [https://magazine.artstation.com/2017/07/game-recruiters-application/ What Game Recruiters Really Think About Your Application] by [http://polycount.com/profile/discussions/Gav Gavin Goulden].&lt;br /&gt;
* [https://polycount.com/discussion/157738/game-industry-recruiter-taking-in-questions Game Industry Recruiter Taking In Questions] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.&lt;br /&gt;
* [http://polycount.com/discussion/89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.&lt;br /&gt;
* [http://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] -  by [http://athey.deviantart.com/ Athey Moravetz]  A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.&lt;br /&gt;
&lt;br /&gt;
== Being a Developer ==&lt;br /&gt;
* [http://polycount.com/discussion/174205/job-security-question Job Security Question] Polycount Forum thread. &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=137206 What has the games industry been like for you?] Polycount Forum thread. Game art veterans share what it's really like to be working in game development.&lt;br /&gt;
* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale, diving deep into game industry layoff data.&lt;br /&gt;
* [https://www.valvesoftware.com/en/publications Valve Employee Hand Book]  Greg Coomer says &amp;quot;We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think.&amp;quot; Cached: [[file:Valve_Employee_Handbook.pdf]]&lt;br /&gt;
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [http://www.polycount.com/forum/showthread.php?t=74876 by many Polycounters].&lt;br /&gt;
* [https://web.archive.org/web/20230320100837/http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the article [https://web.archive.org/web/20101229213727/http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by Christopher 'xdragonx10' Gregorio.&lt;br /&gt;
* [http://polycount.com/discussion/159445/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.&lt;br /&gt;
&lt;br /&gt;
== Art Disciplines ==&lt;br /&gt;
* [[:Category:Discipline]] lists the various artist roles in game development.&lt;br /&gt;
* [http://polycount.com/discussion/171014 Specializing or not ?] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/134325 Leadership in the Games Industry] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/81832 What Game artist career is more difficult?] Polycount forum thread&lt;br /&gt;
* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.&lt;br /&gt;
&lt;br /&gt;
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school? &lt;br /&gt;
&lt;br /&gt;
If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.&lt;br /&gt;
&lt;br /&gt;
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. &lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/171153/the-death-of-curiosity The Death of Curiosity] Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.&lt;br /&gt;
&lt;br /&gt;
*[http://polycount.com/discussion/177114/letter-to-a-student letter to a student] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school] blog post&lt;br /&gt;
&lt;br /&gt;
*  [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [http://penny-arcade.com/patv/episode/on-game-schools &amp;quot;On Game Schools&amp;quot;] Penny Arcade episode&lt;br /&gt;
&lt;br /&gt;
* [https://flippednormals.com/blog/creative-students-handbook-schools/ The Creative Student’s Handbook – Schools!] - by [http://k0k0k0.wordpress.com/ Henning Sanden] A primer on how to choose the right school for your career goals, and red flags to look out for when considering schools.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.&lt;br /&gt;
&lt;br /&gt;
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!&lt;br /&gt;
&lt;br /&gt;
== Portfolios ==&lt;br /&gt;
* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.&lt;br /&gt;
&lt;br /&gt;
== Resumes ==&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
&lt;br /&gt;
== Cover Letters ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
&lt;br /&gt;
== Job Searching ==&lt;br /&gt;
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.&lt;br /&gt;
* [https://gamedevjobs.io/ gamedevjobs.io] scrapes company sites and aggregates jobs into one list. [https://polycount.com/discussion/190079/game-dev-job-aggregator Polycount Forum topic].&lt;br /&gt;
* [[Company job boards]] - Polycount Wiki page.&lt;br /&gt;
* [http://polycount.com/categories/work-opportunities polycount.com/categories/work-opportunities] - Polycount Forum section.&lt;br /&gt;
* [http://www.cgmeetup.net/home/jobs/ cgmeetup.net/jobs]&lt;br /&gt;
* [https://www.artstation.com/jobs Artstation.com/jobs]&lt;br /&gt;
* [https://orcahq.com/jobs?tags=Art orcahq.com/jobs?tags=Art]&lt;br /&gt;
* [http://polycount.com/discussion/134982/another-website-to-find-a-video-game-industry-job/p1 Another website to find a video game industry job] - Polycount Forum thread.&lt;br /&gt;
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html joelonsoftware.com The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.&lt;br /&gt;
* [http://polycount.com/discussion/99400/it-seems-to-be-impossible-to-find-a-job-as-a-modeler-in-this-industry/p1 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development. &lt;br /&gt;
* [http://gamedevmap.com gamedevmap] - map of game development companies.&lt;br /&gt;
* [http://jobs.gamasutra.com/search jobs.gamasutra.com/search]&lt;br /&gt;
* [http://www.indeed.com indeed.com]&lt;br /&gt;
* [http://www.games-career.com games-career.com]&lt;br /&gt;
* [https://www.gamesjobsdirect.com gamesjobsdirect.com]&lt;br /&gt;
* [https://animatedjobs.com animatedjobs.com]&lt;br /&gt;
* [https://gamejobs.work gamejobs.work]&lt;br /&gt;
&lt;br /&gt;
== Going to Conferences ==&lt;br /&gt;
Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!&lt;br /&gt;
&lt;br /&gt;
A few notable conferences:&lt;br /&gt;
* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.&lt;br /&gt;
* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.&lt;br /&gt;
* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).&lt;br /&gt;
* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:&lt;br /&gt;
|-&lt;br /&gt;
|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, &amp;quot;Hey, we have common interests. Let's all meet.&amp;quot; Instant GDC community.&lt;br /&gt;
|-&lt;br /&gt;
|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, &amp;quot;Hey, I'm completely drunk at Pinecrest. Who wants to meet?&amp;quot; Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.&lt;br /&gt;
|-&lt;br /&gt;
|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.&lt;br /&gt;
|-&lt;br /&gt;
|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.&lt;br /&gt;
|-&lt;br /&gt;
|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.&lt;br /&gt;
|-&lt;br /&gt;
|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interviews ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''  Time-tested interview strategies:&lt;br /&gt;
*# Research&lt;br /&gt;
*# Practice&lt;br /&gt;
*# Clothing&lt;br /&gt;
*# Get there early&lt;br /&gt;
*# Observe&lt;br /&gt;
*# Know thyself&lt;br /&gt;
*# Handshake&lt;br /&gt;
*# Listen&lt;br /&gt;
*# Finishing&lt;br /&gt;
*# Follow up&lt;br /&gt;
* [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''  Four simple things to improve your interviews.&lt;br /&gt;
*# Relax, not a battle of wits.&lt;br /&gt;
*# Job description = questions that you'll be asked.&lt;br /&gt;
*# Have answers about why you did certain things.&lt;br /&gt;
*# Have questions about them.&lt;br /&gt;
* [https://www.hcareers.com/article/career-advice/10-golden-tips-for-the-job-interview-follow-up 10 Golden Tips For the Job Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).&lt;br /&gt;
&lt;br /&gt;
Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.&lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16136725&amp;amp;gid=1842071 &amp;quot;Large art tests as the first stage of candidate selection. Acceptable?&amp;quot;] LinkedIn discussion&lt;br /&gt;
* [https://polycount.com/search?adv=1&amp;amp;search=art+test&amp;amp;cat=131 Art Test topics] on the Polycount Forum:&lt;br /&gt;
** [https://polycount.com/discussion/217581/being-ignored-again-after-art-test-anyone-know-why-this-happens/p1 Being ignored again after art test. Anyone know why this happens?]&lt;br /&gt;
** [https://polycount.com/discussion/212778/your-art-test-is-bad-this-is-why-and-how-to-improve-it/p1 Your Art Test is BAD, this is why (And how to improve it)]&lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=80861 Art tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]&lt;br /&gt;
&lt;br /&gt;
== Salary Research ==&lt;br /&gt;
Do the research to figure out what a fair offer is for your skill level and geographic area.&lt;br /&gt;
* [https://www.loveforgames.com/salary/ loveforgames.com/salary]&lt;br /&gt;
* [https://www.glassdoor.com/Salary/Search-Salaries-E657805.htm Glassdoor Salary Search]&lt;br /&gt;
* [http://h1bdata.info/index.php H1-B Visa Salary Database] The US government publishes all incoming job hires, these can be searched for salary info.&lt;br /&gt;
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].&lt;br /&gt;
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].&lt;br /&gt;
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.&lt;br /&gt;
* [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)&lt;br /&gt;
* [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)&lt;br /&gt;
* [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.&lt;br /&gt;
* [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)&lt;br /&gt;
* [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. &lt;br /&gt;
* [[Freelance#Freelance_Rates]]&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
Salary negotiation is an essential skill that will be put to the test after a successful interview. &lt;br /&gt;
* [https://www.freecodecamp.org/news/youre-underpaid-here-s-how-you-can-get-the-pay-raise-you-deserve-fafcf52956d6/ Getting a raise comes down to one thing: Leverage.] - by ''[https://www.freecodecamp.org/news/author/quincylarson/ Quincy Larson]''&lt;br /&gt;
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment&lt;br /&gt;
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''&lt;br /&gt;
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)&lt;br /&gt;
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''&lt;br /&gt;
* [https://polycount.com/discussion/75614/negotiating-a-salary Negotiating a salary] on the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
== Relocation ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread. Insight into the relocation process.&lt;br /&gt;
&lt;br /&gt;
== Employee Rights ==&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [https://www.nlrb.gov/about-nlrb/rights-we-protect/your-rights/employee-rights National Labor Relations Board] (USA)&lt;br /&gt;
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)&lt;br /&gt;
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)&lt;br /&gt;
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)&lt;br /&gt;
* [http://polycount.com/discussion/71929/discussing-issues-at-work-grounds-for-firing/p1 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!&lt;br /&gt;
&lt;br /&gt;
== Going Indie ==&lt;br /&gt;
Indie means developing, marketing, and publishing a game independently.&lt;br /&gt;
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources &lt;br /&gt;
&lt;br /&gt;
== Freelancing ==&lt;br /&gt;
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:GameIndustry]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Industry</id>
		<title>Game Industry</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Industry"/>
				<updated>2025-09-03T19:39:37Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* How to Get In */ fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Links and articles about the game industry: how to get game jobs, how to manage your role, etc.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to Get In ==&lt;br /&gt;
* [http://polycount.com/discussion/198720/10-insider-tips-for-artists-applying-to-game-studios/p1 10 &amp;quot;insider tips&amp;quot; for artists applying to game studios] Polycount Forum thread. [https://www.polygon-academy.com/10-insider-tips-for-artists-applying-to-game-studios/ Polygon Academy article] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://web.archive.org/web/20210227032940/https://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ 8 Tips for Artists Struggling With Motivation] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [http://polycount.com/discussion/175256/motivation-is-bull Motivation is Bull] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/168727/im-finding-it-impossible-to-land-a-job I'm finding it impossible to land a job] Polycount Forum thread.&lt;br /&gt;
* [https://magazine.artstation.com/2017/07/game-recruiters-application/ What Game Recruiters Really Think About Your Application] by [http://polycount.com/profile/discussions/Gav Gavin Goulden].&lt;br /&gt;
* https://polycount.com/discussion/157738/game-industry-recruiter-taking-in-questions Game Industry Recruiter Taking In Questions] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.&lt;br /&gt;
* [http://polycount.com/discussion/89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.&lt;br /&gt;
* [http://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] -  by [http://athey.deviantart.com/ Athey Moravetz]  A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.&lt;br /&gt;
&lt;br /&gt;
== Being a Developer ==&lt;br /&gt;
* [http://polycount.com/discussion/174205/job-security-question Job Security Question] Polycount Forum thread. &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=137206 What has the games industry been like for you?] Polycount Forum thread. Game art veterans share what it's really like to be working in game development.&lt;br /&gt;
* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale, diving deep into game industry layoff data.&lt;br /&gt;
* [https://www.valvesoftware.com/en/publications Valve Employee Hand Book]  Greg Coomer says &amp;quot;We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think.&amp;quot; Cached: [[file:Valve_Employee_Handbook.pdf]]&lt;br /&gt;
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [http://www.polycount.com/forum/showthread.php?t=74876 by many Polycounters].&lt;br /&gt;
* [https://web.archive.org/web/20230320100837/http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the article [https://web.archive.org/web/20101229213727/http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by Christopher 'xdragonx10' Gregorio.&lt;br /&gt;
* [http://polycount.com/discussion/159445/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.&lt;br /&gt;
&lt;br /&gt;
== Art Disciplines ==&lt;br /&gt;
* [[:Category:Discipline]] lists the various artist roles in game development.&lt;br /&gt;
* [http://polycount.com/discussion/171014 Specializing or not ?] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/134325 Leadership in the Games Industry] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/81832 What Game artist career is more difficult?] Polycount forum thread&lt;br /&gt;
* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.&lt;br /&gt;
&lt;br /&gt;
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school? &lt;br /&gt;
&lt;br /&gt;
If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.&lt;br /&gt;
&lt;br /&gt;
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. &lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/171153/the-death-of-curiosity The Death of Curiosity] Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.&lt;br /&gt;
&lt;br /&gt;
*[http://polycount.com/discussion/177114/letter-to-a-student letter to a student] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school] blog post&lt;br /&gt;
&lt;br /&gt;
*  [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [http://penny-arcade.com/patv/episode/on-game-schools &amp;quot;On Game Schools&amp;quot;] Penny Arcade episode&lt;br /&gt;
&lt;br /&gt;
* [https://flippednormals.com/blog/creative-students-handbook-schools/ The Creative Student’s Handbook – Schools!] - by [http://k0k0k0.wordpress.com/ Henning Sanden] A primer on how to choose the right school for your career goals, and red flags to look out for when considering schools.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.&lt;br /&gt;
&lt;br /&gt;
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!&lt;br /&gt;
&lt;br /&gt;
== Portfolios ==&lt;br /&gt;
* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.&lt;br /&gt;
&lt;br /&gt;
== Resumes ==&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
&lt;br /&gt;
== Cover Letters ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
&lt;br /&gt;
== Job Searching ==&lt;br /&gt;
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.&lt;br /&gt;
* [https://gamedevjobs.io/ gamedevjobs.io] scrapes company sites and aggregates jobs into one list. [https://polycount.com/discussion/190079/game-dev-job-aggregator Polycount Forum topic].&lt;br /&gt;
* [[Company job boards]] - Polycount Wiki page.&lt;br /&gt;
* [http://polycount.com/categories/work-opportunities polycount.com/categories/work-opportunities] - Polycount Forum section.&lt;br /&gt;
* [http://www.cgmeetup.net/home/jobs/ cgmeetup.net/jobs]&lt;br /&gt;
* [https://www.artstation.com/jobs Artstation.com/jobs]&lt;br /&gt;
* [https://orcahq.com/jobs?tags=Art orcahq.com/jobs?tags=Art]&lt;br /&gt;
* [http://polycount.com/discussion/134982/another-website-to-find-a-video-game-industry-job/p1 Another website to find a video game industry job] - Polycount Forum thread.&lt;br /&gt;
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html joelonsoftware.com The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.&lt;br /&gt;
* [http://polycount.com/discussion/99400/it-seems-to-be-impossible-to-find-a-job-as-a-modeler-in-this-industry/p1 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development. &lt;br /&gt;
* [http://gamedevmap.com gamedevmap] - map of game development companies.&lt;br /&gt;
* [http://jobs.gamasutra.com/search jobs.gamasutra.com/search]&lt;br /&gt;
* [http://www.indeed.com indeed.com]&lt;br /&gt;
* [http://www.games-career.com games-career.com]&lt;br /&gt;
* [https://www.gamesjobsdirect.com gamesjobsdirect.com]&lt;br /&gt;
* [https://animatedjobs.com animatedjobs.com]&lt;br /&gt;
* [https://gamejobs.work gamejobs.work]&lt;br /&gt;
&lt;br /&gt;
== Going to Conferences ==&lt;br /&gt;
Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!&lt;br /&gt;
&lt;br /&gt;
A few notable conferences:&lt;br /&gt;
* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.&lt;br /&gt;
* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.&lt;br /&gt;
* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).&lt;br /&gt;
* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:&lt;br /&gt;
|-&lt;br /&gt;
|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, &amp;quot;Hey, we have common interests. Let's all meet.&amp;quot; Instant GDC community.&lt;br /&gt;
|-&lt;br /&gt;
|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, &amp;quot;Hey, I'm completely drunk at Pinecrest. Who wants to meet?&amp;quot; Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.&lt;br /&gt;
|-&lt;br /&gt;
|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.&lt;br /&gt;
|-&lt;br /&gt;
|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.&lt;br /&gt;
|-&lt;br /&gt;
|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.&lt;br /&gt;
|-&lt;br /&gt;
|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interviews ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''  Time-tested interview strategies:&lt;br /&gt;
*# Research&lt;br /&gt;
*# Practice&lt;br /&gt;
*# Clothing&lt;br /&gt;
*# Get there early&lt;br /&gt;
*# Observe&lt;br /&gt;
*# Know thyself&lt;br /&gt;
*# Handshake&lt;br /&gt;
*# Listen&lt;br /&gt;
*# Finishing&lt;br /&gt;
*# Follow up&lt;br /&gt;
* [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''  Four simple things to improve your interviews.&lt;br /&gt;
*# Relax, not a battle of wits.&lt;br /&gt;
*# Job description = questions that you'll be asked.&lt;br /&gt;
*# Have answers about why you did certain things.&lt;br /&gt;
*# Have questions about them.&lt;br /&gt;
* [https://www.hcareers.com/article/career-advice/10-golden-tips-for-the-job-interview-follow-up 10 Golden Tips For the Job Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).&lt;br /&gt;
&lt;br /&gt;
Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.&lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16136725&amp;amp;gid=1842071 &amp;quot;Large art tests as the first stage of candidate selection. Acceptable?&amp;quot;] LinkedIn discussion&lt;br /&gt;
* [https://polycount.com/search?adv=1&amp;amp;search=art+test&amp;amp;cat=131 Art Test topics] on the Polycount Forum:&lt;br /&gt;
** [https://polycount.com/discussion/217581/being-ignored-again-after-art-test-anyone-know-why-this-happens/p1 Being ignored again after art test. Anyone know why this happens?]&lt;br /&gt;
** [https://polycount.com/discussion/212778/your-art-test-is-bad-this-is-why-and-how-to-improve-it/p1 Your Art Test is BAD, this is why (And how to improve it)]&lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=80861 Art tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]&lt;br /&gt;
&lt;br /&gt;
== Salary Research ==&lt;br /&gt;
Do the research to figure out what a fair offer is for your skill level and geographic area.&lt;br /&gt;
* [https://www.loveforgames.com/salary/ loveforgames.com/salary]&lt;br /&gt;
* [https://www.glassdoor.com/Salary/Search-Salaries-E657805.htm Glassdoor Salary Search]&lt;br /&gt;
* [http://h1bdata.info/index.php H1-B Visa Salary Database] The US government publishes all incoming job hires, these can be searched for salary info.&lt;br /&gt;
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].&lt;br /&gt;
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].&lt;br /&gt;
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.&lt;br /&gt;
* [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)&lt;br /&gt;
* [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)&lt;br /&gt;
* [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.&lt;br /&gt;
* [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)&lt;br /&gt;
* [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. &lt;br /&gt;
* [[Freelance#Freelance_Rates]]&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
Salary negotiation is an essential skill that will be put to the test after a successful interview. &lt;br /&gt;
* [https://www.freecodecamp.org/news/youre-underpaid-here-s-how-you-can-get-the-pay-raise-you-deserve-fafcf52956d6/ Getting a raise comes down to one thing: Leverage.] - by ''[https://www.freecodecamp.org/news/author/quincylarson/ Quincy Larson]''&lt;br /&gt;
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment&lt;br /&gt;
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''&lt;br /&gt;
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)&lt;br /&gt;
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''&lt;br /&gt;
* [https://polycount.com/discussion/75614/negotiating-a-salary Negotiating a salary] on the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
== Relocation ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread. Insight into the relocation process.&lt;br /&gt;
&lt;br /&gt;
== Employee Rights ==&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [https://www.nlrb.gov/about-nlrb/rights-we-protect/your-rights/employee-rights National Labor Relations Board] (USA)&lt;br /&gt;
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)&lt;br /&gt;
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)&lt;br /&gt;
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)&lt;br /&gt;
* [http://polycount.com/discussion/71929/discussing-issues-at-work-grounds-for-firing/p1 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!&lt;br /&gt;
&lt;br /&gt;
== Going Indie ==&lt;br /&gt;
Indie means developing, marketing, and publishing a game independently.&lt;br /&gt;
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources &lt;br /&gt;
&lt;br /&gt;
== Freelancing ==&lt;br /&gt;
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:GameIndustry]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Industry</id>
		<title>Game Industry</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Industry"/>
				<updated>2025-09-03T19:38:07Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* How to Get In */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Links and articles about the game industry: how to get game jobs, how to manage your role, etc.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to Get In ==&lt;br /&gt;
* [http://polycount.com/discussion/198720/10-insider-tips-for-artists-applying-to-game-studios/p1 10 &amp;quot;insider tips&amp;quot; for artists applying to game studios] Polycount Forum thread. [https://www.polygon-academy.com/10-insider-tips-for-artists-applying-to-game-studios/ Polygon Academy article] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [https://web.archive.org/web/20210227032940/https://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ 8 Tips for Artists Struggling With Motivation] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [http://polycount.com/discussion/175256/motivation-is-bull Motivation is Bull] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/168727/im-finding-it-impossible-to-land-a-job I'm finding it impossible to land a job] Polycount Forum thread.&lt;br /&gt;
* [https://magazine.artstation.com/2017/07/game-recruiters-application/ What Game Recruiters Really Think About Your Application] by [http://polycount.com/profile/discussions/Gav Gavin Goulden].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=157738 Game Industry Recruiter Taking In Questions] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.&lt;br /&gt;
* [http://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] -  by [http://athey.deviantart.com/ Athey Moravetz]  A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.&lt;br /&gt;
&lt;br /&gt;
== Being a Developer ==&lt;br /&gt;
* [http://polycount.com/discussion/174205/job-security-question Job Security Question] Polycount Forum thread. &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=137206 What has the games industry been like for you?] Polycount Forum thread. Game art veterans share what it's really like to be working in game development.&lt;br /&gt;
* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale, diving deep into game industry layoff data.&lt;br /&gt;
* [https://www.valvesoftware.com/en/publications Valve Employee Hand Book]  Greg Coomer says &amp;quot;We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think.&amp;quot; Cached: [[file:Valve_Employee_Handbook.pdf]]&lt;br /&gt;
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [http://www.polycount.com/forum/showthread.php?t=74876 by many Polycounters].&lt;br /&gt;
* [https://web.archive.org/web/20230320100837/http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the article [https://web.archive.org/web/20101229213727/http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by Christopher 'xdragonx10' Gregorio.&lt;br /&gt;
* [http://polycount.com/discussion/159445/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.&lt;br /&gt;
&lt;br /&gt;
== Art Disciplines ==&lt;br /&gt;
* [[:Category:Discipline]] lists the various artist roles in game development.&lt;br /&gt;
* [http://polycount.com/discussion/171014 Specializing or not ?] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/134325 Leadership in the Games Industry] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/81832 What Game artist career is more difficult?] Polycount forum thread&lt;br /&gt;
* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.&lt;br /&gt;
&lt;br /&gt;
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school? &lt;br /&gt;
&lt;br /&gt;
If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.&lt;br /&gt;
&lt;br /&gt;
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. &lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/171153/the-death-of-curiosity The Death of Curiosity] Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.&lt;br /&gt;
&lt;br /&gt;
*[http://polycount.com/discussion/177114/letter-to-a-student letter to a student] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school] blog post&lt;br /&gt;
&lt;br /&gt;
*  [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [http://penny-arcade.com/patv/episode/on-game-schools &amp;quot;On Game Schools&amp;quot;] Penny Arcade episode&lt;br /&gt;
&lt;br /&gt;
* [https://flippednormals.com/blog/creative-students-handbook-schools/ The Creative Student’s Handbook – Schools!] - by [http://k0k0k0.wordpress.com/ Henning Sanden] A primer on how to choose the right school for your career goals, and red flags to look out for when considering schools.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.&lt;br /&gt;
&lt;br /&gt;
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!&lt;br /&gt;
&lt;br /&gt;
== Portfolios ==&lt;br /&gt;
* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.&lt;br /&gt;
&lt;br /&gt;
== Resumes ==&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
&lt;br /&gt;
== Cover Letters ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
&lt;br /&gt;
== Job Searching ==&lt;br /&gt;
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.&lt;br /&gt;
* [https://gamedevjobs.io/ gamedevjobs.io] scrapes company sites and aggregates jobs into one list. [https://polycount.com/discussion/190079/game-dev-job-aggregator Polycount Forum topic].&lt;br /&gt;
* [[Company job boards]] - Polycount Wiki page.&lt;br /&gt;
* [http://polycount.com/categories/work-opportunities polycount.com/categories/work-opportunities] - Polycount Forum section.&lt;br /&gt;
* [http://www.cgmeetup.net/home/jobs/ cgmeetup.net/jobs]&lt;br /&gt;
* [https://www.artstation.com/jobs Artstation.com/jobs]&lt;br /&gt;
* [https://orcahq.com/jobs?tags=Art orcahq.com/jobs?tags=Art]&lt;br /&gt;
* [http://polycount.com/discussion/134982/another-website-to-find-a-video-game-industry-job/p1 Another website to find a video game industry job] - Polycount Forum thread.&lt;br /&gt;
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html joelonsoftware.com The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.&lt;br /&gt;
* [http://polycount.com/discussion/99400/it-seems-to-be-impossible-to-find-a-job-as-a-modeler-in-this-industry/p1 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development. &lt;br /&gt;
* [http://gamedevmap.com gamedevmap] - map of game development companies.&lt;br /&gt;
* [http://jobs.gamasutra.com/search jobs.gamasutra.com/search]&lt;br /&gt;
* [http://www.indeed.com indeed.com]&lt;br /&gt;
* [http://www.games-career.com games-career.com]&lt;br /&gt;
* [https://www.gamesjobsdirect.com gamesjobsdirect.com]&lt;br /&gt;
* [https://animatedjobs.com animatedjobs.com]&lt;br /&gt;
* [https://gamejobs.work gamejobs.work]&lt;br /&gt;
&lt;br /&gt;
== Going to Conferences ==&lt;br /&gt;
Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!&lt;br /&gt;
&lt;br /&gt;
A few notable conferences:&lt;br /&gt;
* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.&lt;br /&gt;
* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.&lt;br /&gt;
* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).&lt;br /&gt;
* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:&lt;br /&gt;
|-&lt;br /&gt;
|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, &amp;quot;Hey, we have common interests. Let's all meet.&amp;quot; Instant GDC community.&lt;br /&gt;
|-&lt;br /&gt;
|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, &amp;quot;Hey, I'm completely drunk at Pinecrest. Who wants to meet?&amp;quot; Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.&lt;br /&gt;
|-&lt;br /&gt;
|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.&lt;br /&gt;
|-&lt;br /&gt;
|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.&lt;br /&gt;
|-&lt;br /&gt;
|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.&lt;br /&gt;
|-&lt;br /&gt;
|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interviews ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''  Time-tested interview strategies:&lt;br /&gt;
*# Research&lt;br /&gt;
*# Practice&lt;br /&gt;
*# Clothing&lt;br /&gt;
*# Get there early&lt;br /&gt;
*# Observe&lt;br /&gt;
*# Know thyself&lt;br /&gt;
*# Handshake&lt;br /&gt;
*# Listen&lt;br /&gt;
*# Finishing&lt;br /&gt;
*# Follow up&lt;br /&gt;
* [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''  Four simple things to improve your interviews.&lt;br /&gt;
*# Relax, not a battle of wits.&lt;br /&gt;
*# Job description = questions that you'll be asked.&lt;br /&gt;
*# Have answers about why you did certain things.&lt;br /&gt;
*# Have questions about them.&lt;br /&gt;
* [https://www.hcareers.com/article/career-advice/10-golden-tips-for-the-job-interview-follow-up 10 Golden Tips For the Job Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).&lt;br /&gt;
&lt;br /&gt;
Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.&lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16136725&amp;amp;gid=1842071 &amp;quot;Large art tests as the first stage of candidate selection. Acceptable?&amp;quot;] LinkedIn discussion&lt;br /&gt;
* [https://polycount.com/search?adv=1&amp;amp;search=art+test&amp;amp;cat=131 Art Test topics] on the Polycount Forum:&lt;br /&gt;
** [https://polycount.com/discussion/217581/being-ignored-again-after-art-test-anyone-know-why-this-happens/p1 Being ignored again after art test. Anyone know why this happens?]&lt;br /&gt;
** [https://polycount.com/discussion/212778/your-art-test-is-bad-this-is-why-and-how-to-improve-it/p1 Your Art Test is BAD, this is why (And how to improve it)]&lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=80861 Art tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]&lt;br /&gt;
&lt;br /&gt;
== Salary Research ==&lt;br /&gt;
Do the research to figure out what a fair offer is for your skill level and geographic area.&lt;br /&gt;
* [https://www.loveforgames.com/salary/ loveforgames.com/salary]&lt;br /&gt;
* [https://www.glassdoor.com/Salary/Search-Salaries-E657805.htm Glassdoor Salary Search]&lt;br /&gt;
* [http://h1bdata.info/index.php H1-B Visa Salary Database] The US government publishes all incoming job hires, these can be searched for salary info.&lt;br /&gt;
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].&lt;br /&gt;
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].&lt;br /&gt;
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.&lt;br /&gt;
* [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)&lt;br /&gt;
* [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)&lt;br /&gt;
* [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.&lt;br /&gt;
* [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)&lt;br /&gt;
* [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. &lt;br /&gt;
* [[Freelance#Freelance_Rates]]&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
Salary negotiation is an essential skill that will be put to the test after a successful interview. &lt;br /&gt;
* [https://www.freecodecamp.org/news/youre-underpaid-here-s-how-you-can-get-the-pay-raise-you-deserve-fafcf52956d6/ Getting a raise comes down to one thing: Leverage.] - by ''[https://www.freecodecamp.org/news/author/quincylarson/ Quincy Larson]''&lt;br /&gt;
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment&lt;br /&gt;
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''&lt;br /&gt;
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)&lt;br /&gt;
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''&lt;br /&gt;
* [https://polycount.com/discussion/75614/negotiating-a-salary Negotiating a salary] on the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
== Relocation ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread. Insight into the relocation process.&lt;br /&gt;
&lt;br /&gt;
== Employee Rights ==&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [https://www.nlrb.gov/about-nlrb/rights-we-protect/your-rights/employee-rights National Labor Relations Board] (USA)&lt;br /&gt;
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)&lt;br /&gt;
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)&lt;br /&gt;
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)&lt;br /&gt;
* [http://polycount.com/discussion/71929/discussing-issues-at-work-grounds-for-firing/p1 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!&lt;br /&gt;
&lt;br /&gt;
== Going Indie ==&lt;br /&gt;
Indie means developing, marketing, and publishing a game independently.&lt;br /&gt;
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources &lt;br /&gt;
&lt;br /&gt;
== Freelancing ==&lt;br /&gt;
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:GameIndustry]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling</id>
		<title>Subdivision Surface Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling"/>
				<updated>2025-08-26T18:14:41Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Organic Surfaces */ Moff Tarken tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is a modeling technique for making high-resolution models, by manipulating a lower-resolution &amp;quot;cage&amp;quot; model and using software to subdivide for a smoother surface.&lt;br /&gt;
&lt;br /&gt;
Subdividing increases the number of  vertices on the model, making curves more rounded. Usually each subdivision level increases the vertex count 4x the original count.&lt;br /&gt;
&lt;br /&gt;
For game artists, &amp;quot;high-poly hard-surface&amp;quot; usually means creating mechanical/constructed models, which are used to bake into [[Normal Maps]] and other [[:Category:TextureTypes|types of textures]], which are in turn used on lower-resolution game-friendly models.&lt;br /&gt;
&lt;br /&gt;
Subdivision surfaces can also be used for organic shapes.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[SmoothingGroups]]. Sometimes the term &amp;quot;box modeling&amp;quot; is used, though this applies only to the cage modeling process, not to the subdivision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subdivision Methods ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to subdivide models. 3ds Max uses mostly the Meshsmooth or Turbosmooth modifiers, while Maya uses mostly the Smooth Mesh Preview (3 key) or Subdiv Proxy. &lt;br /&gt;
&lt;br /&gt;
Beware: Maya's &amp;quot;Subdivision Surface&amp;quot; system is a specialized case which allows different subdivision levels in different areas; this is different from most other modeling tools which divide the whole model instead. &lt;br /&gt;
&lt;br /&gt;
Many tools now support Pixar's [http://graphics.pixar.com/opensubdiv OpenSubdiv library] which may help solve this issue. However the full modeling pipeline should be tested early, to avoid costly errors later on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Creases ===&lt;br /&gt;
Some 3d modeling tools support edge creasing, which allows setting subdivision tension on specific edges. This creates degrees of edge &amp;quot;hardness&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
These crease weights typically only work within the original modeling software and are not exportable. &lt;br /&gt;
&lt;br /&gt;
Models made for games are often exported to work with multiple modeling and baking tools... trying to export a model with creases or local subdivisions may not retain the original modeler's intent.&lt;br /&gt;
&lt;br /&gt;
== Primers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_subdsurfacesoverview.png]]&lt;br /&gt;
[http://www.youtube.com/watch?v=ckOTl2GcS-E Subdivision Surfaces: Overview] video from [http://www.guerrillacg.org/about The GuerrillaCG Project]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_subdtopologyartifacts.png]]&lt;br /&gt;
[http://www.youtube.com/watch?v=k_S1INdEmdI Subdivision Topology Artifacts] video from [http://www.guerrillacg.org/about The GuerrillaCG Project]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_opensubdiv.png]]&lt;br /&gt;
[http://graphics.pixar.com/opensubdiv/docs/mod_notes.html OpenSubdiv - Modeling Tips] by [http://graphics.pixar.com/ Pixar].&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_inorganicfundamentals1.png]]&lt;br /&gt;
[http://vimeo.com/10941211 Hard Surface Fundamentals] for 3ds Max by [http://digitalapprentice.net/ Grant 'sathe' Warwick]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_tecnicasmodelado.png]]&lt;br /&gt;
[http://web.archive.org/web/20170705234648/http://www.etereaestudios.com/training_img/subd_tips/index.htm Técnicas modelado por subdivisión] by [http://www.etereaestudios.com/ Cristóbal Vila] &lt;br /&gt;
&lt;br /&gt;
[[Image:subd_subdmodelingprimer.png]]&lt;br /&gt;
[http://probiner.x10.mx/forum/showthread.php?tid=4 subdivisionmodeling.com: The POLE] from the defunct subdivisionmodeling.com&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_gotwires.png]]&lt;br /&gt;
[http://pushingpoints.com/v2/got-wires/ gotwires] Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_wikipedia.png]]&lt;br /&gt;
[http://en.wikipedia.org/wiki/Subdivision_surface Subdivision surface - Wikipedia] has good technical info about sub-d.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_perna.png]]&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134116 Shared: My Technical Talk content] by [http://www.3pointstudios.com Per 'Perna' Abrahamsen].&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/157205/how-u-model-dem-shapes-image-ripped How u model dem shapes? Image Ripped!] by [http://polycount.com/profile/cookedpeanut cookedpeanut]&lt;br /&gt;
&lt;br /&gt;
[[Image:SubD_Makkon.jpg]]&lt;br /&gt;
[https://www.pinterest.com/Makkon06/hard-surface-topology/ Pinterest: Hard Surface Topology] by [http://polycount.com/discussion/comment/2466138/#Comment_2466138 Ben 'Makkon' Hale]&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/182056/modeling-workflows-and-their-advantages-disadvantages-on-the-workplace Modeling workflows and their advantages\disadvantages on the workplace .]&lt;br /&gt;
&lt;br /&gt;
== Hard Surfaces ==&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_benbolton.jpg|120px]] [http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1 Proboolean + Dynamesh hardsurface workflow tutorial]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_SimonFuchs.jpg|120px]] [https://gumroad.com/simonfuchs Basic Hardsurface Tutorials By Simon Fuchs.]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_howumodeldemshapes.png]] &lt;br /&gt;
[http://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes/p1 How The F*#% Do I Model This? - Reply for help with specific shapes] thread on the Polycount Forum.&lt;br /&gt;
&lt;br /&gt;
[[File:subd_floatingpanelinglines.jpg|120px|middle]] [http://wiki.polycount.com/wiki/File:Subd_floatingpanelinglines.jpg Making paneling lines as a floater for 3ds Max] by [http://boyluya.blogspot.com/ Ralphie 'boyluya' Agenar]. From the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=115361 Firefall - Hard surface Art Dump].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_probooleans.png]] [http://www.polycount.com/forum/showthread.php?t=106272 Using ProBooleans in 3ds Max for sub-d modeling] Polycount forum thread.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_per1283dtutorials.png]] &lt;br /&gt;
[http://www.per128.com/pages_tutorials/index.html 3D Tutorials] from [http://www.per128.com/ Per Abrahamsen aka Per128]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_marcusaseth.png]] [http://www.polycount.com/forum/showthread.php?t=86882 Minitutorials by Marcus Aseth] - by ''[http://www.polycount.com/forum/member.php?u=41030 Marcus Aseth]''. Modeling gun parts, etc. &lt;br /&gt;
&lt;br /&gt;
[[Image:subd_slipgatecentral.png]] [http://www.youtube.com/watch?&amp;amp;v=epqUf2SI3kw hard surface modelling hints pt1] - by ''[http://slipgateworks.blogspot.com/ 'slipgatecentral']''. Creating floaters in Maya, short video tutorial. &lt;br /&gt;
&lt;br /&gt;
[[Image:subd_circularholes.png]] &lt;br /&gt;
[http://www.etereaestudios.com/training_img/subd_tips/agujeros.htm How to create circular holes by subdivision] by [http://www.etereaestudios.com Etereae Studios] ([http://translate.google.com/translate?hl=en&amp;amp;sl=es&amp;amp;tl=en&amp;amp;u=http://www.etereaestudios.com/training_img/subd_tips/agujeros.htm translated into English] by Google)&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_blaizer.png]] &lt;br /&gt;
[http://blog.whiteblaizer.com/tutorials/ Subdivision Tips – Hard Surface Modelling] by [http://blog.whiteblaizer.com/ Alberto 'Blaizer' Lozano] ([http://translate.google.com/translate?hl=en&amp;amp;sl=es&amp;amp;tl=en&amp;amp;u=http://blog.whiteblaizer.com/tutorials translated into English] by Google)&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_doublesmooth.png]]&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117488 Double Smooth] - by [http://www.poopinmymouth.com Ben 'poopinmymouth' Mathis]Video tutorial demonstrates the double-smooth technique for fast sub-d modeling.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_firehydrant.png]]&lt;br /&gt;
[http://cg.tutsplus.com/tutorials/3d-art/model-a-detailed-high-poly-fire-hydrant-in-3ds-max/ Model a Detailed High Poly Fire Hydrant in 3ds Max] - by ''[http://www.bentateonline.com Ben Tate]''&lt;br /&gt;
&lt;br /&gt;
[[Image:sculpt_philipkmetal.png]]  [http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html Matte Metal Tutorial] - by [http://www.philipk.net Philip 'Philipk' Klevestav]Modeling and texturing a sci-fi metal plate wall using 3ds Max and Photoshop. More modeling and texturing tutorials at http://www.philipk.net/tutorials.html.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_modelingbathroomtiles.png]] &lt;br /&gt;
[[ModelingBathroomTiles]] - by [http://www.valent.us okkun]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_modelinghipolyweaponsispainful.png]]  &lt;br /&gt;
[http://polycount.com/discussion/37457/modeling-hi-poly-weapons-is-painful-any-tips modeling hi poly weapons is painful, any tips?] from the Polycount Forum.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_technicalhighpolyworkflow.png]]  &lt;br /&gt;
[http://polycount.com/discussion/38222/technical-highpoly-workflow-tutorial-and-scripts Technical highpoly workflow tutorial and scripts] from the Polycount Forum.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_chainmailneox.png]]  [http://polycount.com/discussion/comment/1115091/#Comment_1115091 Modeling chainmail in 3ds Max] - by ''[http://polyphobia.de Steffen &amp;quot;Neox&amp;quot; Unger]''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;OS&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Organic Surfaces ==&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_makingofmoff.png]]&lt;br /&gt;
[https://web.archive.org/web/20080714114321/http://www.daz-art.com/hi_poly_tut.htm The Making of Moff - High Polygon Realistic Character Creation] - by ''[https://www.artstation.com/dazp Darren &amp;quot;Daz&amp;quot; Pattenden]''&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_shoelaces.png]]  &lt;br /&gt;
[http://polycount.com/discussion/71189/modeling-shoe-laces-boot-laces-etc Modeling shoe laces, boot laces... etc.] from the [http://boards.polycount.net/ Polycount Boards]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_digitalsculpturetechniques.png]][http://www.theminters.com/misc/articles/derived-surfaces/index.htm Digital Sculpture Techniques] by [http://cube.phlatt.net/home/spiraloid/ Bay Raitt] and [http://www.izware.com/ Greg Minter]&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thepole.png]][http://web.archive.org/web/20101231124113/http://www.subdivisionmodeling.com/forums/showthread.php?t=907 The Pole] from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum. Saved here: [[Media:SubdivisionModelingDotCom_The-Pole.pdf]] (10MB PDF)&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thepolerevised.png]][http://web.archive.org/web/20110101013544/http://www.subdivisionmodeling.com/forums/showthread.php?t=8000 The Pole - Revised] from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thebody.png]][[Media:SubdivisionModelingDotCom_Topology-Body.pdf]] (1MB PDF) from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum.&lt;br /&gt;
&lt;br /&gt;
[[Image:subd_thehead.png]][[Media:SubdivisionModelingDotCom_Topology-Head.pdf]] (8MB PDF) from the [http://www.subdivisionmodeling.com/ Subdivisionmodeling.com] forum.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
[[Image:subdiv_plasticchair.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_roundinsets.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_tubes-oblastradiuso.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_transition.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_cylinder-extrusion.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_cylinder-extrusion3.png|512px]]&lt;br /&gt;
[[Image:subdiv_gunstock-racer445.jpg|512px]]&lt;br /&gt;
[[Image:subdiv_bolt-insets.png|512px]]&lt;br /&gt;
[[Image:Santos_Polygone-Table-Stage-2.png|512px]]&lt;br /&gt;
[[Image:Santos_PolygonTableSketchA.png|512px]]&lt;br /&gt;
[[Image:Santos_Polygon-Table_v04.png|512px]]&lt;br /&gt;
[[Image:Santos_MovingPolesv01_web.png|512px]]&lt;br /&gt;
[[Image:subdiv_stepdownguide.png|512px]]&lt;br /&gt;
[[Image:subdiv_quad_topology_tips_PeterSatera.jpg|512px]]&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=56014 How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)] Polycount forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/174639/polyhertzs-3dsmax-script-quick-high-poly Polyhertz's 3dsMax script - 'Quick High-Poly']&lt;br /&gt;
* [http://polycount.com/discussion/comment/1087295/#Comment_1087295 select every other edge on collapsed subdivided mesh - 3dsmax] Polycount forum thread (how to reverse-engineer a subdivided mesh)&lt;br /&gt;
* [[BaseMesh]]&lt;br /&gt;
* [[CharacterSculpting]]&lt;br /&gt;
* [[PolygonCount]]&lt;br /&gt;
* [[ReTopologyModeling]]&lt;br /&gt;
* [[Tools#Main_3D_Software_Packages|Tools]]&lt;br /&gt;
* [[Topology]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Character]] [[Category:CharacterModeling]] [[Category:Topology]] [[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:PropsModeling]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Landscape</id>
		<title>Landscape</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Landscape"/>
				<updated>2025-07-31T13:57:49Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Terrain Modeling */ Pirate castle (UDK)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Landscape also called terrain.&lt;br /&gt;
&lt;br /&gt;
Terrain can described with different approaches&lt;br /&gt;
*Terrain Cover: Vegetation,water,desert, dry,soil, snow, roads, buildings&lt;br /&gt;
*Landform: endogenic: internal forces ( tetonic, volcanic, hotspring)| exogenic: glacier forms, marine forms, karst forms (relief)&lt;br /&gt;
*Landmarks: high mountains,high plateau, low mountain, hills&lt;br /&gt;
&lt;br /&gt;
And it can be further described by&lt;br /&gt;
*Terrain features: river,lakes, coast lines, roads, railways, settlements&lt;br /&gt;
*Natural ressources: soil,vegetation, geology, climate&lt;br /&gt;
&lt;br /&gt;
In CG we try to replicate the reality. For this we use a heightmap. It describes the elevation in grey values from 0-255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terrain Modeling ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=127161 Track AND Terrain] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108030 Welcome to CeleryLand!] - by [http://www.futurepoly.com/ Jason 'futurepoly' Stokes], also see his [https://www.youtube.com/user/Futurepoly Youtube channel].&lt;br /&gt;
* [https://polycount.com/discussion/91066/pirate-castle-udk/p1 Pirate castle (UDK)] - by [http://ennelia.com/ Guillaume 'romy' Provost]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89151 Blade &amp;amp; Soul Environments] Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=88933 How to make terrains for games] - by [http://www.polycount.com/forum/member.php?u=21965 'choco']&lt;br /&gt;
* [http://www.polycount.com/forum/showpost.php?p=1424523&amp;amp;postcount=8591 Erosion Terrain Tutorial] - by [http://www.polycount.com/forum/member.php?u=21965 'choco']&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=76556 Best way to go about making Terrain?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=74720 (UDK) Helms Deep &amp;amp; Fort HornBurg] - by [http://www.mayvin.be/ Vincent 'ParoXum' Mayeur]&lt;br /&gt;
* [http://udn.epicgames.com/Three/Landscape.html Landscape system in Unreal Engine 3] - by [http://epicgames.com Epic Games]&lt;br /&gt;
&lt;br /&gt;
== Terrain Texturing ==&lt;br /&gt;
* [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html Terrain Advanced Textures] - by [http://epicgames.com Epic Games]&lt;br /&gt;
* [http://udn.epicgames.com/Three/LandscapeMaterials.html Landscape Materials in Unreal Engine 3] - by [http://epicgames.com Epic Games]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=100011 Landscape Layer Blend] thread on the Polycount forum.&lt;br /&gt;
* [http://udn.epicgames.com/Two/VertexBlendingTutorial.html UDN UnrealEngine2 Vertex Blending Tutorial] - by [http://epicgames.com Epic Games]&lt;br /&gt;
* [http://www.slideshare.net/repii/terrain-rendering-in-frostbite-using-procedural-shader-splatting-presentation Terrain Rendering in Frostbite using Procedural Shader Splatting] - by [http://dice.se/ DICE] (Siggraph 2007)&lt;br /&gt;
* [http://www.hourences.com/book/tutorialsue3terrain.htm UE3 Terrain Tutorial] - by [http://www.hourences.com Sjoerd 'hourences' De Jong]&lt;br /&gt;
* [[EnvironmentSculpting#Tilable_Cliffs]]&lt;br /&gt;
* [[MultiTexture]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Environment]] [[Category:EnvironmentTerrain]] [[Category:EnvironmentModeling]] [[Category:EnvironmentTexturing]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Art_Examples</id>
		<title>Game Art Examples</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Art_Examples"/>
				<updated>2025-06-02T10:54:12Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Assassins Creed 2 (2009) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains links to game art in released games and kindly shared by artists for inspiration and education, occasionally with breakdowns and production insights. These are commonly called &amp;quot;art dumps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aeon Flux (2005) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.skankerzero.com/ Jesse 'skankerzero' Sosa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=40601 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:aeon_work_001.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=40601]]&lt;br /&gt;
&lt;br /&gt;
== Afterfall InSanity (2011) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, prop and vehicle art by Intoxicate Studio (credits inside the thread)&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/92050/artdump-afterfall-insanity-a-lot-of-big-pictures/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AfterfallInsanity.jpg|none|200px|frameless|link=https://polycount.com/discussion/92050/artdump-afterfall-insanity-a-lot-of-big-pictures/p1]]&lt;br /&gt;
&lt;br /&gt;
== Allods Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the character team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74450 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hair allods-online harpy.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=74450]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the &amp;quot;World&amp;quot; team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=82211 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AllodsOnline_Env.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=82211]]&lt;br /&gt;
&lt;br /&gt;
[http://autodestructdigital.blogspot.com/2010/09/allods-art-book-nival-pics.html?zx=35f13ed68e73bb37 Allods Online - Art Book] hardcover&lt;br /&gt;
&lt;br /&gt;
[http://allods.gpotato.com/swf/artbook/artbook.swf Allods Online - Art Book] Flash file (low-res)&lt;br /&gt;
&lt;br /&gt;
[http://diary.ru/~V-S/p109250213.htm?oam#more1 ЦЕЛЫЙ МИР - Напровляя арт Аллодов] (Russian) Allods Online - Art Direction [[file:AllodsOnline-ArtDirection.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
[http://shurick.livejournal.com/195876.html Создание мира за 7 дней] (Russian) Allods Online - Creating a World in 7 Days [[file:AllodsOnline-CreatingaWorldin7Days.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed 4: Black Flag (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.tihomirnyagolov.com/ Tihomir 'TihomirVFX' Nyagolov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Room.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128792]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://mathieugoulet.tumblr.com/  Mathieu 'MagnusLee' Goulet and 'Rhye']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=130023 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Character.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=130023]]&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed: Brotherhood (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[https://www.zbrushcentral.com/t/assassins-creed-brotherhood-characters/205434 ZbrushCentral Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedBrotherhood_Models.jpg|none|200px|frameless|link=https://www.zbrushcentral.com/t/assassins-creed-brotherhood-characters/205434]]&lt;br /&gt;
&lt;br /&gt;
== Assassins Creed 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[https://www.zbrushcentral.com/t/assassins-creed-brotherhood-characters/205434 ZbrushCentral Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedII_Models.jpg|none|200px|frameless|link=https://www.zbrushcentral.com/t/assassins-creed-brotherhood-characters/205434]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham City (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.andrewahlgren.com/  André Wahlgren]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Batman_AC.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93377]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham Origins (2013) ==&lt;br /&gt;
&lt;br /&gt;
All kinds of art by the [http://www.splashdamage.com/ Splash Damage Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134623 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=134623]]&lt;br /&gt;
&lt;br /&gt;
Character art by [https://jocz.artstation.com/  Jocelyn 'jocz' Zeller]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128618 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins_BigBane.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128618]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield 4 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Foliage by [http://www.simonbarle.com/  Simon 'Fozworth' Barle]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128021 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Battlefield4.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128021]]&lt;br /&gt;
&lt;br /&gt;
== Brink (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.3pointstudios.com/ 3 Point Studios] (individual credits in the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=85669 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Brink.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=85669]]&lt;br /&gt;
&lt;br /&gt;
== Borderlands 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://trisb.blogspot.ca/  Tris 'Bbox85' Baybayan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109123 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2.jpg|none|200px|frameless|link=]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://www.linkedin.com/pub/james-barnett/11/8a4/323  James 'JBarnett' Barnett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109084 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2Head.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109084]]&lt;br /&gt;
&lt;br /&gt;
== Bioshock Infinite (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mikesnight.com/  Mike 'Snight' Snight]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133695 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133695]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.gavimage.com/  Gavin 'Gav' Goulden]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122046 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=122046]]&lt;br /&gt;
&lt;br /&gt;
== Bulletstorm (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Bulletstorm.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Call of Duty - Modern Warfare 3 ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102153 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:COD_Modern_Warfare_3_Pecheneg_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102153]]&lt;br /&gt;
&lt;br /&gt;
== Crasher (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php  Michael 'Orb' Vicente]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=83186 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:OrbCrasher_temple1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=83186]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php Allard 'Alloa' Julien]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88996 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crasher_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=88996]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 2 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mvirks.com/index.html  Manuel 'katzeimsack' Virks]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93891 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93891]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 3 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://digitalwerk.blogspot.de/  Frank  'digitalwerk' Meinl]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_tower_interior.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117567]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://pavelpetrenko.com/  Pavel Petrenko]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Gauss.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117377]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117343 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Bolt_Lightning_CU.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117343]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.mvirks.com/  Manuel 'katzeimsack' Virks ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117484 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Psycho01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117484]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.bobotheseal.com/ James Brian 'Bobo the seal' Jones]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=69205 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders_Straga.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=69205]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders II (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor01.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II]]&lt;br /&gt;
&lt;br /&gt;
Character and prop art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=103863 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=103863]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the [http://www.konradbeerbaum.com/ Konrad 'PredatorGSR' Beerbaum]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_CityoftheDead.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=104953]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://vigilgames.com/  Vigil Environment Team ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105309 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_Skulls.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105309]]&lt;br /&gt;
&lt;br /&gt;
==  Day-Z Standalone (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.thesixtyeight.com/  Pavol 'theSixtyEight' Humaj]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133677 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:dayz_chainsaw1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133677]]&lt;br /&gt;
&lt;br /&gt;
== Defiance (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://trionworlds.com/en/ Art Team at Trion Worlds] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119998 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Defiance_DarkmatterEnforcer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=119998]]&lt;br /&gt;
&lt;br /&gt;
== Destiny (2014) ==&lt;br /&gt;
&lt;br /&gt;
Art by the [https://www.bungie.net Art Team at Bungie] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:destiny.jpg|none|200px|frameless|link=https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Deus Ex: Mankind Divided (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Hard Surface art from [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Deus ex mkd.png|none|200px|frameless|link=http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115372 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored_Boyle_closeup.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115372]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/185252/dishonored-2-characters-artdump Character Art Thread] &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/184711/dishonored-2-environment-art-dump Environment Art Thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored2 thumb.JPG|none|200px|frameless|link=http://polycount.com/discussion/185252/dishonored-2-characters-artdump]]&lt;br /&gt;
&lt;br /&gt;
== Dropzone (2017) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Concept, Hardsurface, Substance from [https://sparkypants.com/ Sparkypants Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/183408 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dropzone.jpg|none|200px|frameless|link=http://polycount.com/discussion/183408]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Defenders 2 (2015) ==&lt;br /&gt;
&lt;br /&gt;
Concept, character, and environment art the team at [http://www.trendyent.com/ Trendy Entertainment], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155424 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:DungeonDefenders2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=155424]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Hunter (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.hntrluc.cghub.com/ Hunter  'HntrLuc' Mortenson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102716 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dungeon_Hunter_Rogue.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102716]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Weapon and prop art by [http://snack.cghub.com/ Greg 'warxsnake' Rassam]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=114622 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Flame.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=114622]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=118398 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Gun.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=118398]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry Primal (2016) ==&lt;br /&gt;
&lt;br /&gt;
Environments by [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165898/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Farcry primal.JPG|none|200px|frameless|link=http://polycount.com/discussion/165898/]]&lt;br /&gt;
&lt;br /&gt;
== F.E.A.R. 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon, character, vehicle and prop art by [http://www.exisinteractive.com/ Exis Interactive]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86270 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:F3AR_mech.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86270]]&lt;br /&gt;
&lt;br /&gt;
== Firefall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://boyluya.blogspot.ca/ Ralphie 'boyluya' Agenar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115361 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Firefall_Bake.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115361]]&lt;br /&gt;
&lt;br /&gt;
== Frontlines: Fuel of War (2008) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://www.marcusdublin.com/ Marcus Dublin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=52347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:MarcusDublin_FrontlinesFOW_WC_AssaultRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=52347]]&lt;br /&gt;
&lt;br /&gt;
== Galactic Bowling (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://jaco.carbonmade.com/ Jaco 'Jaco' Herbst]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56148 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GalacticBowling_Shaniqua.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=56148]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://iljakocken.blogspot.com/ Ilja 'Japhir' Kocken]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56133 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Game of Thrones (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://matthieugueguen.blogspot.co.uk/ Matthieu Gueguen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100501 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GameOfThrones_Raven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=100501]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War: Judgment (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=20108 Joshua 'kernersvillan' Marlow]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=124482 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Pueblo.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=124482]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
 &lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Haven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3: Raam's Shadow (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://paulsvoboda.net/ Paul Svoboda]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93485 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3RaamsShadow.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93485]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90110 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Flood_Tower3.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90110]]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91157 Rigging reel] by [http://jeremyernst.com/home.html Jeremy 'animatr' Ernst]&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://www.maurymountain.com/ Maury 'moose' Mountain]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90208 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Csam.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90208]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.polycount.com/forum/member.php?u=47981 Wallaby Joe]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90220 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Berserker.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90220]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pseudo-pod.com/ Mike 'rv_el' Kime]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90135 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_SavageLocust.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90135]]&lt;br /&gt;
&lt;br /&gt;
Collection of character art by many of [http://epicgames.com/ Epics'] character artists, credits inside the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90264 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_MarcusSummer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90264]]&lt;br /&gt;
&lt;br /&gt;
Concept art by [http://hawkprey.blogspot.com/ James 'hawkprey' Hawkins II]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90087 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_epicimage02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90087]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=62114 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar2_Hospital_Arch.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=62114]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War &amp;amp; Unreal Tournament 3 (2008) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=54311 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:UnrealTournament3_TorlanWall.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=54311]]&lt;br /&gt;
&lt;br /&gt;
== Ghostbusters (2009) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adambromell.com/ Adam Bromell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=63663 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Ghostbusters_LostIsland_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=63663]]&lt;br /&gt;
&lt;br /&gt;
== Gigantic (2016) ==&lt;br /&gt;
&lt;br /&gt;
Concept, Character, and UI [https://www.motiga.com/ Motiga] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165695/gigantic-art-dump Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:gigantic_art_dump.jpg|none|200px|frameless|link=http://polycount.com/discussion/165695/gigantic-art-dump]]&lt;br /&gt;
&lt;br /&gt;
== Guild Wars 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://haikai.net/ Hai 'haikai' Phan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89463 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_Orrian.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=89463]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://stokes.cghub.com/ Jason 'futurepoly' Stokes]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105551 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_CharrProcess07.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105551]]&lt;br /&gt;
&lt;br /&gt;
== Halo: Reach (2010) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle and propr art by [http://www.jhall3d.com/ Jesse 'IronHawk' Hall]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=76873 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
Vehicle and weapon art by [http://artemstudios.com/ Artem 'X-Convict' Volchik]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86165 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_FocusRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86165]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://danp.us/ Daniel 'Danimal' Phillips]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77037 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_VulcanTurret.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77037]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://wireframeworlds.com/ Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77028 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_Boardwalk.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77028]]&lt;br /&gt;
&lt;br /&gt;
== Halo 4 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.chrisdurso.com/ Chris 'italian1x' Durso]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Causeway.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=108974]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://andrewseverson.blogspot.ca/ Andrew 'BeefWatson' Severson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109006 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_hq_01.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109006]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://shonmitchell.blogspot.com/ Shon 'Essynim' Mitchell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109507 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Refineint01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109507]]&lt;br /&gt;
&lt;br /&gt;
== The Haunted: Hells Reach (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.viktorlidang.se/ Viktor 'nightfrontier' Lidang] and &amp;quot;The Haunted&amp;quot; team&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90756 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TheHauntedHellsReach_temple_2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90756]]&lt;br /&gt;
&lt;br /&gt;
== Hawken (2012) ==&lt;br /&gt;
&lt;br /&gt;
Mech art by [http://kerbywithane.com/Cameron/index.html Cameron 'HitmonInfinity' Kerby]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hawken_Brass_LP_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115354]]&lt;br /&gt;
&lt;br /&gt;
== inFamous 2 Festival of Blood (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art and concept art by [http://www.shermancg.com/ Isaiah 'Haiasi' Sherman]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91105 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.joshrife3d.com/ Josh 'Amadreaus' Rife]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86946 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
== Joy Ride Turbo (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment and concept art by the team at Microsoft Big Park, Art direction by [http://www.malcolm341.com/ Malcolm 'malcolm' Andrieshyn]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99652 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.malcolm341.com/jrt_dump/marketing_jrt_01.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killzone 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=46759 'kn0r']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92366 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.stevo-folio.nl/images_kz3/001_high.jpg&lt;br /&gt;
&lt;br /&gt;
== Killzone: Shadowfall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://bischoffart.com/ Efgeni 'blitz' Bischoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=126779 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/675001-676000/675639/799_max.jpg&lt;br /&gt;
&lt;br /&gt;
==  Kinect Starwars (2012) ==&lt;br /&gt;
&lt;br /&gt;
Various art by folks from [http://www.terminalreality.com/ Terminal Reality]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107173 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/10617759/portfolio/environment_props/rancor_rampage2.jpg&lt;br /&gt;
&lt;br /&gt;
== Last of Us (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122359 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/06/t_shot_31.jpg&lt;br /&gt;
&lt;br /&gt;
== League of Legends (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://forgestd.com  CataFa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108109 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://forgestd.com/work/leagueoflegends/haunted_maokai.jpg&lt;br /&gt;
&lt;br /&gt;
== The Legend of Zelda: The Wind Waker (2002) ==&lt;br /&gt;
&lt;br /&gt;
Tech and Texture Analysis by [http://www.warby.de/ Soenke Christian &amp;quot;warby&amp;quot; Seidel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104415 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://warby.bitproll.de/misc/ww_shading.jpg&lt;br /&gt;
&lt;br /&gt;
== Mass Effect 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1881035#post1881035 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/Hb5MpUd.jpg&lt;br /&gt;
&lt;br /&gt;
== Metro Last Night(2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://sandviper.cghub.com/ Pavel 'sandviper' Dorokhovsky]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122069 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/553001-554000/553531/825_max.jpg&lt;br /&gt;
&lt;br /&gt;
== Modern Combat 4(2012) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle art by [http://www.racer445.com/ 'racer455']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=113519 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/1725586/mc4/drone1.jpg&lt;br /&gt;
&lt;br /&gt;
== Nexuiz (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://chrisholden.net/ Chris 'cholden' Holden] and [http://konstruct3d.com/ Cole 'konstruct' Eggen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=84277 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://konstruct3d.com/DUMP/:Posts/Nexuiz/Station1.jpg&lt;br /&gt;
&lt;br /&gt;
== Of Orcs and Men (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://boboyog.free.fr/  Mathieu 'Boyo' Gasperin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=111423 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://boboyog.free.fr/PolyCount/OOAM/def/OOAM4.jpg&lt;br /&gt;
&lt;br /&gt;
== Prince of Persia: The Forgotten Sands (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character and Environment Sculpting by [http://speve-o.cghub.com/  Steven 'Speve-O' Shmuely]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?88780-Prince-of-Persia-sculpts-amp-other-stuff Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=199099&lt;br /&gt;
&lt;br /&gt;
== Rage (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.polycount.com/forum/member.php?u=31623 Phillip 'phillip.bailey' Bailey]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90081 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_02.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://zelenart.net/ Gene 'Zelenkov' Zelenkov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90378 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i714.photobucket.com/albums/ww147/tango5001/gv_001.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://jonathanfawcett.blogspot.com/  Jonathan 'JonathanF' Fawcett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i18.photobucket.com/albums/b116/JonathanFawcett/Polycount/id%20software%20Portfolio%20work/rageBeforeAfter_1.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.raulaparicio.blogspot.com/  Raul 'Raul' Aparicio]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90356 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://raparicio.com/images/rage/before_after_mutantcave_010.jpg&lt;br /&gt;
&lt;br /&gt;
Vehicle/prop art by [http://struve.daportfolio.com/ Joey 'struve' Struve]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90049 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_01.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.t3h-v.com/ Vitaliy 'rawkstar' Naymushin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://t3h-v.com/folio/rage/wingstick.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.peterboehme.com/ Peter 'peppi' Boehme]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90559 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://peterboehme.com/webpics/polycount/11/rage/rage_heads_1600.jpg&lt;br /&gt;
&lt;br /&gt;
== Ratchet &amp;amp; Clank: All 4 One (2011) ==&lt;br /&gt;
&lt;br /&gt;
Cute Character art by [http://www.sandersart.net/ Justin 'Neolight' Sanders]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=96129 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/3225495/creaturespread.jpg&lt;br /&gt;
&lt;br /&gt;
== Remember Me (2013) ==&lt;br /&gt;
&lt;br /&gt;
Lighting art by [http://www.laurentharduin.fr/ Laurent 'ikblue' Harduin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125280 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://laurent.harduin.free.fr/RM/episode2_mainstreet_breakdown.jpg&lt;br /&gt;
&lt;br /&gt;
== Resistance 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.purepolygons.com/ Jacob 'jacob07777' Norris]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88520 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.purepolygons.com/images/artwork/Resistance%203/NY%20Terraformer/r3_nyt_012.jpg&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://octomann.com/ Erich 'ErichWK' Beckmann]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/14880812/polycount/Turret2_Beckmann.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.kalescentstudios.com/troyfolio/Main.htm Jon-Troy 'Hazardous' Nickel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://fc08.deviantart.net/fs70/f/2012/019/4/a/rift__high_elf_female_head_by_hyperdivine-d4mul1h.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift: Storm Legion (2012) ==&lt;br /&gt;
&lt;br /&gt;
Enormous collection of all kinds of art by the [http://trionworlds.com/en/ Art Team at Trion Worlds], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=112686 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.cheefong.com/RIFT_screenshots/HeartRoom.jpg&lt;br /&gt;
&lt;br /&gt;
== Rotor (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment and vehicle art by [http://www.poopinmymouth.com/  Ben 'poopinmymouth' Mathis]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.poopinmymouth.com/3d/rotor_allships.jpg&lt;br /&gt;
&lt;br /&gt;
== Ryse(2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.crytek.com/  Ryse Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=129228 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/or2W9G7.jpg&lt;br /&gt;
&lt;br /&gt;
== Singularity (2010) ==&lt;br /&gt;
&lt;br /&gt;
A collection of environment, prop and character art by a whole lot of polycounters. More specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74680 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://michellelaumann.com/EnvPortfolio/Environments/Pages/Singularity_files/Media/0000/0000.jpg&lt;br /&gt;
&lt;br /&gt;
== Sins of a Solar Empire (2012) ==&lt;br /&gt;
&lt;br /&gt;
Ship art by [http://www.joelrdurham.com/Gallery.html Joel 'artquest' Durham]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=97344 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.joelrdurham.com/Artwork/3D/SinsArt/PhaseRebelStill.jpg&lt;br /&gt;
&lt;br /&gt;
== Sorcery (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.onelunglewis.com/  Jackson 'OneLungLewis' Robinson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102318 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.onelunglewis.com/SorceryArtDump/ApprenticeFront.jpg&lt;br /&gt;
&lt;br /&gt;
== Splinter Cell Blacklist (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://danjohncox.tumblr.com/  Dan 'danjohncox' John Cox]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://24.media.tumblr.com/3f84e7f1b251169b6d21d4f9c718bf85/tumblr_mt000kocb41soswnbo7_1280.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Character art by [http://tbelgrave.thecareergamer.com/  Tito 'lildragn' Belgrave]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753&amp;amp;page=2 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://videogame-art.com/web/SC6/CharlieRealtime.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.matroskinworks.com/  Vlad 'Matroskin' Dergachov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125780 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/a/img827/4846/fy1j.jpg&lt;br /&gt;
&lt;br /&gt;
== Starhawk (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://tottotart.blogspot.ca/  Jonathan 'tottot' Lindblom]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107650 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://img.photobucket.com/albums/v422/totorojonathan/forums/space03_zps77f94565.jpg&lt;br /&gt;
&lt;br /&gt;
==  Star Trek Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://jnasconeart.blogspot.com/ Jonathan 'JnasconeArt' Nascone]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/97515/art-from-star-trek-online/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:star_trek_online.jpg|none|200px|frameless|link=https://polycount.com/discussion/97515/art-from-star-trek-online/p1]]&lt;br /&gt;
&lt;br /&gt;
== The Order: 1886 ==&lt;br /&gt;
&lt;br /&gt;
Art by the art team at [https://www.readyatdawn.com Ready At Dawn Studios]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:the_order_1886.jpg|none|200px|frameless|link=https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Tom Clancy's Rainbow Six Siege (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Props by [http://montreal.ubisoft.com/en/ Ubisoft Montreal], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/163878/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Rainbow 6 Siege.JPG|none|200px|frameless|link=http://polycount.com/discussion/163878/]]&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119045 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/03/scavhub-011.jpg&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider Underworld Wii (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pig-brain.com/ 'Ancient-Pig']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=57900 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.pig-brain.com/gallery/tru/tru_lara01.jpg&lt;br /&gt;
&lt;br /&gt;
== Total War: Warhammer (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Animation by [http://www.creative-assembly.com/ Creative Assembly], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177348/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TW Warhammer.jpg|none|200px|frameless|link=http://polycount.com/discussion/177348/]]&lt;br /&gt;
&lt;br /&gt;
== Transformers: Fall of Cybertron (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop and Environment art by [http://btb3d.com/ Brad 'SouthpawSid' Boyels], [http://www.wesley3d.com/ Don Wesley 'wester' Griffith], [http://www.pacman3d.net/ David 'Nerf Bat Ninja' Pacanowsky], [http://www.erich3d.blogspot.ca/ Erich 'ErichWK' Beckmann] &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104274 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i656.photobucket.com/albums/uu287/justwesley0/Campaign_02.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, environment and texture art by a lot of artists from [http://naughtydog.com/ Naughty Dog], credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=171924&lt;br /&gt;
&lt;br /&gt;
== Uncharted 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://jeremyhuxley.blogspot.com/  Jeremy 'RoachMXF' Huxley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91717 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://1.bp.blogspot.com/-XZMqTcIZF0U/Ttb8UMz8K6I/AAAAAAAAAeE/ya8klo5cJHU/s1600/screenshot_02242009_002941.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment modeling by [http://www.wireframeworlds.com/  Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=98332 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://wireframeworlds.com/images/vaccaroAnthony_uncharted3_01.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted: Golden Abyss (2011) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://jbpape.com/  Brian 'bipolar' Pape]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92476 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/bBGuu.jpg&lt;br /&gt;
&lt;br /&gt;
== Warweilder (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment/prop art by [http://pixelbutterfly.com/ Marie 'pixelb' Lazar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125175 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://pixelbutterfly.com/images/big/castle.jpg&lt;br /&gt;
&lt;br /&gt;
== Watchdogs (2014) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://alexandrestroukoff.blogspot.com/ Alexandre 'Strkl' Stroukoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135224 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://4.bp.blogspot.com/-lEklNYlE_mU/U38ru6-tYyI/AAAAAAAAB5Q/tbG_Wlq6ELE/s1600/AlexStroukoff_Dragon003.jpg&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adamdudleyart.com/ Adam 'Neoncypher' Dudley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135301 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://adamdudleyart.squarespace.com/s/LTrain_01-xau9.jpg&lt;br /&gt;
&lt;br /&gt;
== Wildstar (2014) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://hcpunk.cgsociety.org/ Hong Chan 'hcpunk' Lim and the Carbine Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135619 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/57981938/HongLim_Works_to_post/Mordesh_F_Pose.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein: The New Order (2014) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly/prop/environment art by [http://panickclock.blogspot.se/ Nicholas 'PAnick' Cort]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=136279 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://abload.de/img/ph46_016ejfk.jpg&lt;br /&gt;
&lt;br /&gt;
Highpoly art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135346 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://torfrick.com/images/WOLFENSTEIN/Guardrobot3.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein (2009) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly environment/prop art by [http://www.geoff-hill.com/ Geoff Hill]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=66876 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://geoff-hill.com/wolf/ghill2009_vweapon.jpg&lt;br /&gt;
&lt;br /&gt;
== XCom 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Props and some Decals by [http://www.firaxis.com/ Firaxis], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/166229/ Polycount Forum Thread 01]&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/171698/ Polycount Forum Thread 02]&lt;br /&gt;
&lt;br /&gt;
[[image:XCOM2.jpg|none|200px|frameless|link=http://polycount.com/discussion/166229/]]&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
All of the above artwork is property of their respective owners and is linked here purely for educational purposes. For all the artists mentioned here: Thank you very much for sharing your work with the community and inspiring knowledge and growth in game art as a whole. If you've changed the hosting of the images, but still don't mind their display here, please contact us, so we can fix the links.&lt;br /&gt;
&lt;br /&gt;
== Noticed Mistakes? ==&lt;br /&gt;
Please report them [http://www.polycount.com/forum/showthread.php?t=91326 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Art_Examples</id>
		<title>Game Art Examples</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Art_Examples"/>
				<updated>2025-06-02T10:53:38Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Assasins Creed: Brotherhood (2010) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains links to game art in released games and kindly shared by artists for inspiration and education, occasionally with breakdowns and production insights. These are commonly called &amp;quot;art dumps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aeon Flux (2005) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.skankerzero.com/ Jesse 'skankerzero' Sosa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=40601 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:aeon_work_001.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=40601]]&lt;br /&gt;
&lt;br /&gt;
== Afterfall InSanity (2011) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, prop and vehicle art by Intoxicate Studio (credits inside the thread)&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/92050/artdump-afterfall-insanity-a-lot-of-big-pictures/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AfterfallInsanity.jpg|none|200px|frameless|link=https://polycount.com/discussion/92050/artdump-afterfall-insanity-a-lot-of-big-pictures/p1]]&lt;br /&gt;
&lt;br /&gt;
== Allods Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the character team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74450 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hair allods-online harpy.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=74450]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the &amp;quot;World&amp;quot; team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=82211 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AllodsOnline_Env.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=82211]]&lt;br /&gt;
&lt;br /&gt;
[http://autodestructdigital.blogspot.com/2010/09/allods-art-book-nival-pics.html?zx=35f13ed68e73bb37 Allods Online - Art Book] hardcover&lt;br /&gt;
&lt;br /&gt;
[http://allods.gpotato.com/swf/artbook/artbook.swf Allods Online - Art Book] Flash file (low-res)&lt;br /&gt;
&lt;br /&gt;
[http://diary.ru/~V-S/p109250213.htm?oam#more1 ЦЕЛЫЙ МИР - Напровляя арт Аллодов] (Russian) Allods Online - Art Direction [[file:AllodsOnline-ArtDirection.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
[http://shurick.livejournal.com/195876.html Создание мира за 7 дней] (Russian) Allods Online - Creating a World in 7 Days [[file:AllodsOnline-CreatingaWorldin7Days.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed 4: Black Flag (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.tihomirnyagolov.com/ Tihomir 'TihomirVFX' Nyagolov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Room.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128792]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://mathieugoulet.tumblr.com/  Mathieu 'MagnusLee' Goulet and 'Rhye']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=130023 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Character.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=130023]]&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed: Brotherhood (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[https://www.zbrushcentral.com/t/assassins-creed-brotherhood-characters/205434 ZbrushCentral Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedBrotherhood_Models.jpg|none|200px|frameless|link=https://www.zbrushcentral.com/t/assassins-creed-brotherhood-characters/205434]]&lt;br /&gt;
&lt;br /&gt;
== Assassins Creed 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2- ZbrushCentral Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedII_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2-]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham City (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.andrewahlgren.com/  André Wahlgren]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Batman_AC.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93377]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham Origins (2013) ==&lt;br /&gt;
&lt;br /&gt;
All kinds of art by the [http://www.splashdamage.com/ Splash Damage Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134623 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=134623]]&lt;br /&gt;
&lt;br /&gt;
Character art by [https://jocz.artstation.com/  Jocelyn 'jocz' Zeller]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128618 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins_BigBane.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128618]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield 4 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Foliage by [http://www.simonbarle.com/  Simon 'Fozworth' Barle]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128021 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Battlefield4.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128021]]&lt;br /&gt;
&lt;br /&gt;
== Brink (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.3pointstudios.com/ 3 Point Studios] (individual credits in the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=85669 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Brink.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=85669]]&lt;br /&gt;
&lt;br /&gt;
== Borderlands 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://trisb.blogspot.ca/  Tris 'Bbox85' Baybayan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109123 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2.jpg|none|200px|frameless|link=]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://www.linkedin.com/pub/james-barnett/11/8a4/323  James 'JBarnett' Barnett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109084 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2Head.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109084]]&lt;br /&gt;
&lt;br /&gt;
== Bioshock Infinite (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mikesnight.com/  Mike 'Snight' Snight]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133695 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133695]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.gavimage.com/  Gavin 'Gav' Goulden]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122046 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=122046]]&lt;br /&gt;
&lt;br /&gt;
== Bulletstorm (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Bulletstorm.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Call of Duty - Modern Warfare 3 ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102153 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:COD_Modern_Warfare_3_Pecheneg_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102153]]&lt;br /&gt;
&lt;br /&gt;
== Crasher (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php  Michael 'Orb' Vicente]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=83186 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:OrbCrasher_temple1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=83186]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php Allard 'Alloa' Julien]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88996 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crasher_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=88996]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 2 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mvirks.com/index.html  Manuel 'katzeimsack' Virks]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93891 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93891]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 3 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://digitalwerk.blogspot.de/  Frank  'digitalwerk' Meinl]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_tower_interior.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117567]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://pavelpetrenko.com/  Pavel Petrenko]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Gauss.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117377]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117343 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Bolt_Lightning_CU.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117343]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.mvirks.com/  Manuel 'katzeimsack' Virks ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117484 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Psycho01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117484]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.bobotheseal.com/ James Brian 'Bobo the seal' Jones]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=69205 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders_Straga.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=69205]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders II (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor01.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II]]&lt;br /&gt;
&lt;br /&gt;
Character and prop art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=103863 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=103863]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the [http://www.konradbeerbaum.com/ Konrad 'PredatorGSR' Beerbaum]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_CityoftheDead.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=104953]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://vigilgames.com/  Vigil Environment Team ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105309 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_Skulls.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105309]]&lt;br /&gt;
&lt;br /&gt;
==  Day-Z Standalone (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.thesixtyeight.com/  Pavol 'theSixtyEight' Humaj]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133677 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:dayz_chainsaw1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133677]]&lt;br /&gt;
&lt;br /&gt;
== Defiance (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://trionworlds.com/en/ Art Team at Trion Worlds] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119998 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Defiance_DarkmatterEnforcer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=119998]]&lt;br /&gt;
&lt;br /&gt;
== Destiny (2014) ==&lt;br /&gt;
&lt;br /&gt;
Art by the [https://www.bungie.net Art Team at Bungie] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:destiny.jpg|none|200px|frameless|link=https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Deus Ex: Mankind Divided (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Hard Surface art from [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Deus ex mkd.png|none|200px|frameless|link=http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115372 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored_Boyle_closeup.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115372]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/185252/dishonored-2-characters-artdump Character Art Thread] &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/184711/dishonored-2-environment-art-dump Environment Art Thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored2 thumb.JPG|none|200px|frameless|link=http://polycount.com/discussion/185252/dishonored-2-characters-artdump]]&lt;br /&gt;
&lt;br /&gt;
== Dropzone (2017) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Concept, Hardsurface, Substance from [https://sparkypants.com/ Sparkypants Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/183408 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dropzone.jpg|none|200px|frameless|link=http://polycount.com/discussion/183408]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Defenders 2 (2015) ==&lt;br /&gt;
&lt;br /&gt;
Concept, character, and environment art the team at [http://www.trendyent.com/ Trendy Entertainment], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155424 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:DungeonDefenders2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=155424]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Hunter (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.hntrluc.cghub.com/ Hunter  'HntrLuc' Mortenson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102716 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dungeon_Hunter_Rogue.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102716]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Weapon and prop art by [http://snack.cghub.com/ Greg 'warxsnake' Rassam]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=114622 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Flame.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=114622]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=118398 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Gun.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=118398]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry Primal (2016) ==&lt;br /&gt;
&lt;br /&gt;
Environments by [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165898/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Farcry primal.JPG|none|200px|frameless|link=http://polycount.com/discussion/165898/]]&lt;br /&gt;
&lt;br /&gt;
== F.E.A.R. 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon, character, vehicle and prop art by [http://www.exisinteractive.com/ Exis Interactive]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86270 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:F3AR_mech.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86270]]&lt;br /&gt;
&lt;br /&gt;
== Firefall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://boyluya.blogspot.ca/ Ralphie 'boyluya' Agenar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115361 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Firefall_Bake.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115361]]&lt;br /&gt;
&lt;br /&gt;
== Frontlines: Fuel of War (2008) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://www.marcusdublin.com/ Marcus Dublin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=52347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:MarcusDublin_FrontlinesFOW_WC_AssaultRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=52347]]&lt;br /&gt;
&lt;br /&gt;
== Galactic Bowling (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://jaco.carbonmade.com/ Jaco 'Jaco' Herbst]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56148 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GalacticBowling_Shaniqua.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=56148]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://iljakocken.blogspot.com/ Ilja 'Japhir' Kocken]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56133 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Game of Thrones (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://matthieugueguen.blogspot.co.uk/ Matthieu Gueguen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100501 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GameOfThrones_Raven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=100501]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War: Judgment (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=20108 Joshua 'kernersvillan' Marlow]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=124482 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Pueblo.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=124482]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
 &lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Haven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3: Raam's Shadow (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://paulsvoboda.net/ Paul Svoboda]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93485 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3RaamsShadow.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93485]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90110 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Flood_Tower3.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90110]]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91157 Rigging reel] by [http://jeremyernst.com/home.html Jeremy 'animatr' Ernst]&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://www.maurymountain.com/ Maury 'moose' Mountain]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90208 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Csam.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90208]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.polycount.com/forum/member.php?u=47981 Wallaby Joe]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90220 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Berserker.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90220]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pseudo-pod.com/ Mike 'rv_el' Kime]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90135 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_SavageLocust.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90135]]&lt;br /&gt;
&lt;br /&gt;
Collection of character art by many of [http://epicgames.com/ Epics'] character artists, credits inside the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90264 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_MarcusSummer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90264]]&lt;br /&gt;
&lt;br /&gt;
Concept art by [http://hawkprey.blogspot.com/ James 'hawkprey' Hawkins II]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90087 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_epicimage02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90087]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=62114 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar2_Hospital_Arch.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=62114]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War &amp;amp; Unreal Tournament 3 (2008) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=54311 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:UnrealTournament3_TorlanWall.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=54311]]&lt;br /&gt;
&lt;br /&gt;
== Ghostbusters (2009) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adambromell.com/ Adam Bromell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=63663 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Ghostbusters_LostIsland_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=63663]]&lt;br /&gt;
&lt;br /&gt;
== Gigantic (2016) ==&lt;br /&gt;
&lt;br /&gt;
Concept, Character, and UI [https://www.motiga.com/ Motiga] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165695/gigantic-art-dump Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:gigantic_art_dump.jpg|none|200px|frameless|link=http://polycount.com/discussion/165695/gigantic-art-dump]]&lt;br /&gt;
&lt;br /&gt;
== Guild Wars 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://haikai.net/ Hai 'haikai' Phan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89463 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_Orrian.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=89463]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://stokes.cghub.com/ Jason 'futurepoly' Stokes]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105551 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_CharrProcess07.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105551]]&lt;br /&gt;
&lt;br /&gt;
== Halo: Reach (2010) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle and propr art by [http://www.jhall3d.com/ Jesse 'IronHawk' Hall]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=76873 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
Vehicle and weapon art by [http://artemstudios.com/ Artem 'X-Convict' Volchik]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86165 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_FocusRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86165]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://danp.us/ Daniel 'Danimal' Phillips]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77037 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_VulcanTurret.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77037]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://wireframeworlds.com/ Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77028 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_Boardwalk.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77028]]&lt;br /&gt;
&lt;br /&gt;
== Halo 4 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.chrisdurso.com/ Chris 'italian1x' Durso]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Causeway.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=108974]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://andrewseverson.blogspot.ca/ Andrew 'BeefWatson' Severson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109006 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_hq_01.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109006]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://shonmitchell.blogspot.com/ Shon 'Essynim' Mitchell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109507 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Refineint01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109507]]&lt;br /&gt;
&lt;br /&gt;
== The Haunted: Hells Reach (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.viktorlidang.se/ Viktor 'nightfrontier' Lidang] and &amp;quot;The Haunted&amp;quot; team&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90756 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TheHauntedHellsReach_temple_2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90756]]&lt;br /&gt;
&lt;br /&gt;
== Hawken (2012) ==&lt;br /&gt;
&lt;br /&gt;
Mech art by [http://kerbywithane.com/Cameron/index.html Cameron 'HitmonInfinity' Kerby]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hawken_Brass_LP_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115354]]&lt;br /&gt;
&lt;br /&gt;
== inFamous 2 Festival of Blood (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art and concept art by [http://www.shermancg.com/ Isaiah 'Haiasi' Sherman]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91105 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.joshrife3d.com/ Josh 'Amadreaus' Rife]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86946 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
== Joy Ride Turbo (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment and concept art by the team at Microsoft Big Park, Art direction by [http://www.malcolm341.com/ Malcolm 'malcolm' Andrieshyn]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99652 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.malcolm341.com/jrt_dump/marketing_jrt_01.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killzone 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=46759 'kn0r']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92366 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.stevo-folio.nl/images_kz3/001_high.jpg&lt;br /&gt;
&lt;br /&gt;
== Killzone: Shadowfall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://bischoffart.com/ Efgeni 'blitz' Bischoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=126779 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/675001-676000/675639/799_max.jpg&lt;br /&gt;
&lt;br /&gt;
==  Kinect Starwars (2012) ==&lt;br /&gt;
&lt;br /&gt;
Various art by folks from [http://www.terminalreality.com/ Terminal Reality]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107173 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/10617759/portfolio/environment_props/rancor_rampage2.jpg&lt;br /&gt;
&lt;br /&gt;
== Last of Us (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122359 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/06/t_shot_31.jpg&lt;br /&gt;
&lt;br /&gt;
== League of Legends (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://forgestd.com  CataFa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108109 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://forgestd.com/work/leagueoflegends/haunted_maokai.jpg&lt;br /&gt;
&lt;br /&gt;
== The Legend of Zelda: The Wind Waker (2002) ==&lt;br /&gt;
&lt;br /&gt;
Tech and Texture Analysis by [http://www.warby.de/ Soenke Christian &amp;quot;warby&amp;quot; Seidel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104415 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://warby.bitproll.de/misc/ww_shading.jpg&lt;br /&gt;
&lt;br /&gt;
== Mass Effect 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1881035#post1881035 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/Hb5MpUd.jpg&lt;br /&gt;
&lt;br /&gt;
== Metro Last Night(2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://sandviper.cghub.com/ Pavel 'sandviper' Dorokhovsky]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122069 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/553001-554000/553531/825_max.jpg&lt;br /&gt;
&lt;br /&gt;
== Modern Combat 4(2012) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle art by [http://www.racer445.com/ 'racer455']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=113519 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/1725586/mc4/drone1.jpg&lt;br /&gt;
&lt;br /&gt;
== Nexuiz (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://chrisholden.net/ Chris 'cholden' Holden] and [http://konstruct3d.com/ Cole 'konstruct' Eggen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=84277 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://konstruct3d.com/DUMP/:Posts/Nexuiz/Station1.jpg&lt;br /&gt;
&lt;br /&gt;
== Of Orcs and Men (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://boboyog.free.fr/  Mathieu 'Boyo' Gasperin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=111423 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://boboyog.free.fr/PolyCount/OOAM/def/OOAM4.jpg&lt;br /&gt;
&lt;br /&gt;
== Prince of Persia: The Forgotten Sands (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character and Environment Sculpting by [http://speve-o.cghub.com/  Steven 'Speve-O' Shmuely]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?88780-Prince-of-Persia-sculpts-amp-other-stuff Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=199099&lt;br /&gt;
&lt;br /&gt;
== Rage (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.polycount.com/forum/member.php?u=31623 Phillip 'phillip.bailey' Bailey]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90081 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_02.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://zelenart.net/ Gene 'Zelenkov' Zelenkov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90378 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i714.photobucket.com/albums/ww147/tango5001/gv_001.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://jonathanfawcett.blogspot.com/  Jonathan 'JonathanF' Fawcett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i18.photobucket.com/albums/b116/JonathanFawcett/Polycount/id%20software%20Portfolio%20work/rageBeforeAfter_1.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.raulaparicio.blogspot.com/  Raul 'Raul' Aparicio]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90356 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://raparicio.com/images/rage/before_after_mutantcave_010.jpg&lt;br /&gt;
&lt;br /&gt;
Vehicle/prop art by [http://struve.daportfolio.com/ Joey 'struve' Struve]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90049 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_01.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.t3h-v.com/ Vitaliy 'rawkstar' Naymushin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://t3h-v.com/folio/rage/wingstick.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.peterboehme.com/ Peter 'peppi' Boehme]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90559 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://peterboehme.com/webpics/polycount/11/rage/rage_heads_1600.jpg&lt;br /&gt;
&lt;br /&gt;
== Ratchet &amp;amp; Clank: All 4 One (2011) ==&lt;br /&gt;
&lt;br /&gt;
Cute Character art by [http://www.sandersart.net/ Justin 'Neolight' Sanders]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=96129 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/3225495/creaturespread.jpg&lt;br /&gt;
&lt;br /&gt;
== Remember Me (2013) ==&lt;br /&gt;
&lt;br /&gt;
Lighting art by [http://www.laurentharduin.fr/ Laurent 'ikblue' Harduin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125280 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://laurent.harduin.free.fr/RM/episode2_mainstreet_breakdown.jpg&lt;br /&gt;
&lt;br /&gt;
== Resistance 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.purepolygons.com/ Jacob 'jacob07777' Norris]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88520 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.purepolygons.com/images/artwork/Resistance%203/NY%20Terraformer/r3_nyt_012.jpg&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://octomann.com/ Erich 'ErichWK' Beckmann]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/14880812/polycount/Turret2_Beckmann.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.kalescentstudios.com/troyfolio/Main.htm Jon-Troy 'Hazardous' Nickel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://fc08.deviantart.net/fs70/f/2012/019/4/a/rift__high_elf_female_head_by_hyperdivine-d4mul1h.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift: Storm Legion (2012) ==&lt;br /&gt;
&lt;br /&gt;
Enormous collection of all kinds of art by the [http://trionworlds.com/en/ Art Team at Trion Worlds], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=112686 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.cheefong.com/RIFT_screenshots/HeartRoom.jpg&lt;br /&gt;
&lt;br /&gt;
== Rotor (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment and vehicle art by [http://www.poopinmymouth.com/  Ben 'poopinmymouth' Mathis]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.poopinmymouth.com/3d/rotor_allships.jpg&lt;br /&gt;
&lt;br /&gt;
== Ryse(2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.crytek.com/  Ryse Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=129228 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/or2W9G7.jpg&lt;br /&gt;
&lt;br /&gt;
== Singularity (2010) ==&lt;br /&gt;
&lt;br /&gt;
A collection of environment, prop and character art by a whole lot of polycounters. More specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74680 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://michellelaumann.com/EnvPortfolio/Environments/Pages/Singularity_files/Media/0000/0000.jpg&lt;br /&gt;
&lt;br /&gt;
== Sins of a Solar Empire (2012) ==&lt;br /&gt;
&lt;br /&gt;
Ship art by [http://www.joelrdurham.com/Gallery.html Joel 'artquest' Durham]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=97344 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.joelrdurham.com/Artwork/3D/SinsArt/PhaseRebelStill.jpg&lt;br /&gt;
&lt;br /&gt;
== Sorcery (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.onelunglewis.com/  Jackson 'OneLungLewis' Robinson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102318 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.onelunglewis.com/SorceryArtDump/ApprenticeFront.jpg&lt;br /&gt;
&lt;br /&gt;
== Splinter Cell Blacklist (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://danjohncox.tumblr.com/  Dan 'danjohncox' John Cox]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://24.media.tumblr.com/3f84e7f1b251169b6d21d4f9c718bf85/tumblr_mt000kocb41soswnbo7_1280.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Character art by [http://tbelgrave.thecareergamer.com/  Tito 'lildragn' Belgrave]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753&amp;amp;page=2 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://videogame-art.com/web/SC6/CharlieRealtime.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.matroskinworks.com/  Vlad 'Matroskin' Dergachov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125780 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/a/img827/4846/fy1j.jpg&lt;br /&gt;
&lt;br /&gt;
== Starhawk (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://tottotart.blogspot.ca/  Jonathan 'tottot' Lindblom]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107650 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://img.photobucket.com/albums/v422/totorojonathan/forums/space03_zps77f94565.jpg&lt;br /&gt;
&lt;br /&gt;
==  Star Trek Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://jnasconeart.blogspot.com/ Jonathan 'JnasconeArt' Nascone]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/97515/art-from-star-trek-online/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:star_trek_online.jpg|none|200px|frameless|link=https://polycount.com/discussion/97515/art-from-star-trek-online/p1]]&lt;br /&gt;
&lt;br /&gt;
== The Order: 1886 ==&lt;br /&gt;
&lt;br /&gt;
Art by the art team at [https://www.readyatdawn.com Ready At Dawn Studios]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:the_order_1886.jpg|none|200px|frameless|link=https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Tom Clancy's Rainbow Six Siege (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Props by [http://montreal.ubisoft.com/en/ Ubisoft Montreal], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/163878/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Rainbow 6 Siege.JPG|none|200px|frameless|link=http://polycount.com/discussion/163878/]]&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119045 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/03/scavhub-011.jpg&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider Underworld Wii (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pig-brain.com/ 'Ancient-Pig']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=57900 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.pig-brain.com/gallery/tru/tru_lara01.jpg&lt;br /&gt;
&lt;br /&gt;
== Total War: Warhammer (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Animation by [http://www.creative-assembly.com/ Creative Assembly], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177348/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TW Warhammer.jpg|none|200px|frameless|link=http://polycount.com/discussion/177348/]]&lt;br /&gt;
&lt;br /&gt;
== Transformers: Fall of Cybertron (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop and Environment art by [http://btb3d.com/ Brad 'SouthpawSid' Boyels], [http://www.wesley3d.com/ Don Wesley 'wester' Griffith], [http://www.pacman3d.net/ David 'Nerf Bat Ninja' Pacanowsky], [http://www.erich3d.blogspot.ca/ Erich 'ErichWK' Beckmann] &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104274 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i656.photobucket.com/albums/uu287/justwesley0/Campaign_02.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, environment and texture art by a lot of artists from [http://naughtydog.com/ Naughty Dog], credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=171924&lt;br /&gt;
&lt;br /&gt;
== Uncharted 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://jeremyhuxley.blogspot.com/  Jeremy 'RoachMXF' Huxley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91717 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://1.bp.blogspot.com/-XZMqTcIZF0U/Ttb8UMz8K6I/AAAAAAAAAeE/ya8klo5cJHU/s1600/screenshot_02242009_002941.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment modeling by [http://www.wireframeworlds.com/  Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=98332 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://wireframeworlds.com/images/vaccaroAnthony_uncharted3_01.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted: Golden Abyss (2011) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://jbpape.com/  Brian 'bipolar' Pape]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92476 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/bBGuu.jpg&lt;br /&gt;
&lt;br /&gt;
== Warweilder (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment/prop art by [http://pixelbutterfly.com/ Marie 'pixelb' Lazar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125175 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://pixelbutterfly.com/images/big/castle.jpg&lt;br /&gt;
&lt;br /&gt;
== Watchdogs (2014) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://alexandrestroukoff.blogspot.com/ Alexandre 'Strkl' Stroukoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135224 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://4.bp.blogspot.com/-lEklNYlE_mU/U38ru6-tYyI/AAAAAAAAB5Q/tbG_Wlq6ELE/s1600/AlexStroukoff_Dragon003.jpg&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adamdudleyart.com/ Adam 'Neoncypher' Dudley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135301 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://adamdudleyart.squarespace.com/s/LTrain_01-xau9.jpg&lt;br /&gt;
&lt;br /&gt;
== Wildstar (2014) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://hcpunk.cgsociety.org/ Hong Chan 'hcpunk' Lim and the Carbine Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135619 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/57981938/HongLim_Works_to_post/Mordesh_F_Pose.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein: The New Order (2014) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly/prop/environment art by [http://panickclock.blogspot.se/ Nicholas 'PAnick' Cort]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=136279 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://abload.de/img/ph46_016ejfk.jpg&lt;br /&gt;
&lt;br /&gt;
Highpoly art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135346 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://torfrick.com/images/WOLFENSTEIN/Guardrobot3.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein (2009) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly environment/prop art by [http://www.geoff-hill.com/ Geoff Hill]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=66876 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://geoff-hill.com/wolf/ghill2009_vweapon.jpg&lt;br /&gt;
&lt;br /&gt;
== XCom 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Props and some Decals by [http://www.firaxis.com/ Firaxis], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/166229/ Polycount Forum Thread 01]&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/171698/ Polycount Forum Thread 02]&lt;br /&gt;
&lt;br /&gt;
[[image:XCOM2.jpg|none|200px|frameless|link=http://polycount.com/discussion/166229/]]&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
All of the above artwork is property of their respective owners and is linked here purely for educational purposes. For all the artists mentioned here: Thank you very much for sharing your work with the community and inspiring knowledge and growth in game art as a whole. If you've changed the hosting of the images, but still don't mind their display here, please contact us, so we can fix the links.&lt;br /&gt;
&lt;br /&gt;
== Noticed Mistakes? ==&lt;br /&gt;
Please report them [http://www.polycount.com/forum/showthread.php?t=91326 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Art_Examples</id>
		<title>Game Art Examples</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Art_Examples"/>
				<updated>2025-06-02T10:35:07Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Age of Conan (2008) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains links to game art in released games and kindly shared by artists for inspiration and education, occasionally with breakdowns and production insights. These are commonly called &amp;quot;art dumps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aeon Flux (2005) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.skankerzero.com/ Jesse 'skankerzero' Sosa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=40601 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:aeon_work_001.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=40601]]&lt;br /&gt;
&lt;br /&gt;
== Afterfall InSanity (2011) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, prop and vehicle art by Intoxicate Studio (credits inside the thread)&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/92050/artdump-afterfall-insanity-a-lot-of-big-pictures/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AfterfallInsanity.jpg|none|200px|frameless|link=https://polycount.com/discussion/92050/artdump-afterfall-insanity-a-lot-of-big-pictures/p1]]&lt;br /&gt;
&lt;br /&gt;
== Allods Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the character team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74450 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hair allods-online harpy.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=74450]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the &amp;quot;World&amp;quot; team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=82211 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AllodsOnline_Env.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=82211]]&lt;br /&gt;
&lt;br /&gt;
[http://autodestructdigital.blogspot.com/2010/09/allods-art-book-nival-pics.html?zx=35f13ed68e73bb37 Allods Online - Art Book] hardcover&lt;br /&gt;
&lt;br /&gt;
[http://allods.gpotato.com/swf/artbook/artbook.swf Allods Online - Art Book] Flash file (low-res)&lt;br /&gt;
&lt;br /&gt;
[http://diary.ru/~V-S/p109250213.htm?oam#more1 ЦЕЛЫЙ МИР - Напровляя арт Аллодов] (Russian) Allods Online - Art Direction [[file:AllodsOnline-ArtDirection.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
[http://shurick.livejournal.com/195876.html Создание мира за 7 дней] (Russian) Allods Online - Creating a World in 7 Days [[file:AllodsOnline-CreatingaWorldin7Days.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed 4: Black Flag (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.tihomirnyagolov.com/ Tihomir 'TihomirVFX' Nyagolov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Room.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128792]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://mathieugoulet.tumblr.com/  Mathieu 'MagnusLee' Goulet and 'Rhye']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=130023 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Character.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=130023]]&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed: Brotherhood (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters ZbrushCentral Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedBrotherhood_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters]]&lt;br /&gt;
&lt;br /&gt;
== Assassins Creed 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2- ZbrushCentral Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedII_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2-]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham City (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.andrewahlgren.com/  André Wahlgren]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Batman_AC.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93377]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham Origins (2013) ==&lt;br /&gt;
&lt;br /&gt;
All kinds of art by the [http://www.splashdamage.com/ Splash Damage Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134623 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=134623]]&lt;br /&gt;
&lt;br /&gt;
Character art by [https://jocz.artstation.com/  Jocelyn 'jocz' Zeller]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128618 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins_BigBane.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128618]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield 4 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Foliage by [http://www.simonbarle.com/  Simon 'Fozworth' Barle]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128021 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Battlefield4.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128021]]&lt;br /&gt;
&lt;br /&gt;
== Brink (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.3pointstudios.com/ 3 Point Studios] (individual credits in the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=85669 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Brink.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=85669]]&lt;br /&gt;
&lt;br /&gt;
== Borderlands 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://trisb.blogspot.ca/  Tris 'Bbox85' Baybayan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109123 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2.jpg|none|200px|frameless|link=]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://www.linkedin.com/pub/james-barnett/11/8a4/323  James 'JBarnett' Barnett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109084 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2Head.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109084]]&lt;br /&gt;
&lt;br /&gt;
== Bioshock Infinite (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mikesnight.com/  Mike 'Snight' Snight]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133695 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133695]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.gavimage.com/  Gavin 'Gav' Goulden]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122046 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=122046]]&lt;br /&gt;
&lt;br /&gt;
== Bulletstorm (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Bulletstorm.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Call of Duty - Modern Warfare 3 ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102153 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:COD_Modern_Warfare_3_Pecheneg_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102153]]&lt;br /&gt;
&lt;br /&gt;
== Crasher (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php  Michael 'Orb' Vicente]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=83186 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:OrbCrasher_temple1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=83186]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php Allard 'Alloa' Julien]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88996 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crasher_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=88996]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 2 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mvirks.com/index.html  Manuel 'katzeimsack' Virks]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93891 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93891]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 3 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://digitalwerk.blogspot.de/  Frank  'digitalwerk' Meinl]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_tower_interior.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117567]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://pavelpetrenko.com/  Pavel Petrenko]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Gauss.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117377]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117343 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Bolt_Lightning_CU.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117343]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.mvirks.com/  Manuel 'katzeimsack' Virks ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117484 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Psycho01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117484]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.bobotheseal.com/ James Brian 'Bobo the seal' Jones]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=69205 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders_Straga.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=69205]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders II (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor01.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II]]&lt;br /&gt;
&lt;br /&gt;
Character and prop art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=103863 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=103863]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the [http://www.konradbeerbaum.com/ Konrad 'PredatorGSR' Beerbaum]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_CityoftheDead.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=104953]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://vigilgames.com/  Vigil Environment Team ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105309 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_Skulls.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105309]]&lt;br /&gt;
&lt;br /&gt;
==  Day-Z Standalone (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.thesixtyeight.com/  Pavol 'theSixtyEight' Humaj]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133677 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:dayz_chainsaw1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133677]]&lt;br /&gt;
&lt;br /&gt;
== Defiance (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://trionworlds.com/en/ Art Team at Trion Worlds] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119998 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Defiance_DarkmatterEnforcer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=119998]]&lt;br /&gt;
&lt;br /&gt;
== Destiny (2014) ==&lt;br /&gt;
&lt;br /&gt;
Art by the [https://www.bungie.net Art Team at Bungie] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:destiny.jpg|none|200px|frameless|link=https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Deus Ex: Mankind Divided (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Hard Surface art from [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Deus ex mkd.png|none|200px|frameless|link=http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115372 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored_Boyle_closeup.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115372]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/185252/dishonored-2-characters-artdump Character Art Thread] &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/184711/dishonored-2-environment-art-dump Environment Art Thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored2 thumb.JPG|none|200px|frameless|link=http://polycount.com/discussion/185252/dishonored-2-characters-artdump]]&lt;br /&gt;
&lt;br /&gt;
== Dropzone (2017) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Concept, Hardsurface, Substance from [https://sparkypants.com/ Sparkypants Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/183408 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dropzone.jpg|none|200px|frameless|link=http://polycount.com/discussion/183408]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Defenders 2 (2015) ==&lt;br /&gt;
&lt;br /&gt;
Concept, character, and environment art the team at [http://www.trendyent.com/ Trendy Entertainment], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155424 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:DungeonDefenders2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=155424]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Hunter (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.hntrluc.cghub.com/ Hunter  'HntrLuc' Mortenson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102716 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dungeon_Hunter_Rogue.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102716]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Weapon and prop art by [http://snack.cghub.com/ Greg 'warxsnake' Rassam]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=114622 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Flame.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=114622]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=118398 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Gun.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=118398]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry Primal (2016) ==&lt;br /&gt;
&lt;br /&gt;
Environments by [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165898/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Farcry primal.JPG|none|200px|frameless|link=http://polycount.com/discussion/165898/]]&lt;br /&gt;
&lt;br /&gt;
== F.E.A.R. 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon, character, vehicle and prop art by [http://www.exisinteractive.com/ Exis Interactive]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86270 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:F3AR_mech.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86270]]&lt;br /&gt;
&lt;br /&gt;
== Firefall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://boyluya.blogspot.ca/ Ralphie 'boyluya' Agenar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115361 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Firefall_Bake.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115361]]&lt;br /&gt;
&lt;br /&gt;
== Frontlines: Fuel of War (2008) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://www.marcusdublin.com/ Marcus Dublin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=52347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:MarcusDublin_FrontlinesFOW_WC_AssaultRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=52347]]&lt;br /&gt;
&lt;br /&gt;
== Galactic Bowling (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://jaco.carbonmade.com/ Jaco 'Jaco' Herbst]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56148 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GalacticBowling_Shaniqua.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=56148]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://iljakocken.blogspot.com/ Ilja 'Japhir' Kocken]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56133 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Game of Thrones (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://matthieugueguen.blogspot.co.uk/ Matthieu Gueguen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100501 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GameOfThrones_Raven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=100501]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War: Judgment (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=20108 Joshua 'kernersvillan' Marlow]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=124482 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Pueblo.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=124482]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
 &lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Haven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3: Raam's Shadow (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://paulsvoboda.net/ Paul Svoboda]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93485 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3RaamsShadow.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93485]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90110 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Flood_Tower3.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90110]]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91157 Rigging reel] by [http://jeremyernst.com/home.html Jeremy 'animatr' Ernst]&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://www.maurymountain.com/ Maury 'moose' Mountain]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90208 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Csam.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90208]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.polycount.com/forum/member.php?u=47981 Wallaby Joe]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90220 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Berserker.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90220]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pseudo-pod.com/ Mike 'rv_el' Kime]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90135 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_SavageLocust.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90135]]&lt;br /&gt;
&lt;br /&gt;
Collection of character art by many of [http://epicgames.com/ Epics'] character artists, credits inside the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90264 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_MarcusSummer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90264]]&lt;br /&gt;
&lt;br /&gt;
Concept art by [http://hawkprey.blogspot.com/ James 'hawkprey' Hawkins II]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90087 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_epicimage02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90087]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=62114 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar2_Hospital_Arch.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=62114]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War &amp;amp; Unreal Tournament 3 (2008) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=54311 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:UnrealTournament3_TorlanWall.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=54311]]&lt;br /&gt;
&lt;br /&gt;
== Ghostbusters (2009) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adambromell.com/ Adam Bromell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=63663 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Ghostbusters_LostIsland_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=63663]]&lt;br /&gt;
&lt;br /&gt;
== Gigantic (2016) ==&lt;br /&gt;
&lt;br /&gt;
Concept, Character, and UI [https://www.motiga.com/ Motiga] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165695/gigantic-art-dump Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:gigantic_art_dump.jpg|none|200px|frameless|link=http://polycount.com/discussion/165695/gigantic-art-dump]]&lt;br /&gt;
&lt;br /&gt;
== Guild Wars 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://haikai.net/ Hai 'haikai' Phan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89463 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_Orrian.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=89463]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://stokes.cghub.com/ Jason 'futurepoly' Stokes]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105551 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_CharrProcess07.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105551]]&lt;br /&gt;
&lt;br /&gt;
== Halo: Reach (2010) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle and propr art by [http://www.jhall3d.com/ Jesse 'IronHawk' Hall]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=76873 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
Vehicle and weapon art by [http://artemstudios.com/ Artem 'X-Convict' Volchik]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86165 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_FocusRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86165]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://danp.us/ Daniel 'Danimal' Phillips]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77037 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_VulcanTurret.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77037]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://wireframeworlds.com/ Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77028 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_Boardwalk.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77028]]&lt;br /&gt;
&lt;br /&gt;
== Halo 4 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.chrisdurso.com/ Chris 'italian1x' Durso]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Causeway.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=108974]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://andrewseverson.blogspot.ca/ Andrew 'BeefWatson' Severson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109006 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_hq_01.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109006]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://shonmitchell.blogspot.com/ Shon 'Essynim' Mitchell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109507 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Refineint01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109507]]&lt;br /&gt;
&lt;br /&gt;
== The Haunted: Hells Reach (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.viktorlidang.se/ Viktor 'nightfrontier' Lidang] and &amp;quot;The Haunted&amp;quot; team&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90756 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TheHauntedHellsReach_temple_2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90756]]&lt;br /&gt;
&lt;br /&gt;
== Hawken (2012) ==&lt;br /&gt;
&lt;br /&gt;
Mech art by [http://kerbywithane.com/Cameron/index.html Cameron 'HitmonInfinity' Kerby]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hawken_Brass_LP_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115354]]&lt;br /&gt;
&lt;br /&gt;
== inFamous 2 Festival of Blood (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art and concept art by [http://www.shermancg.com/ Isaiah 'Haiasi' Sherman]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91105 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.joshrife3d.com/ Josh 'Amadreaus' Rife]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86946 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
== Joy Ride Turbo (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment and concept art by the team at Microsoft Big Park, Art direction by [http://www.malcolm341.com/ Malcolm 'malcolm' Andrieshyn]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99652 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.malcolm341.com/jrt_dump/marketing_jrt_01.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killzone 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=46759 'kn0r']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92366 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.stevo-folio.nl/images_kz3/001_high.jpg&lt;br /&gt;
&lt;br /&gt;
== Killzone: Shadowfall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://bischoffart.com/ Efgeni 'blitz' Bischoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=126779 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/675001-676000/675639/799_max.jpg&lt;br /&gt;
&lt;br /&gt;
==  Kinect Starwars (2012) ==&lt;br /&gt;
&lt;br /&gt;
Various art by folks from [http://www.terminalreality.com/ Terminal Reality]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107173 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/10617759/portfolio/environment_props/rancor_rampage2.jpg&lt;br /&gt;
&lt;br /&gt;
== Last of Us (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122359 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/06/t_shot_31.jpg&lt;br /&gt;
&lt;br /&gt;
== League of Legends (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://forgestd.com  CataFa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108109 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://forgestd.com/work/leagueoflegends/haunted_maokai.jpg&lt;br /&gt;
&lt;br /&gt;
== The Legend of Zelda: The Wind Waker (2002) ==&lt;br /&gt;
&lt;br /&gt;
Tech and Texture Analysis by [http://www.warby.de/ Soenke Christian &amp;quot;warby&amp;quot; Seidel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104415 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://warby.bitproll.de/misc/ww_shading.jpg&lt;br /&gt;
&lt;br /&gt;
== Mass Effect 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1881035#post1881035 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/Hb5MpUd.jpg&lt;br /&gt;
&lt;br /&gt;
== Metro Last Night(2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://sandviper.cghub.com/ Pavel 'sandviper' Dorokhovsky]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122069 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/553001-554000/553531/825_max.jpg&lt;br /&gt;
&lt;br /&gt;
== Modern Combat 4(2012) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle art by [http://www.racer445.com/ 'racer455']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=113519 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/1725586/mc4/drone1.jpg&lt;br /&gt;
&lt;br /&gt;
== Nexuiz (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://chrisholden.net/ Chris 'cholden' Holden] and [http://konstruct3d.com/ Cole 'konstruct' Eggen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=84277 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://konstruct3d.com/DUMP/:Posts/Nexuiz/Station1.jpg&lt;br /&gt;
&lt;br /&gt;
== Of Orcs and Men (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://boboyog.free.fr/  Mathieu 'Boyo' Gasperin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=111423 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://boboyog.free.fr/PolyCount/OOAM/def/OOAM4.jpg&lt;br /&gt;
&lt;br /&gt;
== Prince of Persia: The Forgotten Sands (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character and Environment Sculpting by [http://speve-o.cghub.com/  Steven 'Speve-O' Shmuely]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?88780-Prince-of-Persia-sculpts-amp-other-stuff Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=199099&lt;br /&gt;
&lt;br /&gt;
== Rage (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.polycount.com/forum/member.php?u=31623 Phillip 'phillip.bailey' Bailey]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90081 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_02.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://zelenart.net/ Gene 'Zelenkov' Zelenkov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90378 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i714.photobucket.com/albums/ww147/tango5001/gv_001.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://jonathanfawcett.blogspot.com/  Jonathan 'JonathanF' Fawcett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i18.photobucket.com/albums/b116/JonathanFawcett/Polycount/id%20software%20Portfolio%20work/rageBeforeAfter_1.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.raulaparicio.blogspot.com/  Raul 'Raul' Aparicio]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90356 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://raparicio.com/images/rage/before_after_mutantcave_010.jpg&lt;br /&gt;
&lt;br /&gt;
Vehicle/prop art by [http://struve.daportfolio.com/ Joey 'struve' Struve]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90049 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_01.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.t3h-v.com/ Vitaliy 'rawkstar' Naymushin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://t3h-v.com/folio/rage/wingstick.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.peterboehme.com/ Peter 'peppi' Boehme]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90559 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://peterboehme.com/webpics/polycount/11/rage/rage_heads_1600.jpg&lt;br /&gt;
&lt;br /&gt;
== Ratchet &amp;amp; Clank: All 4 One (2011) ==&lt;br /&gt;
&lt;br /&gt;
Cute Character art by [http://www.sandersart.net/ Justin 'Neolight' Sanders]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=96129 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/3225495/creaturespread.jpg&lt;br /&gt;
&lt;br /&gt;
== Remember Me (2013) ==&lt;br /&gt;
&lt;br /&gt;
Lighting art by [http://www.laurentharduin.fr/ Laurent 'ikblue' Harduin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125280 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://laurent.harduin.free.fr/RM/episode2_mainstreet_breakdown.jpg&lt;br /&gt;
&lt;br /&gt;
== Resistance 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.purepolygons.com/ Jacob 'jacob07777' Norris]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88520 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.purepolygons.com/images/artwork/Resistance%203/NY%20Terraformer/r3_nyt_012.jpg&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://octomann.com/ Erich 'ErichWK' Beckmann]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/14880812/polycount/Turret2_Beckmann.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.kalescentstudios.com/troyfolio/Main.htm Jon-Troy 'Hazardous' Nickel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://fc08.deviantart.net/fs70/f/2012/019/4/a/rift__high_elf_female_head_by_hyperdivine-d4mul1h.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift: Storm Legion (2012) ==&lt;br /&gt;
&lt;br /&gt;
Enormous collection of all kinds of art by the [http://trionworlds.com/en/ Art Team at Trion Worlds], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=112686 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.cheefong.com/RIFT_screenshots/HeartRoom.jpg&lt;br /&gt;
&lt;br /&gt;
== Rotor (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment and vehicle art by [http://www.poopinmymouth.com/  Ben 'poopinmymouth' Mathis]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.poopinmymouth.com/3d/rotor_allships.jpg&lt;br /&gt;
&lt;br /&gt;
== Ryse(2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.crytek.com/  Ryse Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=129228 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/or2W9G7.jpg&lt;br /&gt;
&lt;br /&gt;
== Singularity (2010) ==&lt;br /&gt;
&lt;br /&gt;
A collection of environment, prop and character art by a whole lot of polycounters. More specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74680 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://michellelaumann.com/EnvPortfolio/Environments/Pages/Singularity_files/Media/0000/0000.jpg&lt;br /&gt;
&lt;br /&gt;
== Sins of a Solar Empire (2012) ==&lt;br /&gt;
&lt;br /&gt;
Ship art by [http://www.joelrdurham.com/Gallery.html Joel 'artquest' Durham]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=97344 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.joelrdurham.com/Artwork/3D/SinsArt/PhaseRebelStill.jpg&lt;br /&gt;
&lt;br /&gt;
== Sorcery (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.onelunglewis.com/  Jackson 'OneLungLewis' Robinson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102318 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.onelunglewis.com/SorceryArtDump/ApprenticeFront.jpg&lt;br /&gt;
&lt;br /&gt;
== Splinter Cell Blacklist (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://danjohncox.tumblr.com/  Dan 'danjohncox' John Cox]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://24.media.tumblr.com/3f84e7f1b251169b6d21d4f9c718bf85/tumblr_mt000kocb41soswnbo7_1280.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Character art by [http://tbelgrave.thecareergamer.com/  Tito 'lildragn' Belgrave]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753&amp;amp;page=2 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://videogame-art.com/web/SC6/CharlieRealtime.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.matroskinworks.com/  Vlad 'Matroskin' Dergachov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125780 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/a/img827/4846/fy1j.jpg&lt;br /&gt;
&lt;br /&gt;
== Starhawk (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://tottotart.blogspot.ca/  Jonathan 'tottot' Lindblom]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107650 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://img.photobucket.com/albums/v422/totorojonathan/forums/space03_zps77f94565.jpg&lt;br /&gt;
&lt;br /&gt;
==  Star Trek Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://jnasconeart.blogspot.com/ Jonathan 'JnasconeArt' Nascone]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/97515/art-from-star-trek-online/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:star_trek_online.jpg|none|200px|frameless|link=https://polycount.com/discussion/97515/art-from-star-trek-online/p1]]&lt;br /&gt;
&lt;br /&gt;
== The Order: 1886 ==&lt;br /&gt;
&lt;br /&gt;
Art by the art team at [https://www.readyatdawn.com Ready At Dawn Studios]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:the_order_1886.jpg|none|200px|frameless|link=https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Tom Clancy's Rainbow Six Siege (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Props by [http://montreal.ubisoft.com/en/ Ubisoft Montreal], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/163878/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Rainbow 6 Siege.JPG|none|200px|frameless|link=http://polycount.com/discussion/163878/]]&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119045 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/03/scavhub-011.jpg&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider Underworld Wii (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pig-brain.com/ 'Ancient-Pig']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=57900 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.pig-brain.com/gallery/tru/tru_lara01.jpg&lt;br /&gt;
&lt;br /&gt;
== Total War: Warhammer (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Animation by [http://www.creative-assembly.com/ Creative Assembly], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177348/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TW Warhammer.jpg|none|200px|frameless|link=http://polycount.com/discussion/177348/]]&lt;br /&gt;
&lt;br /&gt;
== Transformers: Fall of Cybertron (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop and Environment art by [http://btb3d.com/ Brad 'SouthpawSid' Boyels], [http://www.wesley3d.com/ Don Wesley 'wester' Griffith], [http://www.pacman3d.net/ David 'Nerf Bat Ninja' Pacanowsky], [http://www.erich3d.blogspot.ca/ Erich 'ErichWK' Beckmann] &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104274 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i656.photobucket.com/albums/uu287/justwesley0/Campaign_02.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, environment and texture art by a lot of artists from [http://naughtydog.com/ Naughty Dog], credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=171924&lt;br /&gt;
&lt;br /&gt;
== Uncharted 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://jeremyhuxley.blogspot.com/  Jeremy 'RoachMXF' Huxley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91717 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://1.bp.blogspot.com/-XZMqTcIZF0U/Ttb8UMz8K6I/AAAAAAAAAeE/ya8klo5cJHU/s1600/screenshot_02242009_002941.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment modeling by [http://www.wireframeworlds.com/  Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=98332 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://wireframeworlds.com/images/vaccaroAnthony_uncharted3_01.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted: Golden Abyss (2011) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://jbpape.com/  Brian 'bipolar' Pape]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92476 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/bBGuu.jpg&lt;br /&gt;
&lt;br /&gt;
== Warweilder (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment/prop art by [http://pixelbutterfly.com/ Marie 'pixelb' Lazar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125175 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://pixelbutterfly.com/images/big/castle.jpg&lt;br /&gt;
&lt;br /&gt;
== Watchdogs (2014) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://alexandrestroukoff.blogspot.com/ Alexandre 'Strkl' Stroukoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135224 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://4.bp.blogspot.com/-lEklNYlE_mU/U38ru6-tYyI/AAAAAAAAB5Q/tbG_Wlq6ELE/s1600/AlexStroukoff_Dragon003.jpg&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adamdudleyart.com/ Adam 'Neoncypher' Dudley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135301 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://adamdudleyart.squarespace.com/s/LTrain_01-xau9.jpg&lt;br /&gt;
&lt;br /&gt;
== Wildstar (2014) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://hcpunk.cgsociety.org/ Hong Chan 'hcpunk' Lim and the Carbine Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135619 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/57981938/HongLim_Works_to_post/Mordesh_F_Pose.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein: The New Order (2014) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly/prop/environment art by [http://panickclock.blogspot.se/ Nicholas 'PAnick' Cort]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=136279 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://abload.de/img/ph46_016ejfk.jpg&lt;br /&gt;
&lt;br /&gt;
Highpoly art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135346 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://torfrick.com/images/WOLFENSTEIN/Guardrobot3.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein (2009) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly environment/prop art by [http://www.geoff-hill.com/ Geoff Hill]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=66876 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://geoff-hill.com/wolf/ghill2009_vweapon.jpg&lt;br /&gt;
&lt;br /&gt;
== XCom 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Props and some Decals by [http://www.firaxis.com/ Firaxis], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/166229/ Polycount Forum Thread 01]&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/171698/ Polycount Forum Thread 02]&lt;br /&gt;
&lt;br /&gt;
[[image:XCOM2.jpg|none|200px|frameless|link=http://polycount.com/discussion/166229/]]&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
All of the above artwork is property of their respective owners and is linked here purely for educational purposes. For all the artists mentioned here: Thank you very much for sharing your work with the community and inspiring knowledge and growth in game art as a whole. If you've changed the hosting of the images, but still don't mind their display here, please contact us, so we can fix the links.&lt;br /&gt;
&lt;br /&gt;
== Noticed Mistakes? ==&lt;br /&gt;
Please report them [http://www.polycount.com/forum/showthread.php?t=91326 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Art_Examples</id>
		<title>Game Art Examples</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Art_Examples"/>
				<updated>2025-06-02T10:28:25Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Afterfall InSanity (2011) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains links to game art in released games and kindly shared by artists for inspiration and education, occasionally with breakdowns and production insights. These are commonly called &amp;quot;art dumps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aeon Flux (2005) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.skankerzero.com/ Jesse 'skankerzero' Sosa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=40601 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:aeon_work_001.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=40601]]&lt;br /&gt;
&lt;br /&gt;
== Afterfall InSanity (2011) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, prop and vehicle art by Intoxicate Studio (credits inside the thread)&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/92050/artdump-afterfall-insanity-a-lot-of-big-pictures/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AfterfallInsanity.jpg|none|200px|frameless|link=https://polycount.com/discussion/92050/artdump-afterfall-insanity-a-lot-of-big-pictures/p1]]&lt;br /&gt;
&lt;br /&gt;
== Age of Conan (2008) ==&lt;br /&gt;
&lt;br /&gt;
Concept art by Funcom &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AgeOfConan.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=99354]]&lt;br /&gt;
&lt;br /&gt;
== Allods Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the character team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74450 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hair allods-online harpy.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=74450]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the &amp;quot;World&amp;quot; team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=82211 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AllodsOnline_Env.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=82211]]&lt;br /&gt;
&lt;br /&gt;
[http://autodestructdigital.blogspot.com/2010/09/allods-art-book-nival-pics.html?zx=35f13ed68e73bb37 Allods Online - Art Book] hardcover&lt;br /&gt;
&lt;br /&gt;
[http://allods.gpotato.com/swf/artbook/artbook.swf Allods Online - Art Book] Flash file (low-res)&lt;br /&gt;
&lt;br /&gt;
[http://diary.ru/~V-S/p109250213.htm?oam#more1 ЦЕЛЫЙ МИР - Напровляя арт Аллодов] (Russian) Allods Online - Art Direction [[file:AllodsOnline-ArtDirection.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
[http://shurick.livejournal.com/195876.html Создание мира за 7 дней] (Russian) Allods Online - Creating a World in 7 Days [[file:AllodsOnline-CreatingaWorldin7Days.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed 4: Black Flag (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.tihomirnyagolov.com/ Tihomir 'TihomirVFX' Nyagolov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Room.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128792]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://mathieugoulet.tumblr.com/  Mathieu 'MagnusLee' Goulet and 'Rhye']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=130023 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Character.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=130023]]&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed: Brotherhood (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters ZbrushCentral Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedBrotherhood_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters]]&lt;br /&gt;
&lt;br /&gt;
== Assassins Creed 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2- ZbrushCentral Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedII_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2-]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham City (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.andrewahlgren.com/  André Wahlgren]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Batman_AC.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93377]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham Origins (2013) ==&lt;br /&gt;
&lt;br /&gt;
All kinds of art by the [http://www.splashdamage.com/ Splash Damage Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134623 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=134623]]&lt;br /&gt;
&lt;br /&gt;
Character art by [https://jocz.artstation.com/  Jocelyn 'jocz' Zeller]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128618 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins_BigBane.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128618]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield 4 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Foliage by [http://www.simonbarle.com/  Simon 'Fozworth' Barle]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128021 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Battlefield4.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128021]]&lt;br /&gt;
&lt;br /&gt;
== Brink (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.3pointstudios.com/ 3 Point Studios] (individual credits in the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=85669 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Brink.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=85669]]&lt;br /&gt;
&lt;br /&gt;
== Borderlands 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://trisb.blogspot.ca/  Tris 'Bbox85' Baybayan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109123 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2.jpg|none|200px|frameless|link=]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://www.linkedin.com/pub/james-barnett/11/8a4/323  James 'JBarnett' Barnett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109084 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2Head.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109084]]&lt;br /&gt;
&lt;br /&gt;
== Bioshock Infinite (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mikesnight.com/  Mike 'Snight' Snight]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133695 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133695]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.gavimage.com/  Gavin 'Gav' Goulden]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122046 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=122046]]&lt;br /&gt;
&lt;br /&gt;
== Bulletstorm (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Bulletstorm.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Call of Duty - Modern Warfare 3 ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102153 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:COD_Modern_Warfare_3_Pecheneg_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102153]]&lt;br /&gt;
&lt;br /&gt;
== Crasher (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php  Michael 'Orb' Vicente]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=83186 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:OrbCrasher_temple1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=83186]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php Allard 'Alloa' Julien]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88996 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crasher_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=88996]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 2 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mvirks.com/index.html  Manuel 'katzeimsack' Virks]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93891 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93891]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 3 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://digitalwerk.blogspot.de/  Frank  'digitalwerk' Meinl]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_tower_interior.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117567]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://pavelpetrenko.com/  Pavel Petrenko]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Gauss.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117377]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117343 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Bolt_Lightning_CU.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117343]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.mvirks.com/  Manuel 'katzeimsack' Virks ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117484 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Psycho01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117484]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.bobotheseal.com/ James Brian 'Bobo the seal' Jones]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=69205 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders_Straga.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=69205]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders II (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor01.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II]]&lt;br /&gt;
&lt;br /&gt;
Character and prop art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=103863 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=103863]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the [http://www.konradbeerbaum.com/ Konrad 'PredatorGSR' Beerbaum]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_CityoftheDead.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=104953]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://vigilgames.com/  Vigil Environment Team ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105309 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_Skulls.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105309]]&lt;br /&gt;
&lt;br /&gt;
==  Day-Z Standalone (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.thesixtyeight.com/  Pavol 'theSixtyEight' Humaj]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133677 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:dayz_chainsaw1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133677]]&lt;br /&gt;
&lt;br /&gt;
== Defiance (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://trionworlds.com/en/ Art Team at Trion Worlds] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119998 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Defiance_DarkmatterEnforcer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=119998]]&lt;br /&gt;
&lt;br /&gt;
== Destiny (2014) ==&lt;br /&gt;
&lt;br /&gt;
Art by the [https://www.bungie.net Art Team at Bungie] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:destiny.jpg|none|200px|frameless|link=https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Deus Ex: Mankind Divided (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Hard Surface art from [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Deus ex mkd.png|none|200px|frameless|link=http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115372 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored_Boyle_closeup.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115372]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/185252/dishonored-2-characters-artdump Character Art Thread] &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/184711/dishonored-2-environment-art-dump Environment Art Thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored2 thumb.JPG|none|200px|frameless|link=http://polycount.com/discussion/185252/dishonored-2-characters-artdump]]&lt;br /&gt;
&lt;br /&gt;
== Dropzone (2017) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Concept, Hardsurface, Substance from [https://sparkypants.com/ Sparkypants Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/183408 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dropzone.jpg|none|200px|frameless|link=http://polycount.com/discussion/183408]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Defenders 2 (2015) ==&lt;br /&gt;
&lt;br /&gt;
Concept, character, and environment art the team at [http://www.trendyent.com/ Trendy Entertainment], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155424 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:DungeonDefenders2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=155424]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Hunter (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.hntrluc.cghub.com/ Hunter  'HntrLuc' Mortenson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102716 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dungeon_Hunter_Rogue.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102716]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Weapon and prop art by [http://snack.cghub.com/ Greg 'warxsnake' Rassam]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=114622 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Flame.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=114622]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=118398 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Gun.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=118398]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry Primal (2016) ==&lt;br /&gt;
&lt;br /&gt;
Environments by [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165898/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Farcry primal.JPG|none|200px|frameless|link=http://polycount.com/discussion/165898/]]&lt;br /&gt;
&lt;br /&gt;
== F.E.A.R. 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon, character, vehicle and prop art by [http://www.exisinteractive.com/ Exis Interactive]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86270 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:F3AR_mech.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86270]]&lt;br /&gt;
&lt;br /&gt;
== Firefall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://boyluya.blogspot.ca/ Ralphie 'boyluya' Agenar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115361 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Firefall_Bake.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115361]]&lt;br /&gt;
&lt;br /&gt;
== Frontlines: Fuel of War (2008) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://www.marcusdublin.com/ Marcus Dublin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=52347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:MarcusDublin_FrontlinesFOW_WC_AssaultRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=52347]]&lt;br /&gt;
&lt;br /&gt;
== Galactic Bowling (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://jaco.carbonmade.com/ Jaco 'Jaco' Herbst]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56148 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GalacticBowling_Shaniqua.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=56148]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://iljakocken.blogspot.com/ Ilja 'Japhir' Kocken]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56133 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Game of Thrones (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://matthieugueguen.blogspot.co.uk/ Matthieu Gueguen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100501 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GameOfThrones_Raven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=100501]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War: Judgment (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=20108 Joshua 'kernersvillan' Marlow]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=124482 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Pueblo.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=124482]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
 &lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Haven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3: Raam's Shadow (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://paulsvoboda.net/ Paul Svoboda]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93485 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3RaamsShadow.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93485]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90110 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Flood_Tower3.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90110]]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91157 Rigging reel] by [http://jeremyernst.com/home.html Jeremy 'animatr' Ernst]&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://www.maurymountain.com/ Maury 'moose' Mountain]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90208 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Csam.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90208]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.polycount.com/forum/member.php?u=47981 Wallaby Joe]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90220 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Berserker.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90220]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pseudo-pod.com/ Mike 'rv_el' Kime]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90135 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_SavageLocust.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90135]]&lt;br /&gt;
&lt;br /&gt;
Collection of character art by many of [http://epicgames.com/ Epics'] character artists, credits inside the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90264 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_MarcusSummer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90264]]&lt;br /&gt;
&lt;br /&gt;
Concept art by [http://hawkprey.blogspot.com/ James 'hawkprey' Hawkins II]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90087 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_epicimage02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90087]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=62114 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar2_Hospital_Arch.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=62114]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War &amp;amp; Unreal Tournament 3 (2008) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=54311 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:UnrealTournament3_TorlanWall.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=54311]]&lt;br /&gt;
&lt;br /&gt;
== Ghostbusters (2009) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adambromell.com/ Adam Bromell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=63663 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Ghostbusters_LostIsland_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=63663]]&lt;br /&gt;
&lt;br /&gt;
== Gigantic (2016) ==&lt;br /&gt;
&lt;br /&gt;
Concept, Character, and UI [https://www.motiga.com/ Motiga] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165695/gigantic-art-dump Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:gigantic_art_dump.jpg|none|200px|frameless|link=http://polycount.com/discussion/165695/gigantic-art-dump]]&lt;br /&gt;
&lt;br /&gt;
== Guild Wars 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://haikai.net/ Hai 'haikai' Phan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89463 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_Orrian.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=89463]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://stokes.cghub.com/ Jason 'futurepoly' Stokes]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105551 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_CharrProcess07.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105551]]&lt;br /&gt;
&lt;br /&gt;
== Halo: Reach (2010) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle and propr art by [http://www.jhall3d.com/ Jesse 'IronHawk' Hall]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=76873 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
Vehicle and weapon art by [http://artemstudios.com/ Artem 'X-Convict' Volchik]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86165 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_FocusRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86165]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://danp.us/ Daniel 'Danimal' Phillips]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77037 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_VulcanTurret.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77037]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://wireframeworlds.com/ Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77028 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_Boardwalk.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77028]]&lt;br /&gt;
&lt;br /&gt;
== Halo 4 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.chrisdurso.com/ Chris 'italian1x' Durso]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Causeway.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=108974]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://andrewseverson.blogspot.ca/ Andrew 'BeefWatson' Severson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109006 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_hq_01.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109006]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://shonmitchell.blogspot.com/ Shon 'Essynim' Mitchell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109507 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Refineint01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109507]]&lt;br /&gt;
&lt;br /&gt;
== The Haunted: Hells Reach (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.viktorlidang.se/ Viktor 'nightfrontier' Lidang] and &amp;quot;The Haunted&amp;quot; team&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90756 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TheHauntedHellsReach_temple_2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90756]]&lt;br /&gt;
&lt;br /&gt;
== Hawken (2012) ==&lt;br /&gt;
&lt;br /&gt;
Mech art by [http://kerbywithane.com/Cameron/index.html Cameron 'HitmonInfinity' Kerby]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hawken_Brass_LP_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115354]]&lt;br /&gt;
&lt;br /&gt;
== inFamous 2 Festival of Blood (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art and concept art by [http://www.shermancg.com/ Isaiah 'Haiasi' Sherman]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91105 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.joshrife3d.com/ Josh 'Amadreaus' Rife]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86946 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
== Joy Ride Turbo (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment and concept art by the team at Microsoft Big Park, Art direction by [http://www.malcolm341.com/ Malcolm 'malcolm' Andrieshyn]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99652 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.malcolm341.com/jrt_dump/marketing_jrt_01.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killzone 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=46759 'kn0r']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92366 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.stevo-folio.nl/images_kz3/001_high.jpg&lt;br /&gt;
&lt;br /&gt;
== Killzone: Shadowfall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://bischoffart.com/ Efgeni 'blitz' Bischoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=126779 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/675001-676000/675639/799_max.jpg&lt;br /&gt;
&lt;br /&gt;
==  Kinect Starwars (2012) ==&lt;br /&gt;
&lt;br /&gt;
Various art by folks from [http://www.terminalreality.com/ Terminal Reality]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107173 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/10617759/portfolio/environment_props/rancor_rampage2.jpg&lt;br /&gt;
&lt;br /&gt;
== Last of Us (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122359 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/06/t_shot_31.jpg&lt;br /&gt;
&lt;br /&gt;
== League of Legends (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://forgestd.com  CataFa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108109 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://forgestd.com/work/leagueoflegends/haunted_maokai.jpg&lt;br /&gt;
&lt;br /&gt;
== The Legend of Zelda: The Wind Waker (2002) ==&lt;br /&gt;
&lt;br /&gt;
Tech and Texture Analysis by [http://www.warby.de/ Soenke Christian &amp;quot;warby&amp;quot; Seidel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104415 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://warby.bitproll.de/misc/ww_shading.jpg&lt;br /&gt;
&lt;br /&gt;
== Mass Effect 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1881035#post1881035 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/Hb5MpUd.jpg&lt;br /&gt;
&lt;br /&gt;
== Metro Last Night(2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://sandviper.cghub.com/ Pavel 'sandviper' Dorokhovsky]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122069 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/553001-554000/553531/825_max.jpg&lt;br /&gt;
&lt;br /&gt;
== Modern Combat 4(2012) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle art by [http://www.racer445.com/ 'racer455']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=113519 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/1725586/mc4/drone1.jpg&lt;br /&gt;
&lt;br /&gt;
== Nexuiz (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://chrisholden.net/ Chris 'cholden' Holden] and [http://konstruct3d.com/ Cole 'konstruct' Eggen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=84277 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://konstruct3d.com/DUMP/:Posts/Nexuiz/Station1.jpg&lt;br /&gt;
&lt;br /&gt;
== Of Orcs and Men (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://boboyog.free.fr/  Mathieu 'Boyo' Gasperin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=111423 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://boboyog.free.fr/PolyCount/OOAM/def/OOAM4.jpg&lt;br /&gt;
&lt;br /&gt;
== Prince of Persia: The Forgotten Sands (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character and Environment Sculpting by [http://speve-o.cghub.com/  Steven 'Speve-O' Shmuely]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?88780-Prince-of-Persia-sculpts-amp-other-stuff Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=199099&lt;br /&gt;
&lt;br /&gt;
== Rage (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.polycount.com/forum/member.php?u=31623 Phillip 'phillip.bailey' Bailey]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90081 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_02.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://zelenart.net/ Gene 'Zelenkov' Zelenkov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90378 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i714.photobucket.com/albums/ww147/tango5001/gv_001.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://jonathanfawcett.blogspot.com/  Jonathan 'JonathanF' Fawcett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i18.photobucket.com/albums/b116/JonathanFawcett/Polycount/id%20software%20Portfolio%20work/rageBeforeAfter_1.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.raulaparicio.blogspot.com/  Raul 'Raul' Aparicio]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90356 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://raparicio.com/images/rage/before_after_mutantcave_010.jpg&lt;br /&gt;
&lt;br /&gt;
Vehicle/prop art by [http://struve.daportfolio.com/ Joey 'struve' Struve]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90049 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_01.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.t3h-v.com/ Vitaliy 'rawkstar' Naymushin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://t3h-v.com/folio/rage/wingstick.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.peterboehme.com/ Peter 'peppi' Boehme]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90559 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://peterboehme.com/webpics/polycount/11/rage/rage_heads_1600.jpg&lt;br /&gt;
&lt;br /&gt;
== Ratchet &amp;amp; Clank: All 4 One (2011) ==&lt;br /&gt;
&lt;br /&gt;
Cute Character art by [http://www.sandersart.net/ Justin 'Neolight' Sanders]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=96129 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/3225495/creaturespread.jpg&lt;br /&gt;
&lt;br /&gt;
== Remember Me (2013) ==&lt;br /&gt;
&lt;br /&gt;
Lighting art by [http://www.laurentharduin.fr/ Laurent 'ikblue' Harduin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125280 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://laurent.harduin.free.fr/RM/episode2_mainstreet_breakdown.jpg&lt;br /&gt;
&lt;br /&gt;
== Resistance 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.purepolygons.com/ Jacob 'jacob07777' Norris]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88520 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.purepolygons.com/images/artwork/Resistance%203/NY%20Terraformer/r3_nyt_012.jpg&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://octomann.com/ Erich 'ErichWK' Beckmann]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/14880812/polycount/Turret2_Beckmann.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.kalescentstudios.com/troyfolio/Main.htm Jon-Troy 'Hazardous' Nickel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://fc08.deviantart.net/fs70/f/2012/019/4/a/rift__high_elf_female_head_by_hyperdivine-d4mul1h.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift: Storm Legion (2012) ==&lt;br /&gt;
&lt;br /&gt;
Enormous collection of all kinds of art by the [http://trionworlds.com/en/ Art Team at Trion Worlds], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=112686 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.cheefong.com/RIFT_screenshots/HeartRoom.jpg&lt;br /&gt;
&lt;br /&gt;
== Rotor (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment and vehicle art by [http://www.poopinmymouth.com/  Ben 'poopinmymouth' Mathis]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.poopinmymouth.com/3d/rotor_allships.jpg&lt;br /&gt;
&lt;br /&gt;
== Ryse(2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.crytek.com/  Ryse Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=129228 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/or2W9G7.jpg&lt;br /&gt;
&lt;br /&gt;
== Singularity (2010) ==&lt;br /&gt;
&lt;br /&gt;
A collection of environment, prop and character art by a whole lot of polycounters. More specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74680 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://michellelaumann.com/EnvPortfolio/Environments/Pages/Singularity_files/Media/0000/0000.jpg&lt;br /&gt;
&lt;br /&gt;
== Sins of a Solar Empire (2012) ==&lt;br /&gt;
&lt;br /&gt;
Ship art by [http://www.joelrdurham.com/Gallery.html Joel 'artquest' Durham]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=97344 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.joelrdurham.com/Artwork/3D/SinsArt/PhaseRebelStill.jpg&lt;br /&gt;
&lt;br /&gt;
== Sorcery (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.onelunglewis.com/  Jackson 'OneLungLewis' Robinson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102318 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.onelunglewis.com/SorceryArtDump/ApprenticeFront.jpg&lt;br /&gt;
&lt;br /&gt;
== Splinter Cell Blacklist (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://danjohncox.tumblr.com/  Dan 'danjohncox' John Cox]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://24.media.tumblr.com/3f84e7f1b251169b6d21d4f9c718bf85/tumblr_mt000kocb41soswnbo7_1280.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Character art by [http://tbelgrave.thecareergamer.com/  Tito 'lildragn' Belgrave]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753&amp;amp;page=2 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://videogame-art.com/web/SC6/CharlieRealtime.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.matroskinworks.com/  Vlad 'Matroskin' Dergachov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125780 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/a/img827/4846/fy1j.jpg&lt;br /&gt;
&lt;br /&gt;
== Starhawk (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://tottotart.blogspot.ca/  Jonathan 'tottot' Lindblom]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107650 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://img.photobucket.com/albums/v422/totorojonathan/forums/space03_zps77f94565.jpg&lt;br /&gt;
&lt;br /&gt;
==  Star Trek Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://jnasconeart.blogspot.com/ Jonathan 'JnasconeArt' Nascone]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/97515/art-from-star-trek-online/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:star_trek_online.jpg|none|200px|frameless|link=https://polycount.com/discussion/97515/art-from-star-trek-online/p1]]&lt;br /&gt;
&lt;br /&gt;
== The Order: 1886 ==&lt;br /&gt;
&lt;br /&gt;
Art by the art team at [https://www.readyatdawn.com Ready At Dawn Studios]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:the_order_1886.jpg|none|200px|frameless|link=https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Tom Clancy's Rainbow Six Siege (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Props by [http://montreal.ubisoft.com/en/ Ubisoft Montreal], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/163878/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Rainbow 6 Siege.JPG|none|200px|frameless|link=http://polycount.com/discussion/163878/]]&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119045 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/03/scavhub-011.jpg&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider Underworld Wii (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pig-brain.com/ 'Ancient-Pig']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=57900 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.pig-brain.com/gallery/tru/tru_lara01.jpg&lt;br /&gt;
&lt;br /&gt;
== Total War: Warhammer (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Animation by [http://www.creative-assembly.com/ Creative Assembly], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177348/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TW Warhammer.jpg|none|200px|frameless|link=http://polycount.com/discussion/177348/]]&lt;br /&gt;
&lt;br /&gt;
== Transformers: Fall of Cybertron (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop and Environment art by [http://btb3d.com/ Brad 'SouthpawSid' Boyels], [http://www.wesley3d.com/ Don Wesley 'wester' Griffith], [http://www.pacman3d.net/ David 'Nerf Bat Ninja' Pacanowsky], [http://www.erich3d.blogspot.ca/ Erich 'ErichWK' Beckmann] &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104274 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i656.photobucket.com/albums/uu287/justwesley0/Campaign_02.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, environment and texture art by a lot of artists from [http://naughtydog.com/ Naughty Dog], credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=171924&lt;br /&gt;
&lt;br /&gt;
== Uncharted 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://jeremyhuxley.blogspot.com/  Jeremy 'RoachMXF' Huxley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91717 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://1.bp.blogspot.com/-XZMqTcIZF0U/Ttb8UMz8K6I/AAAAAAAAAeE/ya8klo5cJHU/s1600/screenshot_02242009_002941.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment modeling by [http://www.wireframeworlds.com/  Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=98332 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://wireframeworlds.com/images/vaccaroAnthony_uncharted3_01.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted: Golden Abyss (2011) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://jbpape.com/  Brian 'bipolar' Pape]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92476 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/bBGuu.jpg&lt;br /&gt;
&lt;br /&gt;
== Warweilder (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment/prop art by [http://pixelbutterfly.com/ Marie 'pixelb' Lazar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125175 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://pixelbutterfly.com/images/big/castle.jpg&lt;br /&gt;
&lt;br /&gt;
== Watchdogs (2014) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://alexandrestroukoff.blogspot.com/ Alexandre 'Strkl' Stroukoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135224 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://4.bp.blogspot.com/-lEklNYlE_mU/U38ru6-tYyI/AAAAAAAAB5Q/tbG_Wlq6ELE/s1600/AlexStroukoff_Dragon003.jpg&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adamdudleyart.com/ Adam 'Neoncypher' Dudley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135301 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://adamdudleyart.squarespace.com/s/LTrain_01-xau9.jpg&lt;br /&gt;
&lt;br /&gt;
== Wildstar (2014) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://hcpunk.cgsociety.org/ Hong Chan 'hcpunk' Lim and the Carbine Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135619 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/57981938/HongLim_Works_to_post/Mordesh_F_Pose.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein: The New Order (2014) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly/prop/environment art by [http://panickclock.blogspot.se/ Nicholas 'PAnick' Cort]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=136279 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://abload.de/img/ph46_016ejfk.jpg&lt;br /&gt;
&lt;br /&gt;
Highpoly art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135346 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://torfrick.com/images/WOLFENSTEIN/Guardrobot3.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein (2009) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly environment/prop art by [http://www.geoff-hill.com/ Geoff Hill]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=66876 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://geoff-hill.com/wolf/ghill2009_vweapon.jpg&lt;br /&gt;
&lt;br /&gt;
== XCom 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Props and some Decals by [http://www.firaxis.com/ Firaxis], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/166229/ Polycount Forum Thread 01]&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/171698/ Polycount Forum Thread 02]&lt;br /&gt;
&lt;br /&gt;
[[image:XCOM2.jpg|none|200px|frameless|link=http://polycount.com/discussion/166229/]]&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
All of the above artwork is property of their respective owners and is linked here purely for educational purposes. For all the artists mentioned here: Thank you very much for sharing your work with the community and inspiring knowledge and growth in game art as a whole. If you've changed the hosting of the images, but still don't mind their display here, please contact us, so we can fix the links.&lt;br /&gt;
&lt;br /&gt;
== Noticed Mistakes? ==&lt;br /&gt;
Please report them [http://www.polycount.com/forum/showthread.php?t=91326 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Art_Examples</id>
		<title>Game Art Examples</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Art_Examples"/>
				<updated>2025-06-02T10:20:15Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Star Trek Online (2010) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains links to game art in released games and kindly shared by artists for inspiration and education, occasionally with breakdowns and production insights. These are commonly called &amp;quot;art dumps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aeon Flux (2005) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.skankerzero.com/ Jesse 'skankerzero' Sosa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=40601 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:aeon_work_001.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=40601]]&lt;br /&gt;
&lt;br /&gt;
== Afterfall InSanity (2011) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, prop and vehicle art by Intoxicate Studio (credits inside the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1479481 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AfterfallInsanity.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?p=1479481]]&lt;br /&gt;
&lt;br /&gt;
== Age of Conan (2008) ==&lt;br /&gt;
&lt;br /&gt;
Concept art by Funcom &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AgeOfConan.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=99354]]&lt;br /&gt;
&lt;br /&gt;
== Allods Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the character team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74450 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hair allods-online harpy.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=74450]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the &amp;quot;World&amp;quot; team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=82211 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AllodsOnline_Env.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=82211]]&lt;br /&gt;
&lt;br /&gt;
[http://autodestructdigital.blogspot.com/2010/09/allods-art-book-nival-pics.html?zx=35f13ed68e73bb37 Allods Online - Art Book] hardcover&lt;br /&gt;
&lt;br /&gt;
[http://allods.gpotato.com/swf/artbook/artbook.swf Allods Online - Art Book] Flash file (low-res)&lt;br /&gt;
&lt;br /&gt;
[http://diary.ru/~V-S/p109250213.htm?oam#more1 ЦЕЛЫЙ МИР - Напровляя арт Аллодов] (Russian) Allods Online - Art Direction [[file:AllodsOnline-ArtDirection.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
[http://shurick.livejournal.com/195876.html Создание мира за 7 дней] (Russian) Allods Online - Creating a World in 7 Days [[file:AllodsOnline-CreatingaWorldin7Days.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed 4: Black Flag (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.tihomirnyagolov.com/ Tihomir 'TihomirVFX' Nyagolov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Room.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128792]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://mathieugoulet.tumblr.com/  Mathieu 'MagnusLee' Goulet and 'Rhye']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=130023 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Character.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=130023]]&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed: Brotherhood (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters ZbrushCentral Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedBrotherhood_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters]]&lt;br /&gt;
&lt;br /&gt;
== Assassins Creed 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2- ZbrushCentral Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedII_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2-]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham City (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.andrewahlgren.com/  André Wahlgren]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Batman_AC.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93377]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham Origins (2013) ==&lt;br /&gt;
&lt;br /&gt;
All kinds of art by the [http://www.splashdamage.com/ Splash Damage Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134623 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=134623]]&lt;br /&gt;
&lt;br /&gt;
Character art by [https://jocz.artstation.com/  Jocelyn 'jocz' Zeller]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128618 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins_BigBane.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128618]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield 4 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Foliage by [http://www.simonbarle.com/  Simon 'Fozworth' Barle]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128021 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Battlefield4.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128021]]&lt;br /&gt;
&lt;br /&gt;
== Brink (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.3pointstudios.com/ 3 Point Studios] (individual credits in the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=85669 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Brink.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=85669]]&lt;br /&gt;
&lt;br /&gt;
== Borderlands 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://trisb.blogspot.ca/  Tris 'Bbox85' Baybayan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109123 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2.jpg|none|200px|frameless|link=]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://www.linkedin.com/pub/james-barnett/11/8a4/323  James 'JBarnett' Barnett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109084 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2Head.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109084]]&lt;br /&gt;
&lt;br /&gt;
== Bioshock Infinite (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mikesnight.com/  Mike 'Snight' Snight]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133695 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133695]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.gavimage.com/  Gavin 'Gav' Goulden]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122046 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=122046]]&lt;br /&gt;
&lt;br /&gt;
== Bulletstorm (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Bulletstorm.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Call of Duty - Modern Warfare 3 ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102153 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:COD_Modern_Warfare_3_Pecheneg_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102153]]&lt;br /&gt;
&lt;br /&gt;
== Crasher (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php  Michael 'Orb' Vicente]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=83186 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:OrbCrasher_temple1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=83186]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php Allard 'Alloa' Julien]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88996 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crasher_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=88996]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 2 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mvirks.com/index.html  Manuel 'katzeimsack' Virks]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93891 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93891]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 3 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://digitalwerk.blogspot.de/  Frank  'digitalwerk' Meinl]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_tower_interior.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117567]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://pavelpetrenko.com/  Pavel Petrenko]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Gauss.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117377]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117343 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Bolt_Lightning_CU.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117343]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.mvirks.com/  Manuel 'katzeimsack' Virks ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117484 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Psycho01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117484]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.bobotheseal.com/ James Brian 'Bobo the seal' Jones]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=69205 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders_Straga.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=69205]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders II (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor01.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II]]&lt;br /&gt;
&lt;br /&gt;
Character and prop art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=103863 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=103863]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the [http://www.konradbeerbaum.com/ Konrad 'PredatorGSR' Beerbaum]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_CityoftheDead.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=104953]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://vigilgames.com/  Vigil Environment Team ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105309 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_Skulls.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105309]]&lt;br /&gt;
&lt;br /&gt;
==  Day-Z Standalone (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.thesixtyeight.com/  Pavol 'theSixtyEight' Humaj]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133677 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:dayz_chainsaw1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133677]]&lt;br /&gt;
&lt;br /&gt;
== Defiance (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://trionworlds.com/en/ Art Team at Trion Worlds] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119998 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Defiance_DarkmatterEnforcer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=119998]]&lt;br /&gt;
&lt;br /&gt;
== Destiny (2014) ==&lt;br /&gt;
&lt;br /&gt;
Art by the [https://www.bungie.net Art Team at Bungie] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:destiny.jpg|none|200px|frameless|link=https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Deus Ex: Mankind Divided (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Hard Surface art from [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Deus ex mkd.png|none|200px|frameless|link=http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115372 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored_Boyle_closeup.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115372]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/185252/dishonored-2-characters-artdump Character Art Thread] &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/184711/dishonored-2-environment-art-dump Environment Art Thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored2 thumb.JPG|none|200px|frameless|link=http://polycount.com/discussion/185252/dishonored-2-characters-artdump]]&lt;br /&gt;
&lt;br /&gt;
== Dropzone (2017) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Concept, Hardsurface, Substance from [https://sparkypants.com/ Sparkypants Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/183408 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dropzone.jpg|none|200px|frameless|link=http://polycount.com/discussion/183408]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Defenders 2 (2015) ==&lt;br /&gt;
&lt;br /&gt;
Concept, character, and environment art the team at [http://www.trendyent.com/ Trendy Entertainment], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155424 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:DungeonDefenders2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=155424]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Hunter (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.hntrluc.cghub.com/ Hunter  'HntrLuc' Mortenson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102716 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dungeon_Hunter_Rogue.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102716]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Weapon and prop art by [http://snack.cghub.com/ Greg 'warxsnake' Rassam]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=114622 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Flame.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=114622]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=118398 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Gun.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=118398]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry Primal (2016) ==&lt;br /&gt;
&lt;br /&gt;
Environments by [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165898/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Farcry primal.JPG|none|200px|frameless|link=http://polycount.com/discussion/165898/]]&lt;br /&gt;
&lt;br /&gt;
== F.E.A.R. 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon, character, vehicle and prop art by [http://www.exisinteractive.com/ Exis Interactive]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86270 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:F3AR_mech.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86270]]&lt;br /&gt;
&lt;br /&gt;
== Firefall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://boyluya.blogspot.ca/ Ralphie 'boyluya' Agenar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115361 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Firefall_Bake.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115361]]&lt;br /&gt;
&lt;br /&gt;
== Frontlines: Fuel of War (2008) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://www.marcusdublin.com/ Marcus Dublin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=52347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:MarcusDublin_FrontlinesFOW_WC_AssaultRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=52347]]&lt;br /&gt;
&lt;br /&gt;
== Galactic Bowling (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://jaco.carbonmade.com/ Jaco 'Jaco' Herbst]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56148 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GalacticBowling_Shaniqua.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=56148]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://iljakocken.blogspot.com/ Ilja 'Japhir' Kocken]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56133 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Game of Thrones (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://matthieugueguen.blogspot.co.uk/ Matthieu Gueguen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100501 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GameOfThrones_Raven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=100501]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War: Judgment (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=20108 Joshua 'kernersvillan' Marlow]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=124482 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Pueblo.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=124482]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
 &lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Haven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3: Raam's Shadow (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://paulsvoboda.net/ Paul Svoboda]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93485 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3RaamsShadow.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93485]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90110 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Flood_Tower3.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90110]]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91157 Rigging reel] by [http://jeremyernst.com/home.html Jeremy 'animatr' Ernst]&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://www.maurymountain.com/ Maury 'moose' Mountain]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90208 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Csam.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90208]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.polycount.com/forum/member.php?u=47981 Wallaby Joe]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90220 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Berserker.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90220]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pseudo-pod.com/ Mike 'rv_el' Kime]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90135 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_SavageLocust.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90135]]&lt;br /&gt;
&lt;br /&gt;
Collection of character art by many of [http://epicgames.com/ Epics'] character artists, credits inside the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90264 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_MarcusSummer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90264]]&lt;br /&gt;
&lt;br /&gt;
Concept art by [http://hawkprey.blogspot.com/ James 'hawkprey' Hawkins II]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90087 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_epicimage02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90087]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=62114 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar2_Hospital_Arch.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=62114]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War &amp;amp; Unreal Tournament 3 (2008) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=54311 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:UnrealTournament3_TorlanWall.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=54311]]&lt;br /&gt;
&lt;br /&gt;
== Ghostbusters (2009) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adambromell.com/ Adam Bromell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=63663 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Ghostbusters_LostIsland_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=63663]]&lt;br /&gt;
&lt;br /&gt;
== Gigantic (2016) ==&lt;br /&gt;
&lt;br /&gt;
Concept, Character, and UI [https://www.motiga.com/ Motiga] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165695/gigantic-art-dump Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:gigantic_art_dump.jpg|none|200px|frameless|link=http://polycount.com/discussion/165695/gigantic-art-dump]]&lt;br /&gt;
&lt;br /&gt;
== Guild Wars 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://haikai.net/ Hai 'haikai' Phan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89463 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_Orrian.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=89463]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://stokes.cghub.com/ Jason 'futurepoly' Stokes]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105551 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_CharrProcess07.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105551]]&lt;br /&gt;
&lt;br /&gt;
== Halo: Reach (2010) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle and propr art by [http://www.jhall3d.com/ Jesse 'IronHawk' Hall]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=76873 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
Vehicle and weapon art by [http://artemstudios.com/ Artem 'X-Convict' Volchik]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86165 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_FocusRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86165]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://danp.us/ Daniel 'Danimal' Phillips]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77037 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_VulcanTurret.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77037]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://wireframeworlds.com/ Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77028 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_Boardwalk.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77028]]&lt;br /&gt;
&lt;br /&gt;
== Halo 4 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.chrisdurso.com/ Chris 'italian1x' Durso]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Causeway.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=108974]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://andrewseverson.blogspot.ca/ Andrew 'BeefWatson' Severson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109006 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_hq_01.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109006]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://shonmitchell.blogspot.com/ Shon 'Essynim' Mitchell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109507 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Refineint01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109507]]&lt;br /&gt;
&lt;br /&gt;
== The Haunted: Hells Reach (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.viktorlidang.se/ Viktor 'nightfrontier' Lidang] and &amp;quot;The Haunted&amp;quot; team&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90756 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TheHauntedHellsReach_temple_2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90756]]&lt;br /&gt;
&lt;br /&gt;
== Hawken (2012) ==&lt;br /&gt;
&lt;br /&gt;
Mech art by [http://kerbywithane.com/Cameron/index.html Cameron 'HitmonInfinity' Kerby]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hawken_Brass_LP_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115354]]&lt;br /&gt;
&lt;br /&gt;
== inFamous 2 Festival of Blood (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art and concept art by [http://www.shermancg.com/ Isaiah 'Haiasi' Sherman]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91105 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.joshrife3d.com/ Josh 'Amadreaus' Rife]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86946 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
== Joy Ride Turbo (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment and concept art by the team at Microsoft Big Park, Art direction by [http://www.malcolm341.com/ Malcolm 'malcolm' Andrieshyn]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99652 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.malcolm341.com/jrt_dump/marketing_jrt_01.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killzone 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=46759 'kn0r']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92366 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.stevo-folio.nl/images_kz3/001_high.jpg&lt;br /&gt;
&lt;br /&gt;
== Killzone: Shadowfall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://bischoffart.com/ Efgeni 'blitz' Bischoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=126779 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/675001-676000/675639/799_max.jpg&lt;br /&gt;
&lt;br /&gt;
==  Kinect Starwars (2012) ==&lt;br /&gt;
&lt;br /&gt;
Various art by folks from [http://www.terminalreality.com/ Terminal Reality]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107173 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/10617759/portfolio/environment_props/rancor_rampage2.jpg&lt;br /&gt;
&lt;br /&gt;
== Last of Us (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122359 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/06/t_shot_31.jpg&lt;br /&gt;
&lt;br /&gt;
== League of Legends (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://forgestd.com  CataFa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108109 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://forgestd.com/work/leagueoflegends/haunted_maokai.jpg&lt;br /&gt;
&lt;br /&gt;
== The Legend of Zelda: The Wind Waker (2002) ==&lt;br /&gt;
&lt;br /&gt;
Tech and Texture Analysis by [http://www.warby.de/ Soenke Christian &amp;quot;warby&amp;quot; Seidel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104415 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://warby.bitproll.de/misc/ww_shading.jpg&lt;br /&gt;
&lt;br /&gt;
== Mass Effect 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1881035#post1881035 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/Hb5MpUd.jpg&lt;br /&gt;
&lt;br /&gt;
== Metro Last Night(2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://sandviper.cghub.com/ Pavel 'sandviper' Dorokhovsky]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122069 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/553001-554000/553531/825_max.jpg&lt;br /&gt;
&lt;br /&gt;
== Modern Combat 4(2012) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle art by [http://www.racer445.com/ 'racer455']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=113519 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/1725586/mc4/drone1.jpg&lt;br /&gt;
&lt;br /&gt;
== Nexuiz (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://chrisholden.net/ Chris 'cholden' Holden] and [http://konstruct3d.com/ Cole 'konstruct' Eggen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=84277 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://konstruct3d.com/DUMP/:Posts/Nexuiz/Station1.jpg&lt;br /&gt;
&lt;br /&gt;
== Of Orcs and Men (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://boboyog.free.fr/  Mathieu 'Boyo' Gasperin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=111423 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://boboyog.free.fr/PolyCount/OOAM/def/OOAM4.jpg&lt;br /&gt;
&lt;br /&gt;
== Prince of Persia: The Forgotten Sands (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character and Environment Sculpting by [http://speve-o.cghub.com/  Steven 'Speve-O' Shmuely]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?88780-Prince-of-Persia-sculpts-amp-other-stuff Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=199099&lt;br /&gt;
&lt;br /&gt;
== Rage (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.polycount.com/forum/member.php?u=31623 Phillip 'phillip.bailey' Bailey]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90081 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_02.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://zelenart.net/ Gene 'Zelenkov' Zelenkov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90378 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i714.photobucket.com/albums/ww147/tango5001/gv_001.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://jonathanfawcett.blogspot.com/  Jonathan 'JonathanF' Fawcett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i18.photobucket.com/albums/b116/JonathanFawcett/Polycount/id%20software%20Portfolio%20work/rageBeforeAfter_1.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.raulaparicio.blogspot.com/  Raul 'Raul' Aparicio]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90356 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://raparicio.com/images/rage/before_after_mutantcave_010.jpg&lt;br /&gt;
&lt;br /&gt;
Vehicle/prop art by [http://struve.daportfolio.com/ Joey 'struve' Struve]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90049 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_01.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.t3h-v.com/ Vitaliy 'rawkstar' Naymushin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://t3h-v.com/folio/rage/wingstick.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.peterboehme.com/ Peter 'peppi' Boehme]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90559 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://peterboehme.com/webpics/polycount/11/rage/rage_heads_1600.jpg&lt;br /&gt;
&lt;br /&gt;
== Ratchet &amp;amp; Clank: All 4 One (2011) ==&lt;br /&gt;
&lt;br /&gt;
Cute Character art by [http://www.sandersart.net/ Justin 'Neolight' Sanders]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=96129 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/3225495/creaturespread.jpg&lt;br /&gt;
&lt;br /&gt;
== Remember Me (2013) ==&lt;br /&gt;
&lt;br /&gt;
Lighting art by [http://www.laurentharduin.fr/ Laurent 'ikblue' Harduin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125280 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://laurent.harduin.free.fr/RM/episode2_mainstreet_breakdown.jpg&lt;br /&gt;
&lt;br /&gt;
== Resistance 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.purepolygons.com/ Jacob 'jacob07777' Norris]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88520 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.purepolygons.com/images/artwork/Resistance%203/NY%20Terraformer/r3_nyt_012.jpg&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://octomann.com/ Erich 'ErichWK' Beckmann]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/14880812/polycount/Turret2_Beckmann.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.kalescentstudios.com/troyfolio/Main.htm Jon-Troy 'Hazardous' Nickel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://fc08.deviantart.net/fs70/f/2012/019/4/a/rift__high_elf_female_head_by_hyperdivine-d4mul1h.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift: Storm Legion (2012) ==&lt;br /&gt;
&lt;br /&gt;
Enormous collection of all kinds of art by the [http://trionworlds.com/en/ Art Team at Trion Worlds], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=112686 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.cheefong.com/RIFT_screenshots/HeartRoom.jpg&lt;br /&gt;
&lt;br /&gt;
== Rotor (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment and vehicle art by [http://www.poopinmymouth.com/  Ben 'poopinmymouth' Mathis]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.poopinmymouth.com/3d/rotor_allships.jpg&lt;br /&gt;
&lt;br /&gt;
== Ryse(2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.crytek.com/  Ryse Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=129228 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/or2W9G7.jpg&lt;br /&gt;
&lt;br /&gt;
== Singularity (2010) ==&lt;br /&gt;
&lt;br /&gt;
A collection of environment, prop and character art by a whole lot of polycounters. More specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74680 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://michellelaumann.com/EnvPortfolio/Environments/Pages/Singularity_files/Media/0000/0000.jpg&lt;br /&gt;
&lt;br /&gt;
== Sins of a Solar Empire (2012) ==&lt;br /&gt;
&lt;br /&gt;
Ship art by [http://www.joelrdurham.com/Gallery.html Joel 'artquest' Durham]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=97344 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.joelrdurham.com/Artwork/3D/SinsArt/PhaseRebelStill.jpg&lt;br /&gt;
&lt;br /&gt;
== Sorcery (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.onelunglewis.com/  Jackson 'OneLungLewis' Robinson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102318 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.onelunglewis.com/SorceryArtDump/ApprenticeFront.jpg&lt;br /&gt;
&lt;br /&gt;
== Splinter Cell Blacklist (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://danjohncox.tumblr.com/  Dan 'danjohncox' John Cox]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://24.media.tumblr.com/3f84e7f1b251169b6d21d4f9c718bf85/tumblr_mt000kocb41soswnbo7_1280.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Character art by [http://tbelgrave.thecareergamer.com/  Tito 'lildragn' Belgrave]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753&amp;amp;page=2 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://videogame-art.com/web/SC6/CharlieRealtime.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.matroskinworks.com/  Vlad 'Matroskin' Dergachov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125780 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/a/img827/4846/fy1j.jpg&lt;br /&gt;
&lt;br /&gt;
== Starhawk (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://tottotart.blogspot.ca/  Jonathan 'tottot' Lindblom]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107650 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://img.photobucket.com/albums/v422/totorojonathan/forums/space03_zps77f94565.jpg&lt;br /&gt;
&lt;br /&gt;
==  Star Trek Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://jnasconeart.blogspot.com/ Jonathan 'JnasconeArt' Nascone]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/97515/art-from-star-trek-online/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:star_trek_online.jpg|none|200px|frameless|link=https://polycount.com/discussion/97515/art-from-star-trek-online/p1]]&lt;br /&gt;
&lt;br /&gt;
== The Order: 1886 ==&lt;br /&gt;
&lt;br /&gt;
Art by the art team at [https://www.readyatdawn.com Ready At Dawn Studios]&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:the_order_1886.jpg|none|200px|frameless|link=https://polycount.com/discussion/149656/the-order-1886-vista-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Tom Clancy's Rainbow Six Siege (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Props by [http://montreal.ubisoft.com/en/ Ubisoft Montreal], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/163878/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Rainbow 6 Siege.JPG|none|200px|frameless|link=http://polycount.com/discussion/163878/]]&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119045 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/03/scavhub-011.jpg&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider Underworld Wii (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pig-brain.com/ 'Ancient-Pig']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=57900 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.pig-brain.com/gallery/tru/tru_lara01.jpg&lt;br /&gt;
&lt;br /&gt;
== Total War: Warhammer (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Animation by [http://www.creative-assembly.com/ Creative Assembly], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177348/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TW Warhammer.jpg|none|200px|frameless|link=http://polycount.com/discussion/177348/]]&lt;br /&gt;
&lt;br /&gt;
== Transformers: Fall of Cybertron (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop and Environment art by [http://btb3d.com/ Brad 'SouthpawSid' Boyels], [http://www.wesley3d.com/ Don Wesley 'wester' Griffith], [http://www.pacman3d.net/ David 'Nerf Bat Ninja' Pacanowsky], [http://www.erich3d.blogspot.ca/ Erich 'ErichWK' Beckmann] &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104274 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i656.photobucket.com/albums/uu287/justwesley0/Campaign_02.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, environment and texture art by a lot of artists from [http://naughtydog.com/ Naughty Dog], credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=171924&lt;br /&gt;
&lt;br /&gt;
== Uncharted 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://jeremyhuxley.blogspot.com/  Jeremy 'RoachMXF' Huxley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91717 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://1.bp.blogspot.com/-XZMqTcIZF0U/Ttb8UMz8K6I/AAAAAAAAAeE/ya8klo5cJHU/s1600/screenshot_02242009_002941.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment modeling by [http://www.wireframeworlds.com/  Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=98332 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://wireframeworlds.com/images/vaccaroAnthony_uncharted3_01.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted: Golden Abyss (2011) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://jbpape.com/  Brian 'bipolar' Pape]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92476 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/bBGuu.jpg&lt;br /&gt;
&lt;br /&gt;
== Warweilder (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment/prop art by [http://pixelbutterfly.com/ Marie 'pixelb' Lazar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125175 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://pixelbutterfly.com/images/big/castle.jpg&lt;br /&gt;
&lt;br /&gt;
== Watchdogs (2014) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://alexandrestroukoff.blogspot.com/ Alexandre 'Strkl' Stroukoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135224 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://4.bp.blogspot.com/-lEklNYlE_mU/U38ru6-tYyI/AAAAAAAAB5Q/tbG_Wlq6ELE/s1600/AlexStroukoff_Dragon003.jpg&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adamdudleyart.com/ Adam 'Neoncypher' Dudley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135301 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://adamdudleyart.squarespace.com/s/LTrain_01-xau9.jpg&lt;br /&gt;
&lt;br /&gt;
== Wildstar (2014) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://hcpunk.cgsociety.org/ Hong Chan 'hcpunk' Lim and the Carbine Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135619 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/57981938/HongLim_Works_to_post/Mordesh_F_Pose.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein: The New Order (2014) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly/prop/environment art by [http://panickclock.blogspot.se/ Nicholas 'PAnick' Cort]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=136279 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://abload.de/img/ph46_016ejfk.jpg&lt;br /&gt;
&lt;br /&gt;
Highpoly art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135346 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://torfrick.com/images/WOLFENSTEIN/Guardrobot3.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein (2009) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly environment/prop art by [http://www.geoff-hill.com/ Geoff Hill]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=66876 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://geoff-hill.com/wolf/ghill2009_vweapon.jpg&lt;br /&gt;
&lt;br /&gt;
== XCom 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Props and some Decals by [http://www.firaxis.com/ Firaxis], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/166229/ Polycount Forum Thread 01]&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/171698/ Polycount Forum Thread 02]&lt;br /&gt;
&lt;br /&gt;
[[image:XCOM2.jpg|none|200px|frameless|link=http://polycount.com/discussion/166229/]]&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
All of the above artwork is property of their respective owners and is linked here purely for educational purposes. For all the artists mentioned here: Thank you very much for sharing your work with the community and inspiring knowledge and growth in game art as a whole. If you've changed the hosting of the images, but still don't mind their display here, please contact us, so we can fix the links.&lt;br /&gt;
&lt;br /&gt;
== Noticed Mistakes? ==&lt;br /&gt;
Please report them [http://www.polycount.com/forum/showthread.php?t=91326 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Star_trek_online.jpg</id>
		<title>File:Star trek online.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Star_trek_online.jpg"/>
				<updated>2025-06-02T10:20:07Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:The_order_1886.jpg</id>
		<title>File:The order 1886.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:The_order_1886.jpg"/>
				<updated>2025-06-02T10:18:07Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Art_Examples</id>
		<title>Game Art Examples</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Art_Examples"/>
				<updated>2025-06-02T10:13:21Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Defiance (2013) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains links to game art in released games and kindly shared by artists for inspiration and education, occasionally with breakdowns and production insights. These are commonly called &amp;quot;art dumps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aeon Flux (2005) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.skankerzero.com/ Jesse 'skankerzero' Sosa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=40601 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:aeon_work_001.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=40601]]&lt;br /&gt;
&lt;br /&gt;
== Afterfall InSanity (2011) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, prop and vehicle art by Intoxicate Studio (credits inside the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1479481 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AfterfallInsanity.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?p=1479481]]&lt;br /&gt;
&lt;br /&gt;
== Age of Conan (2008) ==&lt;br /&gt;
&lt;br /&gt;
Concept art by Funcom &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AgeOfConan.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=99354]]&lt;br /&gt;
&lt;br /&gt;
== Allods Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the character team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74450 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hair allods-online harpy.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=74450]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the &amp;quot;World&amp;quot; team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=82211 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AllodsOnline_Env.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=82211]]&lt;br /&gt;
&lt;br /&gt;
[http://autodestructdigital.blogspot.com/2010/09/allods-art-book-nival-pics.html?zx=35f13ed68e73bb37 Allods Online - Art Book] hardcover&lt;br /&gt;
&lt;br /&gt;
[http://allods.gpotato.com/swf/artbook/artbook.swf Allods Online - Art Book] Flash file (low-res)&lt;br /&gt;
&lt;br /&gt;
[http://diary.ru/~V-S/p109250213.htm?oam#more1 ЦЕЛЫЙ МИР - Напровляя арт Аллодов] (Russian) Allods Online - Art Direction [[file:AllodsOnline-ArtDirection.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
[http://shurick.livejournal.com/195876.html Создание мира за 7 дней] (Russian) Allods Online - Creating a World in 7 Days [[file:AllodsOnline-CreatingaWorldin7Days.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed 4: Black Flag (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.tihomirnyagolov.com/ Tihomir 'TihomirVFX' Nyagolov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Room.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128792]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://mathieugoulet.tumblr.com/  Mathieu 'MagnusLee' Goulet and 'Rhye']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=130023 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Character.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=130023]]&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed: Brotherhood (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters ZbrushCentral Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedBrotherhood_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters]]&lt;br /&gt;
&lt;br /&gt;
== Assassins Creed 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2- ZbrushCentral Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedII_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2-]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham City (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.andrewahlgren.com/  André Wahlgren]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Batman_AC.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93377]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham Origins (2013) ==&lt;br /&gt;
&lt;br /&gt;
All kinds of art by the [http://www.splashdamage.com/ Splash Damage Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134623 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=134623]]&lt;br /&gt;
&lt;br /&gt;
Character art by [https://jocz.artstation.com/  Jocelyn 'jocz' Zeller]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128618 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins_BigBane.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128618]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield 4 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Foliage by [http://www.simonbarle.com/  Simon 'Fozworth' Barle]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128021 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Battlefield4.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128021]]&lt;br /&gt;
&lt;br /&gt;
== Brink (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.3pointstudios.com/ 3 Point Studios] (individual credits in the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=85669 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Brink.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=85669]]&lt;br /&gt;
&lt;br /&gt;
== Borderlands 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://trisb.blogspot.ca/  Tris 'Bbox85' Baybayan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109123 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2.jpg|none|200px|frameless|link=]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://www.linkedin.com/pub/james-barnett/11/8a4/323  James 'JBarnett' Barnett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109084 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2Head.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109084]]&lt;br /&gt;
&lt;br /&gt;
== Bioshock Infinite (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mikesnight.com/  Mike 'Snight' Snight]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133695 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133695]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.gavimage.com/  Gavin 'Gav' Goulden]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122046 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=122046]]&lt;br /&gt;
&lt;br /&gt;
== Bulletstorm (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Bulletstorm.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Call of Duty - Modern Warfare 3 ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102153 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:COD_Modern_Warfare_3_Pecheneg_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102153]]&lt;br /&gt;
&lt;br /&gt;
== Crasher (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php  Michael 'Orb' Vicente]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=83186 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:OrbCrasher_temple1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=83186]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php Allard 'Alloa' Julien]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88996 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crasher_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=88996]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 2 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mvirks.com/index.html  Manuel 'katzeimsack' Virks]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93891 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93891]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 3 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://digitalwerk.blogspot.de/  Frank  'digitalwerk' Meinl]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_tower_interior.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117567]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://pavelpetrenko.com/  Pavel Petrenko]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Gauss.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117377]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117343 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Bolt_Lightning_CU.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117343]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.mvirks.com/  Manuel 'katzeimsack' Virks ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117484 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Psycho01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117484]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.bobotheseal.com/ James Brian 'Bobo the seal' Jones]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=69205 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders_Straga.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=69205]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders II (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor01.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II]]&lt;br /&gt;
&lt;br /&gt;
Character and prop art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=103863 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=103863]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the [http://www.konradbeerbaum.com/ Konrad 'PredatorGSR' Beerbaum]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_CityoftheDead.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=104953]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://vigilgames.com/  Vigil Environment Team ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105309 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_Skulls.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105309]]&lt;br /&gt;
&lt;br /&gt;
==  Day-Z Standalone (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.thesixtyeight.com/  Pavol 'theSixtyEight' Humaj]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133677 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:dayz_chainsaw1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133677]]&lt;br /&gt;
&lt;br /&gt;
== Defiance (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://trionworlds.com/en/ Art Team at Trion Worlds] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119998 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Defiance_DarkmatterEnforcer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=119998]]&lt;br /&gt;
&lt;br /&gt;
== Destiny (2014) ==&lt;br /&gt;
&lt;br /&gt;
Art by the [https://www.bungie.net Art Team at Bungie] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:destiny.jpg|none|200px|frameless|link=https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Deus Ex: Mankind Divided (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Hard Surface art from [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Deus ex mkd.png|none|200px|frameless|link=http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115372 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored_Boyle_closeup.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115372]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/185252/dishonored-2-characters-artdump Character Art Thread] &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/184711/dishonored-2-environment-art-dump Environment Art Thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored2 thumb.JPG|none|200px|frameless|link=http://polycount.com/discussion/185252/dishonored-2-characters-artdump]]&lt;br /&gt;
&lt;br /&gt;
== Dropzone (2017) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Concept, Hardsurface, Substance from [https://sparkypants.com/ Sparkypants Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/183408 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dropzone.jpg|none|200px|frameless|link=http://polycount.com/discussion/183408]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Defenders 2 (2015) ==&lt;br /&gt;
&lt;br /&gt;
Concept, character, and environment art the team at [http://www.trendyent.com/ Trendy Entertainment], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155424 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:DungeonDefenders2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=155424]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Hunter (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.hntrluc.cghub.com/ Hunter  'HntrLuc' Mortenson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102716 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dungeon_Hunter_Rogue.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102716]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Weapon and prop art by [http://snack.cghub.com/ Greg 'warxsnake' Rassam]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=114622 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Flame.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=114622]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=118398 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Gun.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=118398]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry Primal (2016) ==&lt;br /&gt;
&lt;br /&gt;
Environments by [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165898/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Farcry primal.JPG|none|200px|frameless|link=http://polycount.com/discussion/165898/]]&lt;br /&gt;
&lt;br /&gt;
== F.E.A.R. 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon, character, vehicle and prop art by [http://www.exisinteractive.com/ Exis Interactive]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86270 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:F3AR_mech.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86270]]&lt;br /&gt;
&lt;br /&gt;
== Firefall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://boyluya.blogspot.ca/ Ralphie 'boyluya' Agenar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115361 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Firefall_Bake.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115361]]&lt;br /&gt;
&lt;br /&gt;
== Frontlines: Fuel of War (2008) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://www.marcusdublin.com/ Marcus Dublin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=52347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:MarcusDublin_FrontlinesFOW_WC_AssaultRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=52347]]&lt;br /&gt;
&lt;br /&gt;
== Galactic Bowling (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://jaco.carbonmade.com/ Jaco 'Jaco' Herbst]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56148 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GalacticBowling_Shaniqua.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=56148]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://iljakocken.blogspot.com/ Ilja 'Japhir' Kocken]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56133 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Game of Thrones (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://matthieugueguen.blogspot.co.uk/ Matthieu Gueguen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100501 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GameOfThrones_Raven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=100501]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War: Judgment (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=20108 Joshua 'kernersvillan' Marlow]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=124482 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Pueblo.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=124482]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
 &lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Haven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3: Raam's Shadow (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://paulsvoboda.net/ Paul Svoboda]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93485 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3RaamsShadow.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93485]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90110 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Flood_Tower3.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90110]]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91157 Rigging reel] by [http://jeremyernst.com/home.html Jeremy 'animatr' Ernst]&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://www.maurymountain.com/ Maury 'moose' Mountain]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90208 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Csam.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90208]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.polycount.com/forum/member.php?u=47981 Wallaby Joe]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90220 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Berserker.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90220]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pseudo-pod.com/ Mike 'rv_el' Kime]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90135 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_SavageLocust.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90135]]&lt;br /&gt;
&lt;br /&gt;
Collection of character art by many of [http://epicgames.com/ Epics'] character artists, credits inside the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90264 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_MarcusSummer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90264]]&lt;br /&gt;
&lt;br /&gt;
Concept art by [http://hawkprey.blogspot.com/ James 'hawkprey' Hawkins II]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90087 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_epicimage02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90087]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=62114 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar2_Hospital_Arch.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=62114]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War &amp;amp; Unreal Tournament 3 (2008) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=54311 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:UnrealTournament3_TorlanWall.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=54311]]&lt;br /&gt;
&lt;br /&gt;
== Ghostbusters (2009) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adambromell.com/ Adam Bromell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=63663 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Ghostbusters_LostIsland_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=63663]]&lt;br /&gt;
&lt;br /&gt;
== Gigantic (2016) ==&lt;br /&gt;
&lt;br /&gt;
Concept, Character, and UI [https://www.motiga.com/ Motiga] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165695/gigantic-art-dump Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:gigantic_art_dump.jpg|none|200px|frameless|link=http://polycount.com/discussion/165695/gigantic-art-dump]]&lt;br /&gt;
&lt;br /&gt;
== Guild Wars 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://haikai.net/ Hai 'haikai' Phan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89463 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_Orrian.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=89463]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://stokes.cghub.com/ Jason 'futurepoly' Stokes]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105551 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_CharrProcess07.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105551]]&lt;br /&gt;
&lt;br /&gt;
== Halo: Reach (2010) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle and propr art by [http://www.jhall3d.com/ Jesse 'IronHawk' Hall]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=76873 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
Vehicle and weapon art by [http://artemstudios.com/ Artem 'X-Convict' Volchik]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86165 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_FocusRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86165]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://danp.us/ Daniel 'Danimal' Phillips]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77037 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_VulcanTurret.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77037]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://wireframeworlds.com/ Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77028 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_Boardwalk.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77028]]&lt;br /&gt;
&lt;br /&gt;
== Halo 4 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.chrisdurso.com/ Chris 'italian1x' Durso]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Causeway.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=108974]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://andrewseverson.blogspot.ca/ Andrew 'BeefWatson' Severson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109006 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_hq_01.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109006]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://shonmitchell.blogspot.com/ Shon 'Essynim' Mitchell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109507 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Refineint01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109507]]&lt;br /&gt;
&lt;br /&gt;
== The Haunted: Hells Reach (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.viktorlidang.se/ Viktor 'nightfrontier' Lidang] and &amp;quot;The Haunted&amp;quot; team&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90756 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TheHauntedHellsReach_temple_2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90756]]&lt;br /&gt;
&lt;br /&gt;
== Hawken (2012) ==&lt;br /&gt;
&lt;br /&gt;
Mech art by [http://kerbywithane.com/Cameron/index.html Cameron 'HitmonInfinity' Kerby]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hawken_Brass_LP_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115354]]&lt;br /&gt;
&lt;br /&gt;
== inFamous 2 Festival of Blood (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art and concept art by [http://www.shermancg.com/ Isaiah 'Haiasi' Sherman]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91105 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.joshrife3d.com/ Josh 'Amadreaus' Rife]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86946 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
== Joy Ride Turbo (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment and concept art by the team at Microsoft Big Park, Art direction by [http://www.malcolm341.com/ Malcolm 'malcolm' Andrieshyn]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99652 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.malcolm341.com/jrt_dump/marketing_jrt_01.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killzone 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=46759 'kn0r']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92366 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.stevo-folio.nl/images_kz3/001_high.jpg&lt;br /&gt;
&lt;br /&gt;
== Killzone: Shadowfall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://bischoffart.com/ Efgeni 'blitz' Bischoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=126779 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/675001-676000/675639/799_max.jpg&lt;br /&gt;
&lt;br /&gt;
==  Kinect Starwars (2012) ==&lt;br /&gt;
&lt;br /&gt;
Various art by folks from [http://www.terminalreality.com/ Terminal Reality]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107173 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/10617759/portfolio/environment_props/rancor_rampage2.jpg&lt;br /&gt;
&lt;br /&gt;
== Last of Us (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122359 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/06/t_shot_31.jpg&lt;br /&gt;
&lt;br /&gt;
== League of Legends (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://forgestd.com  CataFa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108109 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://forgestd.com/work/leagueoflegends/haunted_maokai.jpg&lt;br /&gt;
&lt;br /&gt;
== The Legend of Zelda: The Wind Waker (2002) ==&lt;br /&gt;
&lt;br /&gt;
Tech and Texture Analysis by [http://www.warby.de/ Soenke Christian &amp;quot;warby&amp;quot; Seidel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104415 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://warby.bitproll.de/misc/ww_shading.jpg&lt;br /&gt;
&lt;br /&gt;
== Mass Effect 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1881035#post1881035 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/Hb5MpUd.jpg&lt;br /&gt;
&lt;br /&gt;
== Metro Last Night(2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://sandviper.cghub.com/ Pavel 'sandviper' Dorokhovsky]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122069 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/553001-554000/553531/825_max.jpg&lt;br /&gt;
&lt;br /&gt;
== Modern Combat 4(2012) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle art by [http://www.racer445.com/ 'racer455']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=113519 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/1725586/mc4/drone1.jpg&lt;br /&gt;
&lt;br /&gt;
== Nexuiz (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://chrisholden.net/ Chris 'cholden' Holden] and [http://konstruct3d.com/ Cole 'konstruct' Eggen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=84277 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://konstruct3d.com/DUMP/:Posts/Nexuiz/Station1.jpg&lt;br /&gt;
&lt;br /&gt;
== Of Orcs and Men (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://boboyog.free.fr/  Mathieu 'Boyo' Gasperin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=111423 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://boboyog.free.fr/PolyCount/OOAM/def/OOAM4.jpg&lt;br /&gt;
&lt;br /&gt;
== Prince of Persia: The Forgotten Sands (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character and Environment Sculpting by [http://speve-o.cghub.com/  Steven 'Speve-O' Shmuely]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?88780-Prince-of-Persia-sculpts-amp-other-stuff Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=199099&lt;br /&gt;
&lt;br /&gt;
== Rage (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.polycount.com/forum/member.php?u=31623 Phillip 'phillip.bailey' Bailey]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90081 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_02.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://zelenart.net/ Gene 'Zelenkov' Zelenkov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90378 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i714.photobucket.com/albums/ww147/tango5001/gv_001.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://jonathanfawcett.blogspot.com/  Jonathan 'JonathanF' Fawcett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i18.photobucket.com/albums/b116/JonathanFawcett/Polycount/id%20software%20Portfolio%20work/rageBeforeAfter_1.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.raulaparicio.blogspot.com/  Raul 'Raul' Aparicio]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90356 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://raparicio.com/images/rage/before_after_mutantcave_010.jpg&lt;br /&gt;
&lt;br /&gt;
Vehicle/prop art by [http://struve.daportfolio.com/ Joey 'struve' Struve]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90049 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_01.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.t3h-v.com/ Vitaliy 'rawkstar' Naymushin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://t3h-v.com/folio/rage/wingstick.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.peterboehme.com/ Peter 'peppi' Boehme]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90559 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://peterboehme.com/webpics/polycount/11/rage/rage_heads_1600.jpg&lt;br /&gt;
&lt;br /&gt;
== Ratchet &amp;amp; Clank: All 4 One (2011) ==&lt;br /&gt;
&lt;br /&gt;
Cute Character art by [http://www.sandersart.net/ Justin 'Neolight' Sanders]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=96129 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/3225495/creaturespread.jpg&lt;br /&gt;
&lt;br /&gt;
== Remember Me (2013) ==&lt;br /&gt;
&lt;br /&gt;
Lighting art by [http://www.laurentharduin.fr/ Laurent 'ikblue' Harduin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125280 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://laurent.harduin.free.fr/RM/episode2_mainstreet_breakdown.jpg&lt;br /&gt;
&lt;br /&gt;
== Resistance 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.purepolygons.com/ Jacob 'jacob07777' Norris]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88520 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.purepolygons.com/images/artwork/Resistance%203/NY%20Terraformer/r3_nyt_012.jpg&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://octomann.com/ Erich 'ErichWK' Beckmann]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/14880812/polycount/Turret2_Beckmann.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.kalescentstudios.com/troyfolio/Main.htm Jon-Troy 'Hazardous' Nickel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://fc08.deviantart.net/fs70/f/2012/019/4/a/rift__high_elf_female_head_by_hyperdivine-d4mul1h.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift: Storm Legion (2012) ==&lt;br /&gt;
&lt;br /&gt;
Enormous collection of all kinds of art by the [http://trionworlds.com/en/ Art Team at Trion Worlds], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=112686 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.cheefong.com/RIFT_screenshots/HeartRoom.jpg&lt;br /&gt;
&lt;br /&gt;
== Rotor (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment and vehicle art by [http://www.poopinmymouth.com/  Ben 'poopinmymouth' Mathis]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.poopinmymouth.com/3d/rotor_allships.jpg&lt;br /&gt;
&lt;br /&gt;
== Ryse(2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.crytek.com/  Ryse Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=129228 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/or2W9G7.jpg&lt;br /&gt;
&lt;br /&gt;
== Singularity (2010) ==&lt;br /&gt;
&lt;br /&gt;
A collection of environment, prop and character art by a whole lot of polycounters. More specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74680 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://michellelaumann.com/EnvPortfolio/Environments/Pages/Singularity_files/Media/0000/0000.jpg&lt;br /&gt;
&lt;br /&gt;
== Sins of a Solar Empire (2012) ==&lt;br /&gt;
&lt;br /&gt;
Ship art by [http://www.joelrdurham.com/Gallery.html Joel 'artquest' Durham]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=97344 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.joelrdurham.com/Artwork/3D/SinsArt/PhaseRebelStill.jpg&lt;br /&gt;
&lt;br /&gt;
== Sorcery (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.onelunglewis.com/  Jackson 'OneLungLewis' Robinson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102318 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.onelunglewis.com/SorceryArtDump/ApprenticeFront.jpg&lt;br /&gt;
&lt;br /&gt;
== Splinter Cell Blacklist (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://danjohncox.tumblr.com/  Dan 'danjohncox' John Cox]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://24.media.tumblr.com/3f84e7f1b251169b6d21d4f9c718bf85/tumblr_mt000kocb41soswnbo7_1280.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Character art by [http://tbelgrave.thecareergamer.com/  Tito 'lildragn' Belgrave]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753&amp;amp;page=2 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://videogame-art.com/web/SC6/CharlieRealtime.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.matroskinworks.com/  Vlad 'Matroskin' Dergachov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125780 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/a/img827/4846/fy1j.jpg&lt;br /&gt;
&lt;br /&gt;
== Starhawk (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://tottotart.blogspot.ca/  Jonathan 'tottot' Lindblom]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107650 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://img.photobucket.com/albums/v422/totorojonathan/forums/space03_zps77f94565.jpg&lt;br /&gt;
&lt;br /&gt;
==  Star Trek Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://jnasconeart.blogspot.com/ Jonathan 'JnasconeArt' Nascone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=97515 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://3.bp.blogspot.com/-TE66dPR6B-I/T14yaE9SWZI/AAAAAAAAAbI/Mnj2Azbd5y8/s1600/StarTrekOnline_EnvironmentalSuit.jpg&lt;br /&gt;
&lt;br /&gt;
== Tom Clancy's Rainbow Six Siege (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Props by [http://montreal.ubisoft.com/en/ Ubisoft Montreal], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/163878/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Rainbow 6 Siege.JPG|none|200px|frameless|link=http://polycount.com/discussion/163878/]]&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119045 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/03/scavhub-011.jpg&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider Underworld Wii (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pig-brain.com/ 'Ancient-Pig']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=57900 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.pig-brain.com/gallery/tru/tru_lara01.jpg&lt;br /&gt;
&lt;br /&gt;
== Total War: Warhammer (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Animation by [http://www.creative-assembly.com/ Creative Assembly], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177348/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TW Warhammer.jpg|none|200px|frameless|link=http://polycount.com/discussion/177348/]]&lt;br /&gt;
&lt;br /&gt;
== Transformers: Fall of Cybertron (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop and Environment art by [http://btb3d.com/ Brad 'SouthpawSid' Boyels], [http://www.wesley3d.com/ Don Wesley 'wester' Griffith], [http://www.pacman3d.net/ David 'Nerf Bat Ninja' Pacanowsky], [http://www.erich3d.blogspot.ca/ Erich 'ErichWK' Beckmann] &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104274 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i656.photobucket.com/albums/uu287/justwesley0/Campaign_02.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, environment and texture art by a lot of artists from [http://naughtydog.com/ Naughty Dog], credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=171924&lt;br /&gt;
&lt;br /&gt;
== Uncharted 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://jeremyhuxley.blogspot.com/  Jeremy 'RoachMXF' Huxley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91717 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://1.bp.blogspot.com/-XZMqTcIZF0U/Ttb8UMz8K6I/AAAAAAAAAeE/ya8klo5cJHU/s1600/screenshot_02242009_002941.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment modeling by [http://www.wireframeworlds.com/  Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=98332 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://wireframeworlds.com/images/vaccaroAnthony_uncharted3_01.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted: Golden Abyss (2011) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://jbpape.com/  Brian 'bipolar' Pape]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92476 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/bBGuu.jpg&lt;br /&gt;
&lt;br /&gt;
== Warweilder (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment/prop art by [http://pixelbutterfly.com/ Marie 'pixelb' Lazar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125175 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://pixelbutterfly.com/images/big/castle.jpg&lt;br /&gt;
&lt;br /&gt;
== Watchdogs (2014) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://alexandrestroukoff.blogspot.com/ Alexandre 'Strkl' Stroukoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135224 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://4.bp.blogspot.com/-lEklNYlE_mU/U38ru6-tYyI/AAAAAAAAB5Q/tbG_Wlq6ELE/s1600/AlexStroukoff_Dragon003.jpg&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adamdudleyart.com/ Adam 'Neoncypher' Dudley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135301 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://adamdudleyart.squarespace.com/s/LTrain_01-xau9.jpg&lt;br /&gt;
&lt;br /&gt;
== Wildstar (2014) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://hcpunk.cgsociety.org/ Hong Chan 'hcpunk' Lim and the Carbine Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135619 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/57981938/HongLim_Works_to_post/Mordesh_F_Pose.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein: The New Order (2014) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly/prop/environment art by [http://panickclock.blogspot.se/ Nicholas 'PAnick' Cort]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=136279 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://abload.de/img/ph46_016ejfk.jpg&lt;br /&gt;
&lt;br /&gt;
Highpoly art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135346 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://torfrick.com/images/WOLFENSTEIN/Guardrobot3.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein (2009) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly environment/prop art by [http://www.geoff-hill.com/ Geoff Hill]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=66876 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://geoff-hill.com/wolf/ghill2009_vweapon.jpg&lt;br /&gt;
&lt;br /&gt;
== XCom 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Props and some Decals by [http://www.firaxis.com/ Firaxis], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/166229/ Polycount Forum Thread 01]&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/171698/ Polycount Forum Thread 02]&lt;br /&gt;
&lt;br /&gt;
[[image:XCOM2.jpg|none|200px|frameless|link=http://polycount.com/discussion/166229/]]&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
All of the above artwork is property of their respective owners and is linked here purely for educational purposes. For all the artists mentioned here: Thank you very much for sharing your work with the community and inspiring knowledge and growth in game art as a whole. If you've changed the hosting of the images, but still don't mind their display here, please contact us, so we can fix the links.&lt;br /&gt;
&lt;br /&gt;
== Noticed Mistakes? ==&lt;br /&gt;
Please report them [http://www.polycount.com/forum/showthread.php?t=91326 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Art_Examples</id>
		<title>Game Art Examples</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Art_Examples"/>
				<updated>2025-06-02T10:13:07Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: added Destiny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains links to game art in released games and kindly shared by artists for inspiration and education, occasionally with breakdowns and production insights. These are commonly called &amp;quot;art dumps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aeon Flux (2005) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.skankerzero.com/ Jesse 'skankerzero' Sosa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=40601 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:aeon_work_001.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=40601]]&lt;br /&gt;
&lt;br /&gt;
== Afterfall InSanity (2011) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, prop and vehicle art by Intoxicate Studio (credits inside the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1479481 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AfterfallInsanity.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?p=1479481]]&lt;br /&gt;
&lt;br /&gt;
== Age of Conan (2008) ==&lt;br /&gt;
&lt;br /&gt;
Concept art by Funcom &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AgeOfConan.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=99354]]&lt;br /&gt;
&lt;br /&gt;
== Allods Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the character team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74450 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hair allods-online harpy.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=74450]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the &amp;quot;World&amp;quot; team at [http://corp.mail.ru/en/games Astrum Nival]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=82211 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AllodsOnline_Env.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=82211]]&lt;br /&gt;
&lt;br /&gt;
[http://autodestructdigital.blogspot.com/2010/09/allods-art-book-nival-pics.html?zx=35f13ed68e73bb37 Allods Online - Art Book] hardcover&lt;br /&gt;
&lt;br /&gt;
[http://allods.gpotato.com/swf/artbook/artbook.swf Allods Online - Art Book] Flash file (low-res)&lt;br /&gt;
&lt;br /&gt;
[http://diary.ru/~V-S/p109250213.htm?oam#more1 ЦЕЛЫЙ МИР - Напровляя арт Аллодов] (Russian) Allods Online - Art Direction [[file:AllodsOnline-ArtDirection.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
[http://shurick.livejournal.com/195876.html Создание мира за 7 дней] (Russian) Allods Online - Creating a World in 7 Days [[file:AllodsOnline-CreatingaWorldin7Days.pdf]] (1MB PDF English translation)&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed 4: Black Flag (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.tihomirnyagolov.com/ Tihomir 'TihomirVFX' Nyagolov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Room.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128792]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://mathieugoulet.tumblr.com/  Mathieu 'MagnusLee' Goulet and 'Rhye']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=130023 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Assasins_Creed_4_Black_Flag_-_Character.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=130023]]&lt;br /&gt;
&lt;br /&gt;
== Assasins Creed: Brotherhood (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters ZbrushCentral Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedBrotherhood_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?97394-Assassin-s-Creed-Brotherhood-Characters]]&lt;br /&gt;
&lt;br /&gt;
== Assassins Creed 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://nicolascollings.com/ Nicolas 'ncollings' Collings]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2- ZbrushCentral Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:AssasinsCreedII_Models.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2-]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham City (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.andrewahlgren.com/  André Wahlgren]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Batman_AC.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93377]]&lt;br /&gt;
&lt;br /&gt;
== Batman: Arkham Origins (2013) ==&lt;br /&gt;
&lt;br /&gt;
All kinds of art by the [http://www.splashdamage.com/ Splash Damage Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=134623 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=134623]]&lt;br /&gt;
&lt;br /&gt;
Character art by [https://jocz.artstation.com/  Jocelyn 'jocz' Zeller]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128618 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BatmanArkhamOrigins_BigBane.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128618]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield 4 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Foliage by [http://www.simonbarle.com/  Simon 'Fozworth' Barle]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=128021 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Battlefield4.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=128021]]&lt;br /&gt;
&lt;br /&gt;
== Brink (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.3pointstudios.com/ 3 Point Studios] (individual credits in the thread)&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=85669 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Brink.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=85669]]&lt;br /&gt;
&lt;br /&gt;
== Borderlands 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://trisb.blogspot.ca/  Tris 'Bbox85' Baybayan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109123 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2.jpg|none|200px|frameless|link=]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://www.linkedin.com/pub/james-barnett/11/8a4/323  James 'JBarnett' Barnett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109084 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Borderlands2Head.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109084]]&lt;br /&gt;
&lt;br /&gt;
== Bioshock Infinite (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mikesnight.com/  Mike 'Snight' Snight]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133695 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133695]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.gavimage.com/  Gavin 'Gav' Goulden]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122046 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:BioshockInfinite2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=122046]]&lt;br /&gt;
&lt;br /&gt;
== Bulletstorm (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Bulletstorm.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Call of Duty - Modern Warfare 3 ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102153 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:COD_Modern_Warfare_3_Pecheneg_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102153]]&lt;br /&gt;
&lt;br /&gt;
== Crasher (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php  Michael 'Orb' Vicente]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=83186 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:OrbCrasher_temple1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=83186]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://orbart.free.fr/index.php Allard 'Alloa' Julien]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88996 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crasher_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=88996]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 2 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.mvirks.com/index.html  Manuel 'katzeimsack' Virks]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93891 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93891]]&lt;br /&gt;
&lt;br /&gt;
== Crysis 3 (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://digitalwerk.blogspot.de/  Frank  'digitalwerk' Meinl]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_tower_interior.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117567]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://pavelpetrenko.com/  Pavel Petrenko]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117377 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Gauss.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117377]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://lonewolf3d.com/  Yaron 'Lonewolf' Levi]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117343 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Bolt_Lightning_CU.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117343]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.mvirks.com/  Manuel 'katzeimsack' Virks ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117484 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Crysis3_Psycho01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=117484]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.bobotheseal.com/ James Brian 'Bobo the seal' Jones]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=69205 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders_Straga.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=69205]]&lt;br /&gt;
&lt;br /&gt;
== Darksiders II (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor01.jpg|none|200px|frameless|link=http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II]]&lt;br /&gt;
&lt;br /&gt;
Character and prop art by the [http://vigilgames.com/ Team at Vigil &amp;amp; Partners]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=103863 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_DeathArmor02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=103863]]&lt;br /&gt;
&lt;br /&gt;
Environment art by the [http://www.konradbeerbaum.com/ Konrad 'PredatorGSR' Beerbaum]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_CityoftheDead.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=104953]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://vigilgames.com/  Vigil Environment Team ]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105309 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Darksiders2_Skulls.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105309]]&lt;br /&gt;
&lt;br /&gt;
==  Day-Z Standalone (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.thesixtyeight.com/  Pavol 'theSixtyEight' Humaj]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=133677 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:dayz_chainsaw1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=133677]]&lt;br /&gt;
&lt;br /&gt;
== Defiance (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the [http://trionworlds.com/en/ Art Team at Trion Worlds] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119998 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Defiance_DarkmatterEnforcer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=119998]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Destiny (2014) ==&lt;br /&gt;
&lt;br /&gt;
Art by the [https://www.bungie.net Art Team at Bungie] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:destiny.jpg|none|200px|frameless|link=https://polycount.com/discussion/140088/bungies-destiny-art-dump/p1]]&lt;br /&gt;
&lt;br /&gt;
== Deus Ex: Mankind Divided (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Hard Surface art from [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Deus ex mkd.png|none|200px|frameless|link=http://polycount.com/discussion/177541/deus-ex-universe-art-dump-thread]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115372 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored_Boyle_closeup.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115372]]&lt;br /&gt;
&lt;br /&gt;
== Dishonored 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character art by the team at [http://www.arkane-studios.com/uk/index.php Arkane Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/185252/dishonored-2-characters-artdump Character Art Thread] &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/184711/dishonored-2-environment-art-dump Environment Art Thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dishonored2 thumb.JPG|none|200px|frameless|link=http://polycount.com/discussion/185252/dishonored-2-characters-artdump]]&lt;br /&gt;
&lt;br /&gt;
== Dropzone (2017) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Concept, Hardsurface, Substance from [https://sparkypants.com/ Sparkypants Studio], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/183408 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dropzone.jpg|none|200px|frameless|link=http://polycount.com/discussion/183408]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Defenders 2 (2015) ==&lt;br /&gt;
&lt;br /&gt;
Concept, character, and environment art the team at [http://www.trendyent.com/ Trendy Entertainment], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=155424 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
[[image:DungeonDefenders2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=155424]]&lt;br /&gt;
&lt;br /&gt;
== Dungeon Hunter (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.hntrluc.cghub.com/ Hunter  'HntrLuc' Mortenson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102716 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Dungeon_Hunter_Rogue.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=102716]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Weapon and prop art by [http://snack.cghub.com/ Greg 'warxsnake' Rassam]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=114622 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Flame.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=114622]]&lt;br /&gt;
&lt;br /&gt;
Weapon art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=118398 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:FarCry3_Gun.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=118398]]&lt;br /&gt;
&lt;br /&gt;
== Far Cry Primal (2016) ==&lt;br /&gt;
&lt;br /&gt;
Environments by [http://montreal.ubisoft.com/en/ Ubisoft Montreal] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165898/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Farcry primal.JPG|none|200px|frameless|link=http://polycount.com/discussion/165898/]]&lt;br /&gt;
&lt;br /&gt;
== F.E.A.R. 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Weapon, character, vehicle and prop art by [http://www.exisinteractive.com/ Exis Interactive]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86270 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:F3AR_mech.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86270]]&lt;br /&gt;
&lt;br /&gt;
== Firefall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://boyluya.blogspot.ca/ Ralphie 'boyluya' Agenar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115361 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Firefall_Bake.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115361]]&lt;br /&gt;
&lt;br /&gt;
== Frontlines: Fuel of War (2008) ==&lt;br /&gt;
&lt;br /&gt;
Weapons, vehicles and props art by [http://www.marcusdublin.com/ Marcus Dublin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=52347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:MarcusDublin_FrontlinesFOW_WC_AssaultRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=52347]]&lt;br /&gt;
&lt;br /&gt;
== Galactic Bowling (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://jaco.carbonmade.com/ Jaco 'Jaco' Herbst]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56148 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GalacticBowling_Shaniqua.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=56148]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://iljakocken.blogspot.com/ Ilja 'Japhir' Kocken]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=56133 Polycount Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Game of Thrones (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://matthieugueguen.blogspot.co.uk/ Matthieu Gueguen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=100501 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GameOfThrones_Raven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=100501]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War: Judgment (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=20108 Joshua 'kernersvillan' Marlow]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=124482 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Pueblo.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=124482]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=31387 'hydzior']&lt;br /&gt;
 &lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=120630 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWarJudgment_Haven.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=120630]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3: Raam's Shadow (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://paulsvoboda.net/ Paul Svoboda]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93485 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3RaamsShadow.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=93485]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90110 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Flood_Tower3.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90110]]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91157 Rigging reel] by [http://jeremyernst.com/home.html Jeremy 'animatr' Ernst]&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://www.maurymountain.com/ Maury 'moose' Mountain]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90208 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Csam.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90208]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.polycount.com/forum/member.php?u=47981 Wallaby Joe]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90220 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_Berserker.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90220]]&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pseudo-pod.com/ Mike 'rv_el' Kime]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90135 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_SavageLocust.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90135]]&lt;br /&gt;
&lt;br /&gt;
Collection of character art by many of [http://epicgames.com/ Epics'] character artists, credits inside the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90264 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_MarcusSummer.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90264]]&lt;br /&gt;
&lt;br /&gt;
Concept art by [http://hawkprey.blogspot.com/ James 'hawkprey' Hawkins II]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90087 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar3_epicimage02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90087]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=62114 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GearsofWar2_Hospital_Arch.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=62114]]&lt;br /&gt;
&lt;br /&gt;
== Gears of War &amp;amp; Unreal Tournament 3 (2008) ==&lt;br /&gt;
&lt;br /&gt;
Mostly highpoly environment art by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=54311 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:UnrealTournament3_TorlanWall.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=54311]]&lt;br /&gt;
&lt;br /&gt;
== Ghostbusters (2009) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adambromell.com/ Adam Bromell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=63663 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Ghostbusters_LostIsland_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=63663]]&lt;br /&gt;
&lt;br /&gt;
== Gigantic (2016) ==&lt;br /&gt;
&lt;br /&gt;
Concept, Character, and UI [https://www.motiga.com/ Motiga] specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/165695/gigantic-art-dump Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:gigantic_art_dump.jpg|none|200px|frameless|link=http://polycount.com/discussion/165695/gigantic-art-dump]]&lt;br /&gt;
&lt;br /&gt;
== Guild Wars 2 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character and prop art by [http://haikai.net/ Hai 'haikai' Phan]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89463 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_Orrian.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=89463]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://stokes.cghub.com/ Jason 'futurepoly' Stokes]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=105551 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:GuildWars2_CharrProcess07.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=105551]]&lt;br /&gt;
&lt;br /&gt;
== Halo: Reach (2010) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle and propr art by [http://www.jhall3d.com/ Jesse 'IronHawk' Hall]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=76873 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
Vehicle and weapon art by [http://artemstudios.com/ Artem 'X-Convict' Volchik]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86165 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_FocusRifle.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=86165]]&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://danp.us/ Daniel 'Danimal' Phillips]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77037 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_VulcanTurret.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77037]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://wireframeworlds.com/ Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=77028 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:HaloReach_Boardwalk.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=77028]]&lt;br /&gt;
&lt;br /&gt;
== Halo 4 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.chrisdurso.com/ Chris 'italian1x' Durso]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Causeway.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=108974]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://andrewseverson.blogspot.ca/ Andrew 'BeefWatson' Severson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109006 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_hq_01.png|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109006]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://shonmitchell.blogspot.com/ Shon 'Essynim' Mitchell]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=109507 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Halo4_Refineint01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=109507]]&lt;br /&gt;
&lt;br /&gt;
== The Haunted: Hells Reach (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.viktorlidang.se/ Viktor 'nightfrontier' Lidang] and &amp;quot;The Haunted&amp;quot; team&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90756 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TheHauntedHellsReach_temple_2.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=90756]]&lt;br /&gt;
&lt;br /&gt;
== Hawken (2012) ==&lt;br /&gt;
&lt;br /&gt;
Mech art by [http://kerbywithane.com/Cameron/index.html Cameron 'HitmonInfinity' Kerby]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=115354 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Hawken_Brass_LP_1.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=115354]]&lt;br /&gt;
&lt;br /&gt;
== inFamous 2 Festival of Blood (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art and concept art by [http://www.shermancg.com/ Isaiah 'Haiasi' Sherman]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91105 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_01.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.joshrife3d.com/ Josh 'Amadreaus' Rife]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=86946 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:inFamous2_02.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=91105]]&lt;br /&gt;
&lt;br /&gt;
== Joy Ride Turbo (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment and concept art by the team at Microsoft Big Park, Art direction by [http://www.malcolm341.com/ Malcolm 'malcolm' Andrieshyn]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=99652 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.malcolm341.com/jrt_dump/marketing_jrt_01.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killzone 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.polycount.com/forum/member.php?u=46759 'kn0r']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92366 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.stevo-folio.nl/images_kz3/001_high.jpg&lt;br /&gt;
&lt;br /&gt;
== Killzone: Shadowfall (2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://bischoffart.com/ Efgeni 'blitz' Bischoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=126779 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/675001-676000/675639/799_max.jpg&lt;br /&gt;
&lt;br /&gt;
==  Kinect Starwars (2012) ==&lt;br /&gt;
&lt;br /&gt;
Various art by folks from [http://www.terminalreality.com/ Terminal Reality]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107173 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/10617759/portfolio/environment_props/rancor_rampage2.jpg&lt;br /&gt;
&lt;br /&gt;
== Last of Us (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122359 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/06/t_shot_31.jpg&lt;br /&gt;
&lt;br /&gt;
== League of Legends (2009) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://forgestd.com  CataFa]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=108109 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://forgestd.com/work/leagueoflegends/haunted_maokai.jpg&lt;br /&gt;
&lt;br /&gt;
== The Legend of Zelda: The Wind Waker (2002) ==&lt;br /&gt;
&lt;br /&gt;
Tech and Texture Analysis by [http://www.warby.de/ Soenke Christian &amp;quot;warby&amp;quot; Seidel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104415 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://warby.bitproll.de/misc/ww_shading.jpg&lt;br /&gt;
&lt;br /&gt;
== Mass Effect 3 (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?p=1881035#post1881035 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/Hb5MpUd.jpg&lt;br /&gt;
&lt;br /&gt;
== Metro Last Night(2013) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://sandviper.cghub.com/ Pavel 'sandviper' Dorokhovsky]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=122069 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://s.cghub.com/files/Image/553001-554000/553531/825_max.jpg&lt;br /&gt;
&lt;br /&gt;
== Modern Combat 4(2012) ==&lt;br /&gt;
&lt;br /&gt;
Vehicle art by [http://www.racer445.com/ 'racer455']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=113519 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/u/1725586/mc4/drone1.jpg&lt;br /&gt;
&lt;br /&gt;
== Nexuiz (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://chrisholden.net/ Chris 'cholden' Holden] and [http://konstruct3d.com/ Cole 'konstruct' Eggen]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=84277 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://konstruct3d.com/DUMP/:Posts/Nexuiz/Station1.jpg&lt;br /&gt;
&lt;br /&gt;
== Of Orcs and Men (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://boboyog.free.fr/  Mathieu 'Boyo' Gasperin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=111423 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://boboyog.free.fr/PolyCount/OOAM/def/OOAM4.jpg&lt;br /&gt;
&lt;br /&gt;
== Prince of Persia: The Forgotten Sands (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character and Environment Sculpting by [http://speve-o.cghub.com/  Steven 'Speve-O' Shmuely]&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?88780-Prince-of-Persia-sculpts-amp-other-stuff Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=199099&lt;br /&gt;
&lt;br /&gt;
== Rage (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.polycount.com/forum/member.php?u=31623 Phillip 'phillip.bailey' Bailey]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90081 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_02.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://zelenart.net/ Gene 'Zelenkov' Zelenkov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90378 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i714.photobucket.com/albums/ww147/tango5001/gv_001.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://jonathanfawcett.blogspot.com/  Jonathan 'JonathanF' Fawcett]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90347 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i18.photobucket.com/albums/b116/JonathanFawcett/Polycount/id%20software%20Portfolio%20work/rageBeforeAfter_1.jpg&lt;br /&gt;
&lt;br /&gt;
Environment/texture art by [http://www.raulaparicio.blogspot.com/  Raul 'Raul' Aparicio]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90356 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://raparicio.com/images/rage/before_after_mutantcave_010.jpg&lt;br /&gt;
&lt;br /&gt;
Vehicle/prop art by [http://struve.daportfolio.com/ Joey 'struve' Struve]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90049 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.polycount.com/wp-content/uploads/2011/10/rageart_01.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.t3h-v.com/ Vitaliy 'rawkstar' Naymushin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=89974 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://t3h-v.com/folio/rage/wingstick.jpg&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.peterboehme.com/ Peter 'peppi' Boehme]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=90559 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://peterboehme.com/webpics/polycount/11/rage/rage_heads_1600.jpg&lt;br /&gt;
&lt;br /&gt;
== Ratchet &amp;amp; Clank: All 4 One (2011) ==&lt;br /&gt;
&lt;br /&gt;
Cute Character art by [http://www.sandersart.net/ Justin 'Neolight' Sanders]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=96129 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/3225495/creaturespread.jpg&lt;br /&gt;
&lt;br /&gt;
== Remember Me (2013) ==&lt;br /&gt;
&lt;br /&gt;
Lighting art by [http://www.laurentharduin.fr/ Laurent 'ikblue' Harduin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125280 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://laurent.harduin.free.fr/RM/episode2_mainstreet_breakdown.jpg&lt;br /&gt;
&lt;br /&gt;
== Resistance 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.purepolygons.com/ Jacob 'jacob07777' Norris]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88520 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.purepolygons.com/images/artwork/Resistance%203/NY%20Terraformer/r3_nyt_012.jpg&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://octomann.com/ Erich 'ErichWK' Beckmann]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=88567 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://dl.dropbox.com/u/14880812/polycount/Turret2_Beckmann.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift (2011) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.kalescentstudios.com/troyfolio/Main.htm Jon-Troy 'Hazardous' Nickel]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=93792 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://fc08.deviantart.net/fs70/f/2012/019/4/a/rift__high_elf_female_head_by_hyperdivine-d4mul1h.jpg&lt;br /&gt;
&lt;br /&gt;
== Rift: Storm Legion (2012) ==&lt;br /&gt;
&lt;br /&gt;
Enormous collection of all kinds of art by the [http://trionworlds.com/en/ Art Team at Trion Worlds], specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=112686 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.cheefong.com/RIFT_screenshots/HeartRoom.jpg&lt;br /&gt;
&lt;br /&gt;
== Rotor (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment and vehicle art by [http://www.poopinmymouth.com/  Ben 'poopinmymouth' Mathis]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=117953 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.poopinmymouth.com/3d/rotor_allships.jpg&lt;br /&gt;
&lt;br /&gt;
== Ryse(2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.crytek.com/  Ryse Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=129228 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/or2W9G7.jpg&lt;br /&gt;
&lt;br /&gt;
== Singularity (2010) ==&lt;br /&gt;
&lt;br /&gt;
A collection of environment, prop and character art by a whole lot of polycounters. More specific credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=74680 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://michellelaumann.com/EnvPortfolio/Environments/Pages/Singularity_files/Media/0000/0000.jpg&lt;br /&gt;
&lt;br /&gt;
== Sins of a Solar Empire (2012) ==&lt;br /&gt;
&lt;br /&gt;
Ship art by [http://www.joelrdurham.com/Gallery.html Joel 'artquest' Durham]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=97344 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.joelrdurham.com/Artwork/3D/SinsArt/PhaseRebelStill.jpg&lt;br /&gt;
&lt;br /&gt;
== Sorcery (2012) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.onelunglewis.com/  Jackson 'OneLungLewis' Robinson]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=102318 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.onelunglewis.com/SorceryArtDump/ApprenticeFront.jpg&lt;br /&gt;
&lt;br /&gt;
== Splinter Cell Blacklist (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://danjohncox.tumblr.com/  Dan 'danjohncox' John Cox]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://24.media.tumblr.com/3f84e7f1b251169b6d21d4f9c718bf85/tumblr_mt000kocb41soswnbo7_1280.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Character art by [http://tbelgrave.thecareergamer.com/  Tito 'lildragn' Belgrave]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125753&amp;amp;page=2 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://videogame-art.com/web/SC6/CharlieRealtime.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.matroskinworks.com/  Vlad 'Matroskin' Dergachov]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125780 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/a/img827/4846/fy1j.jpg&lt;br /&gt;
&lt;br /&gt;
== Starhawk (2012) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://tottotart.blogspot.ca/  Jonathan 'tottot' Lindblom]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=107650 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://img.photobucket.com/albums/v422/totorojonathan/forums/space03_zps77f94565.jpg&lt;br /&gt;
&lt;br /&gt;
==  Star Trek Online (2010) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://jnasconeart.blogspot.com/ Jonathan 'JnasconeArt' Nascone]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=97515 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://3.bp.blogspot.com/-TE66dPR6B-I/T14yaE9SWZI/AAAAAAAAAbI/Mnj2Azbd5y8/s1600/StarTrekOnline_EnvironmentalSuit.jpg&lt;br /&gt;
&lt;br /&gt;
== Tom Clancy's Rainbow Six Siege (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment and Props by [http://montreal.ubisoft.com/en/ Ubisoft Montreal], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/163878/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:Rainbow 6 Siege.JPG|none|200px|frameless|link=http://polycount.com/discussion/163878/]]&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=119045 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://rogelioolguin.files.wordpress.com/2013/03/scavhub-011.jpg&lt;br /&gt;
&lt;br /&gt;
== Tomb Raider Underworld Wii (2008) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://www.pig-brain.com/ 'Ancient-Pig']&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=57900 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.pig-brain.com/gallery/tru/tru_lara01.jpg&lt;br /&gt;
&lt;br /&gt;
== Total War: Warhammer (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Animation by [http://www.creative-assembly.com/ Creative Assembly], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/177348/ Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
[[image:TW Warhammer.jpg|none|200px|frameless|link=http://polycount.com/discussion/177348/]]&lt;br /&gt;
&lt;br /&gt;
== Transformers: Fall of Cybertron (2012) ==&lt;br /&gt;
&lt;br /&gt;
Prop and Environment art by [http://btb3d.com/ Brad 'SouthpawSid' Boyels], [http://www.wesley3d.com/ Don Wesley 'wester' Griffith], [http://www.pacman3d.net/ David 'Nerf Bat Ninja' Pacanowsky], [http://www.erich3d.blogspot.ca/ Erich 'ErichWK' Beckmann] &lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=104274 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i656.photobucket.com/albums/uu287/justwesley0/Campaign_02.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted 2 (2009) ==&lt;br /&gt;
&lt;br /&gt;
A collection of character, environment and texture art by a lot of artists from [http://naughtydog.com/ Naughty Dog], credits in the thread.&lt;br /&gt;
&lt;br /&gt;
[http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://www.zbrushcentral.com/attachment.php?attachmentid=171924&lt;br /&gt;
&lt;br /&gt;
== Uncharted 3 (2011) ==&lt;br /&gt;
&lt;br /&gt;
Texture art by [http://jeremyhuxley.blogspot.com/  Jeremy 'RoachMXF' Huxley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=91717 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://1.bp.blogspot.com/-XZMqTcIZF0U/Ttb8UMz8K6I/AAAAAAAAAeE/ya8klo5cJHU/s1600/screenshot_02242009_002941.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Environment modeling by [http://www.wireframeworlds.com/  Anthony 'Autocon' Vaccaro]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=98332 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://wireframeworlds.com/images/vaccaroAnthony_uncharted3_01.jpg&lt;br /&gt;
&lt;br /&gt;
== Uncharted: Golden Abyss (2011) ==&lt;br /&gt;
&lt;br /&gt;
Prop art by [http://jbpape.com/  Brian 'bipolar' Pape]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=92476 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/bBGuu.jpg&lt;br /&gt;
&lt;br /&gt;
== Warweilder (2013) ==&lt;br /&gt;
&lt;br /&gt;
Environment/prop art by [http://pixelbutterfly.com/ Marie 'pixelb' Lazar]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=125175 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://pixelbutterfly.com/images/big/castle.jpg&lt;br /&gt;
&lt;br /&gt;
== Watchdogs (2014) ==&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://alexandrestroukoff.blogspot.com/ Alexandre 'Strkl' Stroukoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135224 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://4.bp.blogspot.com/-lEklNYlE_mU/U38ru6-tYyI/AAAAAAAAB5Q/tbG_Wlq6ELE/s1600/AlexStroukoff_Dragon003.jpg&lt;br /&gt;
&lt;br /&gt;
Environment art by [http://www.adamdudleyart.com/ Adam 'Neoncypher' Dudley]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135301 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://adamdudleyart.squarespace.com/s/LTrain_01-xau9.jpg&lt;br /&gt;
&lt;br /&gt;
== Wildstar (2014) ==&lt;br /&gt;
&lt;br /&gt;
Character art by [http://hcpunk.cgsociety.org/ Hong Chan 'hcpunk' Lim and the Carbine Team]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135619 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/57981938/HongLim_Works_to_post/Mordesh_F_Pose.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein: The New Order (2014) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly/prop/environment art by [http://panickclock.blogspot.se/ Nicholas 'PAnick' Cort]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=136279 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://abload.de/img/ph46_016ejfk.jpg&lt;br /&gt;
&lt;br /&gt;
Highpoly art by [http://www.torfrick.com/ Tor 'Snefer' Frick]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=135346 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://torfrick.com/images/WOLFENSTEIN/Guardrobot3.jpg&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein (2009) ==&lt;br /&gt;
&lt;br /&gt;
Highpoly environment/prop art by [http://www.geoff-hill.com/ Geoff Hill]&lt;br /&gt;
&lt;br /&gt;
[http://www.polycount.com/forum/showthread.php?t=66876 Polycount Forum thread] &lt;br /&gt;
&lt;br /&gt;
http://geoff-hill.com/wolf/ghill2009_vweapon.jpg&lt;br /&gt;
&lt;br /&gt;
== XCom 2 (2016) ==&lt;br /&gt;
&lt;br /&gt;
Character, Environment, Props and some Decals by [http://www.firaxis.com/ Firaxis], specific credits in thread. &lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/166229/ Polycount Forum Thread 01]&lt;br /&gt;
&lt;br /&gt;
[http://polycount.com/discussion/171698/ Polycount Forum Thread 02]&lt;br /&gt;
&lt;br /&gt;
[[image:XCOM2.jpg|none|200px|frameless|link=http://polycount.com/discussion/166229/]]&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
All of the above artwork is property of their respective owners and is linked here purely for educational purposes. For all the artists mentioned here: Thank you very much for sharing your work with the community and inspiring knowledge and growth in game art as a whole. If you've changed the hosting of the images, but still don't mind their display here, please contact us, so we can fix the links.&lt;br /&gt;
&lt;br /&gt;
== Noticed Mistakes? ==&lt;br /&gt;
Please report them [http://www.polycount.com/forum/showthread.php?t=91326 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Destiny.jpg</id>
		<title>File:Destiny.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Destiny.jpg"/>
				<updated>2025-06-02T10:12:48Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Skies</id>
		<title>Skies</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Skies"/>
				<updated>2025-05-31T15:53:17Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Sky Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Topics about creating skies for game [[:Category:Environment|environments]].&lt;br /&gt;
&lt;br /&gt;
== Environment Sky Tutorials ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=2140332#post2140332 Bungie's Destiny - Art Dump] on the Polycount Forum has a bit of info about their skyboxes.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=153902 Creating a current gen 3D Skybox map?] on the Polycount Forum has links and info.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=149656 The Order: 1886 Vista Art Dump] on the Polycount Forum shows wireframes &amp;amp; lighting passes for their skyboxes.&lt;br /&gt;
* [http://simonschreibt.de/gat/homeworld-2-backgrounds/ Homeworld 2 – Backgrounds] shows how vertex color was used to make their skies.&lt;br /&gt;
* [http://vterrain.org/Atmosphere/ Virtual Terrain Project: Sky / Atmospheric Rendering] has many links to sky rendering resources.&lt;br /&gt;
* [https://www.youtube.com/watch?&amp;amp;v=qU0hdaFARQo 3dmotive.com - Creating a Skydome] is a tutorial for converting a latlong sky into a spheremap layout and mapping it to a dome mesh with Photoshop and 3ds Max. [http://3dmotive.com/freebies.html More free tutorials here].&lt;br /&gt;
&lt;br /&gt;
== Sky Textures ==&lt;br /&gt;
* [https://polyhaven.com/hdris HDRIs - Poly Haven] free panorama HDRs&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=96380 Big cube map pack] free cubemaps by [http://www.humus.name Emil 'Humus' Persson] and [http://www.kostas.se/ Kostas 'kodde' Gialitakis]&lt;br /&gt;
* [http://cgtextures.com/textures.php?t=browse&amp;amp;q=23740 CG Textures - Panoramic Skies] ($) HDR sky panoramas.&lt;br /&gt;
* [http://www.philohome.com/skycollec/skycollec.htm Philo's Sky Collection] free sky panoramas.&lt;br /&gt;
* [https://doschdesign.com/products/hdri?subrubrik=67 Dosch Design HDR Sets] ($) HDR sky panoramas.&lt;br /&gt;
* [http://www.marlinstudios.com/products/pano/pano.htm Marlin Studios Panoramica] ($) sky panoramas.&lt;br /&gt;
* [http://www.schloerb.com/Dreamscape2/ Johannes Schlörb: Dreamscape 2.1 Immersive Sky Backgrounds] ($) CG sky panoramas.&lt;br /&gt;
* [http://www.1000skies.com/ 1000 Skies] ($) sky panoramas.&lt;br /&gt;
* [http://www.e-onsoftware.com/products/ Vue] is a popular skydome creation tool.&lt;br /&gt;
* [http://www.planetside.co.uk/ Terragen] is another popular skydome creation tool.&lt;br /&gt;
* [http://vterrain.org/Atmosphere/ Virtual Terrain Project: Sky / Atmospheric Rendering] has links to sky texture sites.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Cube map]]&lt;br /&gt;
* [[Environment Reference]]&lt;br /&gt;
* [[Environment Texturing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]] [[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Skies</id>
		<title>Skies</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Skies"/>
				<updated>2025-05-31T15:52:06Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Environment Sky Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Topics about creating skies for game [[:Category:Environment|environments]].&lt;br /&gt;
&lt;br /&gt;
== Environment Sky Tutorials ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?p=2140332#post2140332 Bungie's Destiny - Art Dump] on the Polycount Forum has a bit of info about their skyboxes.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=153902 Creating a current gen 3D Skybox map?] on the Polycount Forum has links and info.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=149656 The Order: 1886 Vista Art Dump] on the Polycount Forum shows wireframes &amp;amp; lighting passes for their skyboxes.&lt;br /&gt;
* [http://simonschreibt.de/gat/homeworld-2-backgrounds/ Homeworld 2 – Backgrounds] shows how vertex color was used to make their skies.&lt;br /&gt;
* [http://vterrain.org/Atmosphere/ Virtual Terrain Project: Sky / Atmospheric Rendering] has many links to sky rendering resources.&lt;br /&gt;
* [https://www.youtube.com/watch?&amp;amp;v=qU0hdaFARQo 3dmotive.com - Creating a Skydome] is a tutorial for converting a latlong sky into a spheremap layout and mapping it to a dome mesh with Photoshop and 3ds Max. [http://3dmotive.com/freebies.html More free tutorials here].&lt;br /&gt;
&lt;br /&gt;
== Sky Textures ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=96380 Big cube map pack] free cubemaps by [http://www.humus.name Emil 'Humus' Persson] and [http://www.kostas.se/ Kostas 'kodde' Gialitakis]&lt;br /&gt;
* [http://cgtextures.com/textures.php?t=browse&amp;amp;q=23740 CG Textures - Panoramic Skies] ($) HDR sky panoramas.&lt;br /&gt;
* [http://www.philohome.com/skycollec/skycollec.htm Philo's Sky Collection] free sky panoramas.&lt;br /&gt;
* [https://doschdesign.com/products/hdri?subrubrik=67 Dosch Design HDR Sets] ($) HDR sky panoramas.&lt;br /&gt;
* [http://www.marlinstudios.com/products/pano/pano.htm Marlin Studios Panoramica] ($) sky panoramas.&lt;br /&gt;
* [http://www.schloerb.com/Dreamscape2/ Johannes Schlörb: Dreamscape 2.1 Immersive Sky Backgrounds] ($) CG sky panoramas.&lt;br /&gt;
* [http://www.1000skies.com/ 1000 Skies] ($) sky panoramas.&lt;br /&gt;
* [http://www.e-onsoftware.com/products/ Vue] is a popular skydome creation tool.&lt;br /&gt;
* [http://www.planetside.co.uk/ Terragen] is another popular skydome creation tool.&lt;br /&gt;
* [http://vterrain.org/Atmosphere/ Virtual Terrain Project: Sky / Atmospheric Rendering] has links to sky texture sites.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[Cube map]]&lt;br /&gt;
* [[Environment Reference]]&lt;br /&gt;
* [[Environment Texturing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]] [[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Texture_Coordinates</id>
		<title>Texture Coordinates</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Texture_Coordinates"/>
				<updated>2025-05-30T22:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: UV Best Practices from pior on the forums&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh. &lt;br /&gt;
&lt;br /&gt;
These numbers are often used to stretch a 2D texture onto a 3D mesh, but they can be used for other things like coloring the mesh (see [[Vertex color]]), controlling the flow across the surface (see [[Flow map]]), etc.&lt;br /&gt;
&lt;br /&gt;
Game engines commonly use two texture coordinates, U and V, for mapping the width and height of a texture. A third axis W can also be used for depth if you are using a 3D volume texture, but usually this coordinate is removed for efficiency.&lt;br /&gt;
&lt;br /&gt;
Texture coordinates are measured in a scale of 0.0 to 1.0, with 0.0 and 1.0 at opposite sides of the texture. When a model has a UV distance greater than 1 (for example, UV goes from -1 to 2) then the texture will tile across the model. &lt;br /&gt;
&lt;br /&gt;
These numbers are usually hidden from the artist, replaced by helpful visual representations of how the textures are projected. Planes, cylinders and spheres help the artist align the textures in a visual way, but it helps to know that games only see the UV numbers that these shapes create.&lt;br /&gt;
&lt;br /&gt;
== UV Best Practices ==&lt;br /&gt;
&lt;br /&gt;
UVs for game art are not just about cramming things into a single sheet; they are also and just as importantly about:&lt;br /&gt;
&lt;br /&gt;
- Making the UVs human-readable so that another artist can take care of the texturing. Meaning, orienting the islands the right way up and grouping parts in a way that makes them as instantly identifiable as possible. &lt;br /&gt;
&lt;br /&gt;
- Furthermore, orienting the various panels vertically and horizontally allows for maximum clarity of decals and graphics since they would then naturally follow the orientation of pixels.&lt;br /&gt;
&lt;br /&gt;
- Taking into account the fact that the asset needs to behave well when down-sampled. Therefore having the appropriate amount of padding around the islands.&lt;br /&gt;
&lt;br /&gt;
Here are some examples extracted from MGS4 (Raiden, Raven, Wolf), Overwatch (Tracer, WidowMaker, Vampire Reaper), Valorant, Zenless Zone Zero, Deadlock, and Arms. These span over 3 generations of hardware, showing that things really haven't changed at all over the last 10+ years or so besides the generational increases in texture resolution.&lt;br /&gt;
&lt;br /&gt;
[[image:example-uv-layouts.jpg|thumb|left|Example UV layouts extracted from various games.&amp;lt;br/&amp;gt;Image by [https://polycount.com/profile/pior Pior &amp;quot;pior&amp;quot; Oberson] from the Polycount thread [https://polycount.com/discussion/comment/2800601/#Comment_2800601 UV layout].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While automatic packing can have its uses, it definitely takes a backseat in favor of the above factors in practice. &lt;br /&gt;
&lt;br /&gt;
If two applicants had superficially similar portfolios but one used automatic packing on everything while the other showed care for manual UVs, the preference would go for the one demonstrating manual UVs as it tends to mean that the artist has more production experience under their belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UV Tutorials &amp;amp; Threads ==&lt;br /&gt;
For better LODs, straighten the perimeter edges of the UV shells. Dents or protrusions along an optimized edge are more likely to create visible seams. The edges don't have to be 90°, diagonal is fine, but the longer and straighter the edges, the better the model can avoid artifacts during reduction. &lt;br /&gt;
&lt;br /&gt;
[[image:uv-straightening.png|thumb|left|[https://polycount.com/discussion/235489/uv-straightening-and-its-perks-on-lod-generation UV Straightening and its perks on LOD generation] from the Polycount Forum.]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[image:skankerzero_uv_mapping_thoughts_p1of4.png|thumb|none]]&lt;br /&gt;
|[[image:skankerzero_uv_mapping_thoughts_p2of4.png|thumb|none]]&lt;br /&gt;
|[[image:skankerzero_uv_mapping_thoughts_p3of4.png|thumb|none]]&lt;br /&gt;
|[[image:skankerzero_uv_mapping_thoughts_p4of4.png|thumb|none]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;color:grey;&amp;quot;|UV mapping thought process. Images by [http://www.skankerzero.com/ Jesse &amp;quot;skankerzero&amp;quot; Sosa].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[image:uvtut_3dprojectionnetwork.jpg|thumb|left|An automated UV projection network in Maya.&amp;lt;br/&amp;gt;Image by [http://technicalartlead.blogspot.com Paul &amp;quot;prolow&amp;quot; Lohman].]]&lt;br /&gt;
|[[image:CarlosMontero_UVChannel2_3dsmax.jpg|thumb|left|How to edit multiple UV channels in 3ds Max.&amp;lt;br/&amp;gt;Image by [http://carlosmontero.com Carlos &amp;quot;cman2k&amp;quot; Montero].]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/200889/head-unwrapping-methods Head Unwrapping-Methods] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/175293/what-is-your-prefeered-uv-unwrapping-application/p1 What is your prefeered UV unwrapping application?] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/156034/do-we-really-need-to-be-uv-mapping-in-2015/p1 Do we really need to be Uv mapping in 2015?] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/comment/2287027/#Comment_2287027 Seamless UVs for baking procedural textures in 3ds Max] by [http://www.hedfiles.net/ Howard Day].&lt;br /&gt;
* [http://polycount.com/discussion/85675/uv-unwrapping-best-practice-factors-priorities UV Unwrapping Best Practice Factors &amp;amp; Priorities] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/134749/3ds-max-uving-complex-objects/p1 3DS Max - UVing complex objects] Polycount Forum thread, UVs for complex cylindrical-shaped meshes.&lt;br /&gt;
* [http://polycount.com/discussion/133646/best-techniques-for-packing-uv%C2%92s/p1 Best techniques for packing UV’s] Polycount Forum thread.&lt;br /&gt;
* [http://cgi.tutsplus.com/series/an-introduction-to-uvmapping-in-3d-studio-max--cg-30940 An Introduction To UVMapping In 3d Studio Max] by Ben Tate.&lt;br /&gt;
* [http://polycount.com/discussion/70378/uv-theory/p1 UV Theory] Polycount forum thread, how to plan good UVs.&lt;br /&gt;
* [http://polycount.com/discussion/80947/as-it-turns-out-we-all-suck-at-unwrapping/p1 As it turns out, we all suck at unwrapping?] Polycount forum thread.&lt;br /&gt;
* [http://www.game-artist.net/forums/showthread.php?t=182 Step-by-Step Techniques for Tiling Textures in 3ds Max] - by Chris Holden, how to make [[Texture atlas]]es.&lt;br /&gt;
* [http://polycount.com/discussion/82546/organic-rock-uv-seams/p1 Organic rock UV seams] Polycount forum thread, how to create good UVs for spheroids.&lt;br /&gt;
* [http://polycount.com/discussion/69961/unwrapping-a-sphere/p1 Unwrapping a sphere] Polycount forum thread, good methods for UVing spheres. For sphere modeling tips see [[SphereTopology]].&lt;br /&gt;
* [[FirstPersonWeaponUV|First-Person Weapon UVs]] by [http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson], good weapon UVs.&lt;br /&gt;
* [https://web.archive.org/web/20111115114324/http://www.cgsharpe.com/?p=55 Maya / Mudbox: Street Cop Workflow] by [http://www.fx81.com/ Mashru Mishu], good character UVs. &lt;br /&gt;
* [http://polycount.com/discussion/80898/whats-an-8-sided-tiled-texture/p1 What's an 8-sided tiled texture ?] Polycount forum thread, how to edit textures so you can rotate and mirror them on adjacent polygons without seams.&lt;br /&gt;
* [[Light map#Light_Map_Texture_Coordinates]]&lt;br /&gt;
* [[Texture atlas]]&lt;br /&gt;
&lt;br /&gt;
== UV Address Modes ==&lt;br /&gt;
[[Image:opengl_clamping.png|none]]&lt;br /&gt;
Image by [https://open.gl/textures Open.GL].&lt;br /&gt;
&lt;br /&gt;
There are four common methods for controlling how a texture is rendered when the UVs go beyond the 0-1 square. These methods can be chosen with a [[Shader]].&lt;br /&gt;
&lt;br /&gt;
* Repeat or Wrap is usually the default. The texture will tile. &lt;br /&gt;
* Mirror causes the texture to be flipped along each edge. Mirror has a tendency to create Rorschach/butterfly artifacts, but can be useful in certain situations like fences or railings. &lt;br /&gt;
* Clamp causes the edge pixels to stretch outwards beyond the edges of the texture. Clamp is great for use with [[Cubemap]]s, since when the texture is [[Texture filtering|filtered]] you don't want seams to appear along the edges of each cube face.&lt;br /&gt;
* Border causes a solid color to appear outside the edge of the texture. Border is good for use with [[Decal]]s, since you don't want the edges to tile and cause rendering seams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[UDIM]] is another address method, not used in games. UDIM allows multiple textures to be used by a single model, by offsetting the textures in whole units across UV space. UDIM is useful for texturing in television and film to increase the number of textures per model in a logical and uniform way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually a single texture pattern is tiled by UV'ing the model outside the 0-1 square. However, multiple tiling textures can be arranged in a [[Texture atlas]] as [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html#Texture%20Packing:%20Implementing%20large%20texture%20tile%20sets sub-tiles] and cropped out using a [[Shaders|shader]]. The shader for this is more expensive than traditional texture tiling, but can be used if you are limited by the number of textures you can use.&lt;br /&gt;
&lt;br /&gt;
== UV Tools ==&lt;br /&gt;
=== Standalone ===&lt;br /&gt;
A standalone tool is one which is not directly integrated into another 3D package.&lt;br /&gt;
&lt;br /&gt;
[http://store.steampowered.com/app/363020 IPackThat] by [http://www.pluto13.de/index.php?navtarget=1&amp;amp;lang=en &amp;quot;&amp;lt;nowiki&amp;gt;[PB]&amp;lt;/nowiki&amp;gt;Snoelk&amp;quot;]&lt;br /&gt;
:* [http://polycount.com/discussion/145328 UV Packer IPackThat] Polycount Forum thread &lt;br /&gt;
:* [http://polycount.com/discussion/155057 IPackThat MODO script] Polycount Forum thread &lt;br /&gt;
&lt;br /&gt;
[http://www.pullin-shapes.co.uk/page8.htm RoadKill] by Francis O'Brien&lt;br /&gt;
&lt;br /&gt;
[https://www.uvlayout.com/ UVLayout] by Headus&lt;br /&gt;
&lt;br /&gt;
=== 3ds Max ===&lt;br /&gt;
* [http://polycount.com/discussion/69736/textools-3-0/p1 TexTools]&lt;br /&gt;
* [http://www.polytools3d.com/polyunwrapper/index.html PolyUnwrapper]&lt;br /&gt;
* [http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator Texture Atlas Generator]&lt;br /&gt;
* [http://polycount.com/discussion/71073/turbotools-v1 turboTools]&lt;br /&gt;
* [http://polycount.com/discussion/52415/normalize-uvs-maxscript/p1 Normalize UVs Maxscipt]&lt;br /&gt;
* [http://www.luxinia.de/index.php/ArtTools/3dsmax LCSM Unwrap]&lt;br /&gt;
* [http://polycount.com/discussion/72045/headus-uv-layout-max-bridge/p1 3ds Max Bridge to Headus UV Layout]&lt;br /&gt;
* [http://polycount.com/discussion/71230/roadkill-3dsmax-2009-2010-script-updated/p1 3ds Max Bridge to Roadkill]&lt;br /&gt;
* [http://users.skynet.be/arketip/arketip_morphMapENG.htm morphMap]&lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
* [http://www.castorlee.com/maya-tools/auto-uv-mapper Castor Lee's Auto UV Mapper]&lt;br /&gt;
* [http://www.headus.com/phpbb/viewtopic.php?t=394 Maya Bridge to Headus UV Layout]&lt;br /&gt;
* [http://polycount.com/discussion/105380/nightshade-uv-editor-maya-script/p1 Nightshade UV Editor]&lt;br /&gt;
* [http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/ Texturing Scripts on CreativeCrash.com]&lt;br /&gt;
* [http://www.creativecrash.com/maya/script/uvdeluxe UVDeluxe]&lt;br /&gt;
&lt;br /&gt;
=== Softimage / XSI ===&lt;br /&gt;
* [http://www.sshadows2005.narod.ru/main/programming/softimage/headusuvlayout.htm Softimage Bridge to Headus UV Layout]&lt;br /&gt;
* [http://www.creativecrash.com/xsi/downloads/scripts-plugins/texturing/c/ Texturing Scripts on CreativeCrash.com]&lt;br /&gt;
&lt;br /&gt;
== UV Map Grids ==&lt;br /&gt;
The grid is a texture to use while unwrapping a mesh. Sometimes called a custom UV map template, a UV checker, or a test grid. &lt;br /&gt;
&lt;br /&gt;
Good things to have in a UV map grid:&lt;br /&gt;
* A large checker grid to see large distortions.&lt;br /&gt;
* A fine per-pixel grid to see small distortions.&lt;br /&gt;
* Circles help with solving distortion, as it's easier for the human eye to see when a circle is distorted than a square. &lt;br /&gt;
* Unique colors across the map, to see where the UV is tiling. &lt;br /&gt;
* Letters and/or numbers to see when the UV is reversed. &lt;br /&gt;
* Letters and/or numbers to see where a mesh feature is located in UV space.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:uvrefmap_circles_letters.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_circles.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_checker_green.gif|thumb]]&lt;br /&gt;
| [[File:uvrefmap_circles_noise.jpg|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:uvrefmap_circlesgreen_noise.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_circlessquares.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_nvidia_greengrid.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_util-mark1.jpg|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:muse_uv_01-01-1024x1024.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_blender.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_checkeredmap.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_checker_util-mark.jpg|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:uvrefmap_grid_large.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_grid_small.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_blackwhite.jpg|thumb]]&lt;br /&gt;
| [[File:uvrefmap_HarlequiN_grid.jpg|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:uv_mapping_grid_by_cymae.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]] [[Category:EnvironmentTexturing]] [[Category:CharacterTexturing]] [[Category:PropsTexturing]] [[Category:TextureTechnique]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:Example-uv-layouts.jpg</id>
		<title>File:Example-uv-layouts.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:Example-uv-layouts.jpg"/>
				<updated>2025-05-30T21:59:03Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Polycounter_Job_Census</id>
		<title>Polycounter Job Census</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polycounter_Job_Census"/>
				<updated>2025-05-23T10:57:34Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: Removed timotronprime on request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
THIS LIST IS NOT ACCURATE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A list of game development studios, and the Polycount members who are employed there. &lt;br /&gt;
&lt;br /&gt;
== 2k Australia (Canberra, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* sprunghunt&lt;br /&gt;
&lt;br /&gt;
== 2k Czech (Prague, Czech Republic) ==&lt;br /&gt;
&lt;br /&gt;
* searinox&lt;br /&gt;
&lt;br /&gt;
== 2k Games / Hangar 13 (Novato, CA) ==&lt;br /&gt;
&lt;br /&gt;
* MooseCommander&lt;br /&gt;
&lt;br /&gt;
== 22 Cans (Guildford, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* feanix&lt;br /&gt;
* Flynny&lt;br /&gt;
&lt;br /&gt;
== 3Point Studios ==&lt;br /&gt;
&lt;br /&gt;
* perna&lt;br /&gt;
&lt;br /&gt;
== 343 Industries (Redmond, WA) ==&lt;br /&gt;
&lt;br /&gt;
* AlexCatMasterSupreme&lt;br /&gt;
* JDinges&lt;br /&gt;
* KolbyJukes&lt;br /&gt;
* Shanthosa&lt;br /&gt;
* Thegodzero&lt;br /&gt;
* tottot&lt;br /&gt;
* vemadesign&lt;br /&gt;
&lt;br /&gt;
== 5TH Cell (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* boomz&lt;br /&gt;
* Funky Bunnies&lt;br /&gt;
&lt;br /&gt;
== 6waves Lolapps (Dallas, TX) ==&lt;br /&gt;
&lt;br /&gt;
* BradMyers82&lt;br /&gt;
* jlewis&lt;br /&gt;
* Junkie_XL&lt;br /&gt;
&lt;br /&gt;
== AAD Productions (Seattle, WA) ==&lt;br /&gt;
&lt;br /&gt;
* bgivenb&lt;br /&gt;
&lt;br /&gt;
== Adhesive Games (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* wester&lt;br /&gt;
&lt;br /&gt;
== Amaze Entertainment (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* jpgourley&lt;br /&gt;
&lt;br /&gt;
== Allegorithmic (Clermont-Ferrand, France) ==&lt;br /&gt;
&lt;br /&gt;
* Froyok&lt;br /&gt;
&lt;br /&gt;
== Another Castle Studios (Charlottetown, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Canadian Ink&lt;br /&gt;
&lt;br /&gt;
== ArenaNet (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* stoofoo&lt;br /&gt;
* Truth&lt;br /&gt;
* Perlinfalcon&lt;br /&gt;
&lt;br /&gt;
== Armature Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Cap&lt;br /&gt;
&lt;br /&gt;
== Art Bully Productions (NY) ==&lt;br /&gt;
&lt;br /&gt;
* Kitteh&lt;br /&gt;
&lt;br /&gt;
== Arrowhead Game Studios (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Carl Brannstorm&lt;br /&gt;
* jimsvanberg&lt;br /&gt;
&lt;br /&gt;
== Atomic Games (Raleigh, NC) ==&lt;br /&gt;
&lt;br /&gt;
* Jet_Pilot&lt;br /&gt;
&lt;br /&gt;
== Avalanche Studios (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Jon Jones&lt;br /&gt;
* sltrOlsson&lt;br /&gt;
* poly_bob&lt;br /&gt;
&lt;br /&gt;
== Backflip Studios (Boulder, CO) ==&lt;br /&gt;
&lt;br /&gt;
* Eclipse&lt;br /&gt;
&lt;br /&gt;
== Barbaroga (Chicago, IL) ==&lt;br /&gt;
&lt;br /&gt;
* Heather.Hughes&lt;br /&gt;
&lt;br /&gt;
== BattleCry Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Jon Rush&lt;br /&gt;
&lt;br /&gt;
== Beenox (Quebec City, Quebec) ==&lt;br /&gt;
&lt;br /&gt;
* Boyso&lt;br /&gt;
* JRancourt&lt;br /&gt;
* kaktuzlime&lt;br /&gt;
* kremrhi&lt;br /&gt;
* Lepothier&lt;br /&gt;
&lt;br /&gt;
== Behaviour (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Bruno Afonseca&lt;br /&gt;
&lt;br /&gt;
== Bend Studio (Bend, OR) ==&lt;br /&gt;
&lt;br /&gt;
* biofrost&lt;br /&gt;
* iangoold3d&lt;br /&gt;
* Rurouni Strife&lt;br /&gt;
&lt;br /&gt;
== Bethesda Game Studios (Rockville, MD) ==&lt;br /&gt;
&lt;br /&gt;
* aajohnny&lt;br /&gt;
* doc_rob&lt;br /&gt;
* e_x&lt;br /&gt;
* Geezus&lt;br /&gt;
* Higuy&lt;br /&gt;
&lt;br /&gt;
== Big Ant Studios (Melbourne, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* DMoz&lt;br /&gt;
* duncan&lt;br /&gt;
&lt;br /&gt;
== Big Bang Entertainment (Phoenix, AZ) ==&lt;br /&gt;
&lt;br /&gt;
* Aldo&lt;br /&gt;
&lt;br /&gt;
== Big Sandwich Games (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Quasar&lt;br /&gt;
* shinobix&lt;br /&gt;
* TS_Falcon&lt;br /&gt;
&lt;br /&gt;
== BigPark Inc (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* malcolm&lt;br /&gt;
&lt;br /&gt;
== Bioware (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Ben Cloward&lt;br /&gt;
* Goat Justice&lt;br /&gt;
* Rob Galanakis&lt;br /&gt;
&lt;br /&gt;
== Bioware (Edmonton, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Hazed_blue&lt;br /&gt;
&lt;br /&gt;
== Bioware (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Bad-Koala&lt;br /&gt;
* Grassetti&lt;br /&gt;
&lt;br /&gt;
== Bioware Mythic (Fairfax, VA) ==&lt;br /&gt;
&lt;br /&gt;
* Polymonkey&lt;br /&gt;
&lt;br /&gt;
== Blackbeard Games (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Deadly Nightshade&lt;br /&gt;
&lt;br /&gt;
== Blizzard Entertainment (Irvine, CA) ==&lt;br /&gt;
&lt;br /&gt;
* [HP]&lt;br /&gt;
* Darkrusader&lt;br /&gt;
* Dom&lt;br /&gt;
* Dusty&lt;br /&gt;
* Empty&lt;br /&gt;
* foreverendering&lt;br /&gt;
* Hamish Bode&lt;br /&gt;
* IxenonI&lt;br /&gt;
* jarrede&lt;br /&gt;
* jbrophy&lt;br /&gt;
* Jeff Parrott&lt;br /&gt;
* Jessica Dinh&lt;br /&gt;
* KyleJensen&lt;br /&gt;
* MartinH&lt;br /&gt;
* mheyman&lt;br /&gt;
* Minos&lt;br /&gt;
* moof&lt;br /&gt;
* murph&lt;br /&gt;
* obson&lt;br /&gt;
* Orb&lt;br /&gt;
* Peris&lt;br /&gt;
* Ravenslayer&lt;br /&gt;
* Renaud Galand&lt;br /&gt;
* Rory_M&lt;br /&gt;
* Saiainoshi&lt;br /&gt;
* seven&lt;br /&gt;
* Soul&lt;br /&gt;
* T-Bone&lt;br /&gt;
* [SF]Three9&lt;br /&gt;
* turpedo&lt;br /&gt;
* Tully&lt;br /&gt;
&lt;br /&gt;
== Blur Studio (Culver City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* jaaso&lt;br /&gt;
&lt;br /&gt;
== Bohemia Interactive Simulations (Hampshire, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* benji&lt;br /&gt;
&lt;br /&gt;
== Born Ready (Guildford, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Millenia&lt;br /&gt;
&lt;br /&gt;
== Brain In A Jar (Tarporley, Cheshire, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* A-N-P&lt;br /&gt;
&lt;br /&gt;
== Bungie Studios (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Axiao&lt;br /&gt;
* Axios&lt;br /&gt;
* breakneck&lt;br /&gt;
* FatAssasin&lt;br /&gt;
* Grimm_Wrecking&lt;br /&gt;
* Haiasi&lt;br /&gt;
* PoopSock&lt;br /&gt;
* Pope Adam&lt;br /&gt;
* mLichy&lt;br /&gt;
* reverendK&lt;br /&gt;
* Spug&lt;br /&gt;
&lt;br /&gt;
== Buzz Monkey Software (Eugene, OR) ==&lt;br /&gt;
&lt;br /&gt;
* natetheartist&lt;br /&gt;
&lt;br /&gt;
== Capcom (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* glib&lt;br /&gt;
* Selaznog&lt;br /&gt;
&lt;br /&gt;
== Carbine Studios (Aliso Viejo, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Arkadius&lt;br /&gt;
* homes44&lt;br /&gt;
* Mrandk&lt;br /&gt;
* POFFINGTON&lt;br /&gt;
* Reverenddevil&lt;br /&gt;
&lt;br /&gt;
== Caspian Learning (Newcastle Upon Tyne, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* gateian&lt;br /&gt;
&lt;br /&gt;
== Cat Daddy Games (Kirkland, WA) ==&lt;br /&gt;
&lt;br /&gt;
* ebagg&lt;br /&gt;
&lt;br /&gt;
== CI Games (Warsaw, Poland) ==&lt;br /&gt;
&lt;br /&gt;
== CCP (Reykjavï¿½k, Iceland) ==&lt;br /&gt;
&lt;br /&gt;
* Flava-Fly&lt;br /&gt;
* undoz&lt;br /&gt;
&lt;br /&gt;
== CD Projekt Red (Warsaw, Poland) ==&lt;br /&gt;
&lt;br /&gt;
* MiAlx&lt;br /&gt;
&lt;br /&gt;
== CDRIN (Quebec, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Felixenfeu&lt;br /&gt;
* LeRenart&lt;br /&gt;
&lt;br /&gt;
== Certain Affinity (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Flewda&lt;br /&gt;
&lt;br /&gt;
== CGBot (Monterrey N.L., Mexico) ==&lt;br /&gt;
&lt;br /&gt;
* Justo&lt;br /&gt;
* lincqk&lt;br /&gt;
&lt;br /&gt;
== Chaotic Moon Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* oobersli&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cloud Imperium Games (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Elijah&lt;br /&gt;
* Lee3Dee&lt;br /&gt;
&lt;br /&gt;
== Cmune (Bejing, China) ==&lt;br /&gt;
&lt;br /&gt;
* cox&lt;br /&gt;
&lt;br /&gt;
== The Coalition Studio (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* malcolm&lt;br /&gt;
&lt;br /&gt;
== Codemasters (Southam, Warwickshire, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* urgaffel&lt;br /&gt;
&lt;br /&gt;
== Cold Iron Studios (Santa Clara, California) ==&lt;br /&gt;
&lt;br /&gt;
* BradMyers82&lt;br /&gt;
&lt;br /&gt;
== Colossal Games (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Yozora&lt;br /&gt;
&lt;br /&gt;
== Crazy Bump Software (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Ryan Clark&lt;br /&gt;
&lt;br /&gt;
== The Creative Assembly (Horsham, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Baj Singh&lt;br /&gt;
* jestersheepy&lt;br /&gt;
* JohnnyRaptor&lt;br /&gt;
* marks&lt;br /&gt;
* Mr_Smo&lt;br /&gt;
* Rob_Blight&lt;br /&gt;
* PogoP&lt;br /&gt;
* saturnfive&lt;br /&gt;
* Sugus&lt;br /&gt;
* wallasaurus&lt;br /&gt;
* woogity&lt;br /&gt;
&lt;br /&gt;
== Cryptic Studios (Los Gatos, CA) ==&lt;br /&gt;
&lt;br /&gt;
* cman2k&lt;br /&gt;
* JnasconeArt&lt;br /&gt;
* Matt Fagan&lt;br /&gt;
* Tumerboy&lt;br /&gt;
&lt;br /&gt;
== Crytek (Frankfurt, Germany) ==&lt;br /&gt;
&lt;br /&gt;
* Bart&lt;br /&gt;
* Criminal&lt;br /&gt;
* e-freak&lt;br /&gt;
* freakadelle&lt;br /&gt;
* MaYdaY&lt;br /&gt;
* luke&lt;br /&gt;
&lt;br /&gt;
== Crytek (Nottingham, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* EzMeow&lt;br /&gt;
* Zubrowka&lt;br /&gt;
&lt;br /&gt;
== Cubic Corporation (San Diego, CA) ==&lt;br /&gt;
&lt;br /&gt;
* ghost123238&lt;br /&gt;
&lt;br /&gt;
== Curve Studios (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* GeeDave&lt;br /&gt;
&lt;br /&gt;
== Dadako Studios (Tokyo, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* hawken &lt;br /&gt;
&lt;br /&gt;
== Dapper Ram ==&lt;br /&gt;
&lt;br /&gt;
* Marshal Banana&lt;br /&gt;
&lt;br /&gt;
== Day 1 Studios (Chicago, IL) ==&lt;br /&gt;
&lt;br /&gt;
* kaburan&lt;br /&gt;
&lt;br /&gt;
== Design Mill, Inc. (Dubuque, IA) ==&lt;br /&gt;
&lt;br /&gt;
* MegaMoogle&lt;br /&gt;
&lt;br /&gt;
== DICE - EA Digital Illusions CE (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Cubik&lt;br /&gt;
* motives&lt;br /&gt;
* o2car&lt;br /&gt;
* Rens&lt;br /&gt;
* Synthesizer&lt;br /&gt;
* Wahlgren&lt;br /&gt;
* Xoliul&lt;br /&gt;
* zenpat&lt;br /&gt;
&lt;br /&gt;
== Digital Extremes (London, Ontario) ==&lt;br /&gt;
&lt;br /&gt;
* Fuse&lt;br /&gt;
* jordan.kocon&lt;br /&gt;
* kary&lt;br /&gt;
* mathes&lt;br /&gt;
* Pogo_Daddy&lt;br /&gt;
* shinobix&lt;br /&gt;
* StrangeFate&lt;br /&gt;
* tyl3r&lt;br /&gt;
&lt;br /&gt;
== Dinosaur Games (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* skankerzero&lt;br /&gt;
&lt;br /&gt;
== Direwolf Digital (Denver, CO) ==&lt;br /&gt;
&lt;br /&gt;
* Rayph&lt;br /&gt;
&lt;br /&gt;
== Disney Interactive (Glendale, CA) ==&lt;br /&gt;
&lt;br /&gt;
* .polygon&lt;br /&gt;
* Archanex&lt;br /&gt;
* Grumpntug&lt;br /&gt;
* hosfeph&lt;br /&gt;
* misterboogie&lt;br /&gt;
* Power_Mustache&lt;br /&gt;
* Wells&lt;br /&gt;
&lt;br /&gt;
== Dovetail Games (SE England, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Perry Stringer (pez_11)&lt;br /&gt;
* sheckee&lt;br /&gt;
&lt;br /&gt;
== Dream Forge Entertainment (Ruston, LA) ==&lt;br /&gt;
&lt;br /&gt;
* RyanTaylor3D&lt;br /&gt;
&lt;br /&gt;
== EA Canada (Barnaby, BC) ==&lt;br /&gt;
&lt;br /&gt;
* B18&lt;br /&gt;
* pangarang&lt;br /&gt;
&lt;br /&gt;
== EA Firemonkeys (Melbourne, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* Emil Mujanovic&lt;br /&gt;
&lt;br /&gt;
== EA Montréal (Montréal, BC)  ==&lt;br /&gt;
&lt;br /&gt;
* Marcan&lt;br /&gt;
&lt;br /&gt;
== EA Tiburon (Orlando, FL) ==&lt;br /&gt;
&lt;br /&gt;
* Kewon Decam&lt;br /&gt;
&lt;br /&gt;
== EA Sports (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* R3D&lt;br /&gt;
&lt;br /&gt;
== Edge of Reality (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* FunkaDelicDass&lt;br /&gt;
&lt;br /&gt;
== Eidos (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Fred2303&lt;br /&gt;
* Matroskin&lt;br /&gt;
* JacqueChoi&lt;br /&gt;
* Nysuatro&lt;br /&gt;
&lt;br /&gt;
== Electrified Games (San Francisco, CA) ==&lt;br /&gt;
&lt;br /&gt;
* 3shold&lt;br /&gt;
&lt;br /&gt;
== Emerald City Games (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Uberren&lt;br /&gt;
&lt;br /&gt;
== Engine Software (Doetinchem, Netherlands) ==&lt;br /&gt;
&lt;br /&gt;
* EVIL&lt;br /&gt;
&lt;br /&gt;
== Epic Games (Raleigh, NC) ==&lt;br /&gt;
&lt;br /&gt;
* animatr&lt;br /&gt;
* da_milkman&lt;br /&gt;
* Frank&lt;br /&gt;
* JordanW&lt;br /&gt;
* kernersvillan&lt;br /&gt;
* Moose&lt;br /&gt;
* osman&lt;br /&gt;
* paulsvoboda&lt;br /&gt;
* rawkstar&lt;br /&gt;
* rv_el&lt;br /&gt;
* scotthomer&lt;br /&gt;
* WarrenMarshall&lt;br /&gt;
&lt;br /&gt;
== Eurocom (Derby, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Mister Sentient&lt;br /&gt;
* Searlee&lt;br /&gt;
&lt;br /&gt;
== Evolution Studios (Runcorn, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* nathdevlin&lt;br /&gt;
&lt;br /&gt;
== Exis Interactive (Baltimore, MD) ==&lt;br /&gt;
&lt;br /&gt;
* NeoprofZ&lt;br /&gt;
* PeterK&lt;br /&gt;
* retardedmonkey&lt;br /&gt;
* shadows&lt;br /&gt;
&lt;br /&gt;
== Ubisoft Montréal (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* wizo&lt;br /&gt;
&lt;br /&gt;
== Ubisoft Paris (Paris, France) ==&lt;br /&gt;
&lt;br /&gt;
* bobmartien&lt;br /&gt;
&lt;br /&gt;
== Ubisoft (Singapore) ==&lt;br /&gt;
&lt;br /&gt;
* MrNinjitsu&lt;br /&gt;
&lt;br /&gt;
== Fatshark (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Belltann&lt;br /&gt;
* PixelGoat&lt;br /&gt;
&lt;br /&gt;
== Frima (Quebec City, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Odow&lt;br /&gt;
&lt;br /&gt;
== Frozenbyte (Helsinki, Finland) ==&lt;br /&gt;
&lt;br /&gt;
* sande&lt;br /&gt;
&lt;br /&gt;
== Funcom (Oslo, Norway) ==&lt;br /&gt;
&lt;br /&gt;
* CgMonkey&lt;br /&gt;
&lt;br /&gt;
== Funcom (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* CGMonkey&lt;br /&gt;
* Crash&lt;br /&gt;
&lt;br /&gt;
== Funcom (Durham, NC) ==&lt;br /&gt;
&lt;br /&gt;
* nyx702&lt;br /&gt;
* flakked&lt;br /&gt;
&lt;br /&gt;
== Future Games of London (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* torch&lt;br /&gt;
&lt;br /&gt;
== Gameloft (Auckland, New Zealand) ==&lt;br /&gt;
&lt;br /&gt;
* TehSplatt&lt;br /&gt;
* The Flying Monk&lt;br /&gt;
&lt;br /&gt;
== Gameloft (Cluj-Napoca, Romania) ==&lt;br /&gt;
&lt;br /&gt;
* Mime&lt;br /&gt;
&lt;br /&gt;
== Gameloft (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* alexk&lt;br /&gt;
* arkhange&lt;br /&gt;
* fonfa&lt;br /&gt;
* guedin&lt;br /&gt;
* hobodactyl&lt;br /&gt;
* jocz&lt;br /&gt;
* kyalie&lt;br /&gt;
&lt;br /&gt;
== Gameloft (New Orleans, LA) ==&lt;br /&gt;
&lt;br /&gt;
* JamesHall&lt;br /&gt;
&lt;br /&gt;
== Gamerizon (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* rorozilla&lt;br /&gt;
&lt;br /&gt;
== GameWorld7 (Haverfordwest, Wales, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* KRakarth&lt;br /&gt;
&lt;br /&gt;
== Game Mechanic Studios (Tarzana, CA) ==&lt;br /&gt;
&lt;br /&gt;
* G3L&lt;br /&gt;
&lt;br /&gt;
== Gearbox Software (Plano, TX) ==&lt;br /&gt;
&lt;br /&gt;
* AstroZombie&lt;br /&gt;
* Bbox85&lt;br /&gt;
* ceebee&lt;br /&gt;
* Chemical Alia&lt;br /&gt;
* Drywall&lt;br /&gt;
* mLink&lt;br /&gt;
* s6&lt;br /&gt;
&lt;br /&gt;
== Gentle Giant Studios (Burbank, CA) ==&lt;br /&gt;
&lt;br /&gt;
* r4ptur3&lt;br /&gt;
&lt;br /&gt;
== Giants Software (Zurich, Switzerland) ==&lt;br /&gt;
&lt;br /&gt;
* MaVCArt&lt;br /&gt;
&lt;br /&gt;
== Glu Mobile (Portland, OR) ==&lt;br /&gt;
&lt;br /&gt;
* octokitty&lt;br /&gt;
&lt;br /&gt;
== Griptonite Games (Kirkland, WA) ==&lt;br /&gt;
&lt;br /&gt;
* PixelFish&lt;br /&gt;
&lt;br /&gt;
== Guerrilla Games SCEE (Amsterdam, Netherlands) ==&lt;br /&gt;
&lt;br /&gt;
* fabiomsilva&lt;br /&gt;
* Arno&lt;br /&gt;
&lt;br /&gt;
== Gumi America (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Jason Young&lt;br /&gt;
&lt;br /&gt;
== Gunfire Games (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Progg&lt;br /&gt;
&lt;br /&gt;
== Gusto Games (Banbury, Oxfordshire, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Mimp&lt;br /&gt;
&lt;br /&gt;
== Hatalom Systems (Orlando, FL) ==&lt;br /&gt;
&lt;br /&gt;
* seforin&lt;br /&gt;
&lt;br /&gt;
== Havok (Dublin, Ireland) ==&lt;br /&gt;
&lt;br /&gt;
* Mangled Poly&lt;br /&gt;
&lt;br /&gt;
== Her Interactive (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Karmageddon&lt;br /&gt;
&lt;br /&gt;
== Hi-Rez Studios (Alpharetta, GA) ==&lt;br /&gt;
&lt;br /&gt;
* 3DK.P.&lt;br /&gt;
* Daven&lt;br /&gt;
* Scott_W&lt;br /&gt;
* Sean McBride&lt;br /&gt;
* skylebones&lt;br /&gt;
* Slipstream&lt;br /&gt;
* Xelan101&lt;br /&gt;
&lt;br /&gt;
== Hibernum Creations (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Pioldes&lt;br /&gt;
&lt;br /&gt;
== High Moon Studios (San Diego, CA) ==&lt;br /&gt;
&lt;br /&gt;
* BradleyWascher&lt;br /&gt;
* NerfBatNinja&lt;br /&gt;
* opiumunknown&lt;br /&gt;
* Ott&lt;br /&gt;
&lt;br /&gt;
== Hidden Path Entertainment (Bellvue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* adam crockett&lt;br /&gt;
&lt;br /&gt;
== Hoplon Infotainment (Florianopolis, Brazil) ==&lt;br /&gt;
&lt;br /&gt;
* cox&lt;br /&gt;
* felipealves&lt;br /&gt;
* felipefrango&lt;br /&gt;
* funkdelic&lt;br /&gt;
&lt;br /&gt;
== Human Head (Madison, WI) ==&lt;br /&gt;
&lt;br /&gt;
* leibarg&lt;br /&gt;
&lt;br /&gt;
== Icarus Studios (Cary, NC) ==&lt;br /&gt;
&lt;br /&gt;
* Rainyn&lt;br /&gt;
* spiderDude&lt;br /&gt;
* XenoAcid&lt;br /&gt;
&lt;br /&gt;
== id Software (Mesquite, TX) ==&lt;br /&gt;
&lt;br /&gt;
* DanK&lt;br /&gt;
* Lear&lt;br /&gt;
* roosterMAP&lt;br /&gt;
* Spark&lt;br /&gt;
* SquirrelyJones&lt;br /&gt;
* struve&lt;br /&gt;
* ZombieWells&lt;br /&gt;
* HitmonInfinity&lt;br /&gt;
&lt;br /&gt;
== Illfonic (Denver, CO) ==&lt;br /&gt;
&lt;br /&gt;
* heboltz3&lt;br /&gt;
* Kedhrin&lt;br /&gt;
* konstruct&lt;br /&gt;
&lt;br /&gt;
== Imagination Technologies (Kings Langley, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* barnesy&lt;br /&gt;
&lt;br /&gt;
== Industry Games (Gilbert, AZ) ==&lt;br /&gt;
&lt;br /&gt;
* killingpeople&lt;br /&gt;
&lt;br /&gt;
== Infinity Ward (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* 00Zero&lt;br /&gt;
* josh_lynch&lt;br /&gt;
* seth.&lt;br /&gt;
&lt;br /&gt;
== iNiS (Tokyo, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* Jonas Ronnegard&lt;br /&gt;
&lt;br /&gt;
== Insomniac Games (Burbank, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Arshlevon&lt;br /&gt;
* BlvdNights&lt;br /&gt;
* dustinbrown&lt;br /&gt;
* Gav&lt;br /&gt;
* jam-i-am&lt;br /&gt;
* N-gon&lt;br /&gt;
* Swizzle&lt;br /&gt;
&lt;br /&gt;
== Insomniac Games (Durham, NC) ==&lt;br /&gt;
&lt;br /&gt;
* Neolight&lt;br /&gt;
&lt;br /&gt;
== Interwave Studios (Sittard, Netherlands) ==&lt;br /&gt;
&lt;br /&gt;
* MightyPea&lt;br /&gt;
&lt;br /&gt;
== inXile Entertainment (Newport Beach, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Brian &amp;quot;Panda&amp;quot; Choi&lt;br /&gt;
* richkid&lt;br /&gt;
&lt;br /&gt;
== IO Interactive (Copenhagen, Denmark) ==&lt;br /&gt;
&lt;br /&gt;
* warby&lt;br /&gt;
&lt;br /&gt;
== Iron Tiger Studios / NCSoft (San Mateo, CA) ==&lt;br /&gt;
&lt;br /&gt;
* chronic&lt;br /&gt;
&lt;br /&gt;
== ISOTX (Luxembourg) ==&lt;br /&gt;
&lt;br /&gt;
* Kratilim&lt;br /&gt;
&lt;br /&gt;
== Jagex (Cambridge, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* lysaara&lt;br /&gt;
&lt;br /&gt;
== Jakks Pacific (Malibu, CA) ==&lt;br /&gt;
&lt;br /&gt;
* gilesruscoe&lt;br /&gt;
&lt;br /&gt;
== Jet Set Games (Las Vegas, NV) ==&lt;br /&gt;
&lt;br /&gt;
* McBradd&lt;br /&gt;
&lt;br /&gt;
== Just Add Water Ltd (Otley, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* tda&lt;br /&gt;
&lt;br /&gt;
== Kandu Studios (New York, NY) ==&lt;br /&gt;
&lt;br /&gt;
* Kandu&lt;br /&gt;
&lt;br /&gt;
== Kojima Productions (Tokyo, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* David Brumbley&lt;br /&gt;
&lt;br /&gt;
== Krillbite Studio (Hamar, Norway) ==&lt;br /&gt;
&lt;br /&gt;
* Volantk&lt;br /&gt;
&lt;br /&gt;
== Kuju (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* ukresistant&lt;br /&gt;
&lt;br /&gt;
== Larian Studios (Ghent, Belgium) ==&lt;br /&gt;
&lt;br /&gt;
* DimSum&lt;br /&gt;
&lt;br /&gt;
== Lionhead Studios (Guildford, Surrey, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* ghib&lt;br /&gt;
&lt;br /&gt;
== Liquid Development (Portland, OR) ==&lt;br /&gt;
&lt;br /&gt;
* CJE&lt;br /&gt;
* cyborgguineapig&lt;br /&gt;
* glottis8&lt;br /&gt;
* nacire&lt;br /&gt;
&lt;br /&gt;
== Machine Games (Uppsala, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* o2_is_alright&lt;br /&gt;
* Stertman&lt;br /&gt;
&lt;br /&gt;
== Marmoset Co (Kansas City, MO) ==&lt;br /&gt;
&lt;br /&gt;
* GetAwesome&lt;br /&gt;
* MonkeyScience&lt;br /&gt;
* jeffdr&lt;br /&gt;
* EarthQuake&lt;br /&gt;
&lt;br /&gt;
== Massive Entertainment (Malmo, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* chrisradsby&lt;br /&gt;
* Frozan&lt;br /&gt;
* Matthew O&lt;br /&gt;
* TheWinterLord&lt;br /&gt;
* z0ltan&lt;br /&gt;
&lt;br /&gt;
== Microsoft Game Studios, Turn 10 (Redmond, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Joshua Stubbles&lt;br /&gt;
&lt;br /&gt;
== Moji Moji Design (Worcester, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Chunkey&lt;br /&gt;
&lt;br /&gt;
== MonkeyScience Adhesive Games (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Wengyuqiu&lt;br /&gt;
&lt;br /&gt;
== Moving Picture Company (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* RWolf&lt;br /&gt;
&lt;br /&gt;
== Music Mastermind (Calabasas, CA) ==&lt;br /&gt;
&lt;br /&gt;
* kream&lt;br /&gt;
* timwiese&lt;br /&gt;
&lt;br /&gt;
== N-Space (Orlando, FL) ==&lt;br /&gt;
&lt;br /&gt;
* ScubaSteve&lt;br /&gt;
&lt;br /&gt;
== Nadeo (Paris, France) ==&lt;br /&gt;
&lt;br /&gt;
* OgrO&lt;br /&gt;
&lt;br /&gt;
== Naked Sky Entertainment (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* maltuna&lt;br /&gt;
&lt;br /&gt;
== Naughty Dog (Santa Monica, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Autocon&lt;br /&gt;
* d1ver&lt;br /&gt;
&lt;br /&gt;
== nDreams (Farnborough, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* kypo&lt;br /&gt;
&lt;br /&gt;
== Neon Play (Cirencester, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Ged&lt;br /&gt;
&lt;br /&gt;
== Nerjyzed Entertainment (Baton Rouge, LA) ==&lt;br /&gt;
&lt;br /&gt;
* Pencilninja&lt;br /&gt;
&lt;br /&gt;
== Neversoft Entertainment (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* DrumBum&lt;br /&gt;
* mvelasquez&lt;br /&gt;
* Savage&lt;br /&gt;
* SuperOstrich&lt;br /&gt;
* ThatDon&lt;br /&gt;
&lt;br /&gt;
== New World Interactive (Denver, CO) ==&lt;br /&gt;
&lt;br /&gt;
* Steppenwolf&lt;br /&gt;
&lt;br /&gt;
== Ninja Theory (Cambridge, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* BigErn&lt;br /&gt;
&lt;br /&gt;
== NVIDIA (Germany) ==&lt;br /&gt;
&lt;br /&gt;
* Crazybutcher&lt;br /&gt;
&lt;br /&gt;
== Obsidian Entertainment (Irvine, CA) ==&lt;br /&gt;
&lt;br /&gt;
* leleuxart&lt;br /&gt;
* SouthpawSid&lt;br /&gt;
&lt;br /&gt;
== OMNOM! workshop (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* BoBo_the_seal&lt;br /&gt;
* BrianP&lt;br /&gt;
* Damytria&lt;br /&gt;
* Justin Meisse&lt;br /&gt;
&lt;br /&gt;
== Other Ocean Interactive (Charlottetown, PEI, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* JeremyK&lt;br /&gt;
* Kolgrima&lt;br /&gt;
* Winthrop&lt;br /&gt;
&lt;br /&gt;
== OutAct (Marlborough, MA) ==&lt;br /&gt;
&lt;br /&gt;
* Eric Chadwick&lt;br /&gt;
&lt;br /&gt;
== Outso (Nottingham, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Massbot&lt;br /&gt;
&lt;br /&gt;
== Pandemic Studios (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Luxury&lt;br /&gt;
&lt;br /&gt;
== Paradigm (Carrolton, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Foehammer&lt;br /&gt;
&lt;br /&gt;
== Pelesys (Richmond, BC, Canada ==&lt;br /&gt;
&lt;br /&gt;
* pliang&lt;br /&gt;
&lt;br /&gt;
== People Can Fly (Warsaw, Poland) ==&lt;br /&gt;
&lt;br /&gt;
* Hatred&lt;br /&gt;
&lt;br /&gt;
== Petroglyph (Las Vegas, NV) ==&lt;br /&gt;
&lt;br /&gt;
* sprunghunt&lt;br /&gt;
* Xenobond&lt;br /&gt;
&lt;br /&gt;
== Phantom EFX (Cedar Falls, IA) ==&lt;br /&gt;
&lt;br /&gt;
* Tigerfeet&lt;br /&gt;
&lt;br /&gt;
== Piranha Bytes (Ruhr, Germany) ==&lt;br /&gt;
&lt;br /&gt;
* aphexx&lt;br /&gt;
&lt;br /&gt;
== Pirhana Games (Vancouver, BC, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* ae.&lt;br /&gt;
&lt;br /&gt;
== Pitbull Studios (Guildford, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* ambershee&lt;br /&gt;
&lt;br /&gt;
== Pixelante Game Studios ==&lt;br /&gt;
&lt;br /&gt;
* acc&lt;br /&gt;
&lt;br /&gt;
== PlatinumGames (Osaka, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* Mik2121&lt;br /&gt;
&lt;br /&gt;
== PlaySide VR (Melbourne, Victoria) ==&lt;br /&gt;
&lt;br /&gt;
* Steve Schulze&lt;br /&gt;
&lt;br /&gt;
== Playful Corp (McKinney, TX)&amp;lt;/font&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
* EvanL&lt;br /&gt;
&lt;br /&gt;
== Polarbit (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Deadly Nightshade&lt;br /&gt;
&lt;br /&gt;
== Polygonal Design (France) ==&lt;br /&gt;
&lt;br /&gt;
* Thierry86&lt;br /&gt;
&lt;br /&gt;
== Psyonix (San Diego, CA) ==&lt;br /&gt;
&lt;br /&gt;
* ErichWK&lt;br /&gt;
* gamedev&lt;br /&gt;
* MorganFX&lt;br /&gt;
&lt;br /&gt;
== Pushbutton Labs ==&lt;br /&gt;
&lt;br /&gt;
* Ajax&lt;br /&gt;
&lt;br /&gt;
== Quantic Dream (Paris, France) ==&lt;br /&gt;
&lt;br /&gt;
* Bal&lt;br /&gt;
&lt;br /&gt;
== Rabbit Hole Interactive (Vancouver, CA) ==&lt;br /&gt;
&lt;br /&gt;
* ScudzAlmighty&lt;br /&gt;
&lt;br /&gt;
== Rainmaker Entertainment (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Ryswick&lt;br /&gt;
&lt;br /&gt;
== Rare (Coventry, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Leyvin&lt;br /&gt;
&lt;br /&gt;
== Raven Software (Madison, WI) ==&lt;br /&gt;
&lt;br /&gt;
* Cojax&lt;br /&gt;
* Jbradford&lt;br /&gt;
&lt;br /&gt;
== Reactor Zero (Ann Arbor, MI) ==&lt;br /&gt;
&lt;br /&gt;
* 8-bit&lt;br /&gt;
&lt;br /&gt;
== Ready At Dawn Studios (Irvine, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Alberto Rdrgz&lt;br /&gt;
* LLamaStar&lt;br /&gt;
&lt;br /&gt;
== Real U (Singapore) ==&lt;br /&gt;
&lt;br /&gt;
* LoTekK&lt;br /&gt;
* sandman&lt;br /&gt;
* Snowfly&lt;br /&gt;
&lt;br /&gt;
== Rebellion (Oxford, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Optinium&lt;br /&gt;
* Nelis&lt;br /&gt;
* tharle&lt;br /&gt;
&lt;br /&gt;
== Redemption Games (Carlsbad, CA) ==&lt;br /&gt;
&lt;br /&gt;
* MeshModeler&lt;br /&gt;
&lt;br /&gt;
== Red 5 Studios (Irvine, CA) ==&lt;br /&gt;
&lt;br /&gt;
* acanaday&lt;br /&gt;
&lt;br /&gt;
== Red Fly Studio (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Andrew Morris&lt;br /&gt;
&lt;br /&gt;
== Red Storm Entertainment (Cary, NC ) ==&lt;br /&gt;
&lt;br /&gt;
* dtschultz&lt;br /&gt;
&lt;br /&gt;
== Red Tribe (Melbourne, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* DavidCoen&lt;br /&gt;
&lt;br /&gt;
== Redjade (London, ON) ==&lt;br /&gt;
&lt;br /&gt;
* airbursh&lt;br /&gt;
&lt;br /&gt;
== Relic Entertainment (Vancouver, B.C.) ==&lt;br /&gt;
&lt;br /&gt;
* Goldo_O&lt;br /&gt;
* Tulkamir&lt;br /&gt;
&lt;br /&gt;
== Reloaded Productions (Edinburgh, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* BeardyDan&lt;br /&gt;
* SaferDan&lt;br /&gt;
&lt;br /&gt;
== Remedy Entertainment (Espoo, Finland) ==&lt;br /&gt;
&lt;br /&gt;
* 3dwit&lt;br /&gt;
&lt;br /&gt;
== Respawn Entertainment ==&lt;br /&gt;
&lt;br /&gt;
* Papa_Austin&lt;br /&gt;
* jaythurm&lt;br /&gt;
&lt;br /&gt;
== Retro Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* OrganizedChaos&lt;br /&gt;
* onelung&lt;br /&gt;
&lt;br /&gt;
== Rhythm and Hues ==&lt;br /&gt;
&lt;br /&gt;
* Archanex&lt;br /&gt;
&lt;br /&gt;
== Riot Games (Culver City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* bugo&lt;br /&gt;
* ChaosEidolon&lt;br /&gt;
* Drachis&lt;br /&gt;
* Josh_Singh&lt;br /&gt;
* Parasite7&lt;br /&gt;
* TerraBite&lt;br /&gt;
* STRIKER&lt;br /&gt;
* X-Convict&lt;br /&gt;
&lt;br /&gt;
== Robotoki (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* cmgillett&lt;br /&gt;
&lt;br /&gt;
== Rocket Gaming Systems (Las Vegas, NV) ==&lt;br /&gt;
&lt;br /&gt;
* UNCCheezy&lt;br /&gt;
&lt;br /&gt;
== Rocksteady Studios (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* ImSlightlyBored&lt;br /&gt;
* Karl Stjernberg&lt;br /&gt;
* vik&lt;br /&gt;
&lt;br /&gt;
== Rockstar Leeds (Leeds, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* danr&lt;br /&gt;
* Dazz3r&lt;br /&gt;
* guplik&lt;br /&gt;
* prs-phil&lt;br /&gt;
* Talon&lt;br /&gt;
&lt;br /&gt;
== Rockstar New England (Andover, MA) ==&lt;br /&gt;
&lt;br /&gt;
* RexM&lt;br /&gt;
* Silva_Spoon&lt;br /&gt;
&lt;br /&gt;
== Rockstar North (Edinburgh, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* benclark&lt;br /&gt;
* BHJ&lt;br /&gt;
* Ex-Ray&lt;br /&gt;
* headengine&lt;br /&gt;
* Kilkus&lt;br /&gt;
* Lokter&lt;br /&gt;
* PaulP&lt;br /&gt;
* Rick Stirling&lt;br /&gt;
* SHEPEIRO&lt;br /&gt;
* solar&lt;br /&gt;
* Thermidor&lt;br /&gt;
* Wesley&lt;br /&gt;
&lt;br /&gt;
== Rodeofx ==&lt;br /&gt;
&lt;br /&gt;
* maze&lt;br /&gt;
&lt;br /&gt;
== Rooster Teeth Productions ==&lt;br /&gt;
&lt;br /&gt;
* RiotForQuiet&lt;br /&gt;
&lt;br /&gt;
== Runic Games (Seattle, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Jashugan&lt;br /&gt;
* Matabus&lt;br /&gt;
&lt;br /&gt;
== Ruffian Games ==&lt;br /&gt;
&lt;br /&gt;
* Aneurexorcyst&lt;br /&gt;
&lt;br /&gt;
== SCE San Diego Studio ==&lt;br /&gt;
&lt;br /&gt;
* keosar&lt;br /&gt;
&lt;br /&gt;
== Sea Ape Entertainment ==&lt;br /&gt;
&lt;br /&gt;
* fabio brasilien&lt;br /&gt;
&lt;br /&gt;
== Seed Studios (Porto, Portugal) ==&lt;br /&gt;
&lt;br /&gt;
* ultra&lt;br /&gt;
&lt;br /&gt;
== Shadows in Darkness (Coral Springs, FL) ==&lt;br /&gt;
&lt;br /&gt;
* Cyberoxide&lt;br /&gt;
* jeremiah_bigley&lt;br /&gt;
* raithen&lt;br /&gt;
&lt;br /&gt;
== Shapefarm (Helsingborg, Sweden)  ==&lt;br /&gt;
&lt;br /&gt;
* BigErn&lt;br /&gt;
&lt;br /&gt;
== Sidhe Interactive (Wellington, New Zealand) ==&lt;br /&gt;
&lt;br /&gt;
* Jackablade&lt;br /&gt;
* Nizza_waaarg&lt;br /&gt;
&lt;br /&gt;
== Simian Squared (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Chimp&lt;br /&gt;
&lt;br /&gt;
== Slant Six Games (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Jay Evans&lt;br /&gt;
&lt;br /&gt;
== Sledgehammer Games (Foster City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Amsterdam Hilton Hotel&lt;br /&gt;
* Gonzo&lt;br /&gt;
* MalloryW&lt;br /&gt;
* Oniram&lt;br /&gt;
* roderickweise&lt;br /&gt;
&lt;br /&gt;
== Slipgate Ironworks (San Mateo, CA) ==&lt;br /&gt;
&lt;br /&gt;
* AHotHandSandwich&lt;br /&gt;
* Bashomaru&lt;br /&gt;
&lt;br /&gt;
== Sony Computer Entertainment America (Foster City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* HellMark&lt;br /&gt;
&lt;br /&gt;
== Sony Computer Entertainment Japan (Tokyo, Japan) ==&lt;br /&gt;
&lt;br /&gt;
* rasmus&lt;br /&gt;
&lt;br /&gt;
== Sony Computer Entertainment London (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* Crack Panda&lt;br /&gt;
* Del&lt;br /&gt;
* Mr Bear&lt;br /&gt;
* polycrunch&lt;br /&gt;
&lt;br /&gt;
== Sony Online Entertainment(Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* r13&lt;br /&gt;
&lt;br /&gt;
== Sony Santa Monica (Santa Monica, CA) ==&lt;br /&gt;
&lt;br /&gt;
* grassetti&lt;br /&gt;
* Kbrom12&lt;br /&gt;
&lt;br /&gt;
== Spacetime Studios (Austin, TX) ==&lt;br /&gt;
&lt;br /&gt;
* Kevin Albers&lt;br /&gt;
&lt;br /&gt;
== Spark Unlimited (Los Angeles, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Orgoth02&lt;br /&gt;
&lt;br /&gt;
== Splash Damage (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* JFletcher&lt;br /&gt;
* Jsargent&lt;br /&gt;
* Kimono&lt;br /&gt;
* MoP&lt;br /&gt;
* Myles&lt;br /&gt;
* spacemonkey&lt;br /&gt;
* Vahl&lt;br /&gt;
&lt;br /&gt;
== Square Enix (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* Arcanox&lt;br /&gt;
&lt;br /&gt;
== Stainless Games (Newport, Isle of Wight, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* A-N-P&lt;br /&gt;
&lt;br /&gt;
== Starbreeze / Overkill (Stockholm, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* Brygelsmack&lt;br /&gt;
* Generalvivi&lt;br /&gt;
* maxivz&lt;br /&gt;
&lt;br /&gt;
== Storm8 (Redwood City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* haZe&lt;br /&gt;
&lt;br /&gt;
== Sucker Punch Productions (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Filbot&lt;br /&gt;
&lt;br /&gt;
== Sumo Digital (Sheffield,  United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* kymbyli&lt;br /&gt;
&lt;br /&gt;
== TabTale (Tel Aviv, Israel) ==&lt;br /&gt;
&lt;br /&gt;
* Sukotto&lt;br /&gt;
&lt;br /&gt;
== Tantalus Interactive (Melbourne, Australia) ==&lt;br /&gt;
&lt;br /&gt;
* Conor&lt;br /&gt;
* Junkers&lt;br /&gt;
&lt;br /&gt;
== Tarsier Studios (Malmo, Sweden) ==&lt;br /&gt;
&lt;br /&gt;
* AimBiz&lt;br /&gt;
* c0ldhands&lt;br /&gt;
&lt;br /&gt;
== Techland (Wroclaw, Poland) ==&lt;br /&gt;
&lt;br /&gt;
* e=mc^2&lt;br /&gt;
&lt;br /&gt;
== Telos Entertainment (Charlottetown, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* Canadian Ink&lt;br /&gt;
&lt;br /&gt;
== Threewave Software (Vancouver, BC) ==&lt;br /&gt;
&lt;br /&gt;
* jouste&lt;br /&gt;
* Dakkon&lt;br /&gt;
* Renalicious&lt;br /&gt;
&lt;br /&gt;
== Torn Banner Studios (Toronto, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* darbeenbo&lt;br /&gt;
* Dylan Brady&lt;br /&gt;
* JasonLavoie&lt;br /&gt;
&lt;br /&gt;
== Toys for Bob (Novato, CA) ==&lt;br /&gt;
&lt;br /&gt;
* gauravcm&lt;br /&gt;
&lt;br /&gt;
== Traveller's Tales (Maidenhead, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* AdamE87&lt;br /&gt;
&lt;br /&gt;
== Trendy Entertainment (Gainesville, Florida) ==&lt;br /&gt;
&lt;br /&gt;
* GabrielP&lt;br /&gt;
&lt;br /&gt;
== Treyarch (Santa Monica, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Jesse Moody&lt;br /&gt;
* beefaroni&lt;br /&gt;
&lt;br /&gt;
== Trion Worlds (Redwood City, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Daz&lt;br /&gt;
* Haikai&lt;br /&gt;
* prototyp3&lt;br /&gt;
* shrew81&lt;br /&gt;
&lt;br /&gt;
== Tripwire Interactive (Atlanta, GA) ==&lt;br /&gt;
&lt;br /&gt;
* ohnein&lt;br /&gt;
&lt;br /&gt;
== TT Fusion (Manchester, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* East&lt;br /&gt;
* Flynny&lt;br /&gt;
* SirCalalot&lt;br /&gt;
&lt;br /&gt;
== Turbine, Inc (Westwood, MA) ==&lt;br /&gt;
&lt;br /&gt;
* DLoud&lt;br /&gt;
* HopeTorture&lt;br /&gt;
* Fireflights&lt;br /&gt;
&lt;br /&gt;
== Turtle Rock Studios (Lake Forest, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Keen&lt;br /&gt;
&lt;br /&gt;
== U4iA Games (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* iamtravis316&lt;br /&gt;
* nrek&lt;br /&gt;
&lt;br /&gt;
== Ubisoft Annecy (Annecy, France) ==&lt;br /&gt;
&lt;br /&gt;
* trebor777&lt;br /&gt;
&lt;br /&gt;
== Ubisoft BlueByte (Dusseldorf, Germany) ==&lt;br /&gt;
&lt;br /&gt;
* Spoon&lt;br /&gt;
&lt;br /&gt;
== Ubisoft (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* A-Train&lt;br /&gt;
* evillair&lt;br /&gt;
* PixelMasher&lt;br /&gt;
* LincolnHughes&lt;br /&gt;
* imyj&lt;br /&gt;
* megalmn2000&lt;br /&gt;
* ShadowM8&lt;br /&gt;
&lt;br /&gt;
== Ubisoft (Toronto, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* adam&lt;br /&gt;
* deceiver&lt;br /&gt;
* haiddasalami&lt;br /&gt;
* hainek&lt;br /&gt;
* Mistry10&lt;br /&gt;
* shabba&lt;br /&gt;
* slipsius&lt;br /&gt;
* Uly&lt;br /&gt;
&lt;br /&gt;
== Ubisoft (Singapore) ==&lt;br /&gt;
&lt;br /&gt;
* akramparvez&lt;br /&gt;
&lt;br /&gt;
== Ubisoft Reflections (Newcastle, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* _Calix_&lt;br /&gt;
* Shiv&lt;br /&gt;
* Stinger88&lt;br /&gt;
* underfox&lt;br /&gt;
&lt;br /&gt;
== United Front Games (Vancouver, Canada) ==&lt;br /&gt;
&lt;br /&gt;
* TWilson&lt;br /&gt;
* Hebs&lt;br /&gt;
&lt;br /&gt;
== Valkyrie Entertainment (Seattle, WA) ==&lt;br /&gt;
&lt;br /&gt;
* Diminished-self&lt;br /&gt;
* ENODMI&lt;br /&gt;
* fattkid&lt;br /&gt;
* Ferg&lt;br /&gt;
* isaac&lt;br /&gt;
* okkun&lt;br /&gt;
* Ryno&lt;br /&gt;
&lt;br /&gt;
== Valve Software (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* kite&lt;br /&gt;
* Paul Pepera&lt;br /&gt;
&lt;br /&gt;
== Variable State (London, United Kingdom) ==&lt;br /&gt;
&lt;br /&gt;
* HiFiHair&lt;br /&gt;
&lt;br /&gt;
== Vicious Cycle Software (Chapel Hill, NC) ==&lt;br /&gt;
&lt;br /&gt;
* matthewjvia&lt;br /&gt;
&lt;br /&gt;
== Vicarious Visions (Menands, NY) ==&lt;br /&gt;
&lt;br /&gt;
* Devoid&lt;br /&gt;
* Donavonyoung&lt;br /&gt;
* wassum&lt;br /&gt;
&lt;br /&gt;
== Virtual 3D (Boca Raton, FL) ==&lt;br /&gt;
&lt;br /&gt;
* Mechadus&lt;br /&gt;
&lt;br /&gt;
== Virtual Toys (Madrid, Spain) ==&lt;br /&gt;
&lt;br /&gt;
* german01&lt;br /&gt;
&lt;br /&gt;
== Virtuos Games (Shanghai) ==&lt;br /&gt;
&lt;br /&gt;
* akramparvez&lt;br /&gt;
* Kwramm&lt;br /&gt;
&lt;br /&gt;
== Visceral Games ==&lt;br /&gt;
&lt;br /&gt;
* stimpack&lt;br /&gt;
* G3L&lt;br /&gt;
* Sean VanGorder&lt;br /&gt;
&lt;br /&gt;
== Visual Concepts (Novato, CA) ==&lt;br /&gt;
&lt;br /&gt;
* dnorth&lt;br /&gt;
&lt;br /&gt;
== Volition Inc ==&lt;br /&gt;
&lt;br /&gt;
* Boraxman&lt;br /&gt;
* Delo&lt;br /&gt;
* Ghostscape&lt;br /&gt;
* HarlequiN&lt;br /&gt;
* J0NNYquid&lt;br /&gt;
* Millah&lt;br /&gt;
* retleks&lt;br /&gt;
* Swampbug&lt;br /&gt;
* Zergxes&lt;br /&gt;
* gsokol&lt;br /&gt;
&lt;br /&gt;
== Wargaming.net (Cyprus) ==&lt;br /&gt;
&lt;br /&gt;
* downarmy&lt;br /&gt;
&lt;br /&gt;
== Wargaming West (Chicago, IL) ==&lt;br /&gt;
&lt;br /&gt;
* Amatobahn&lt;br /&gt;
* skyline5gtr&lt;br /&gt;
&lt;br /&gt;
== Warner Brothers Games (Montréal, BC) ==&lt;br /&gt;
&lt;br /&gt;
* eyo&lt;br /&gt;
&lt;br /&gt;
== WMS Gaming ==&lt;br /&gt;
&lt;br /&gt;
* WipEout&lt;br /&gt;
&lt;br /&gt;
== Wolfire Games (Berkeley, CA) ==&lt;br /&gt;
&lt;br /&gt;
* Ninjas&lt;br /&gt;
&lt;br /&gt;
== The Workshop (Marina Del Rey, CA) ==&lt;br /&gt;
&lt;br /&gt;
* r4ptur3&lt;br /&gt;
&lt;br /&gt;
== YAGER Development GmbH (Berlin, Germany) ==&lt;br /&gt;
&lt;br /&gt;
* EbolaV&lt;br /&gt;
* JO420&lt;br /&gt;
&lt;br /&gt;
== You Kick Ass (Bellevue, WA) ==&lt;br /&gt;
&lt;br /&gt;
* GarageBay9&lt;br /&gt;
&lt;br /&gt;
== Zenimax (Hunt Valley, MD) ==&lt;br /&gt;
&lt;br /&gt;
* Cody&lt;br /&gt;
* Em.&lt;br /&gt;
* toren3d&lt;br /&gt;
* Vidar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This list was originally on the forum, in a thread named [http://polycount.com/discussion/49362/polycounter-job-census/p1 Polycounter Job Census]. When we upgraded the forum software, the latest list was lost. The list was restored from [https://web.archive.org/web/20150410044056/http://www.polycount.com/forum/showthread.php?t=49362 a backup] on the [https://archive.org/web/ Internet Archive Wayback Machine].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]][[Category:GameIndustry]] [[Category:Archive]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Polycount:About</id>
		<title>Polycount:About</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Polycount:About"/>
				<updated>2025-04-04T21:12:25Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Forum Snapshots */ 2025&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Polycount is a videogame artist community where hobbyists and professionals alike hone their craft. Notoriously honest in critique, our community of artists have been posting, collaborating, and helping each other since 1997. If you’re looking to improve your skillset, learn new tricks or techniques, or just share an opinion on videogame art, come visit us at https://www.polycount.com/.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==The Polycount Crew==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;color:gray;background-color:#222;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;text-align:left;padding-left:2em;color:white;background-color:#37864d;&amp;quot; colspan=&amp;quot;3&amp;quot;| Polycount&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Name'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Role'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Forum Name'''&lt;br /&gt;
|-&lt;br /&gt;
|Drew ‘r13′ Risch&lt;br /&gt;
|Founder&lt;br /&gt;
|[http://polycount.com/profile/r13 r13]&lt;br /&gt;
|-&lt;br /&gt;
|Seth ‘cheeseplus‘ Thomas&lt;br /&gt;
|Server Admin&lt;br /&gt;
|[http://polycount.com/profile/cheeseplus cheeseplus]&lt;br /&gt;
|-&lt;br /&gt;
|Sean VanGorder&lt;br /&gt;
|Site Admin, Recap Admin&lt;br /&gt;
|[http://polycount.com/profile/Sean%20VanGorder Sean VanGorder]&lt;br /&gt;
|-&lt;br /&gt;
|Eric Chadwick &lt;br /&gt;
|Site Admin, Wiki Admin&lt;br /&gt;
|[http://polycount.com/profile/Eric%20Chadwick Eric Chadwick]&lt;br /&gt;
|-&lt;br /&gt;
|Garth 'welbot' Rönkkö&lt;br /&gt;
|Discord Admin&lt;br /&gt;
|[https://polycount.com/profile/welbot welbot]&lt;br /&gt;
|-&lt;br /&gt;
|Adam Turnbull&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/_adamturnbull _adamturnbull]&lt;br /&gt;
|-&lt;br /&gt;
|Brent 'bounchfx' LaDue&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/bounchfx bounchfx]&lt;br /&gt;
|-&lt;br /&gt;
|Chris 'geezus' Zdana&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/geezus geezus]&lt;br /&gt;
|-&lt;br /&gt;
|Jesse 'skankerzero' Sosa&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/skankerzero skankerzero]&lt;br /&gt;
|-&lt;br /&gt;
|Joe 'EarthQuake' Wilson&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/EarthQuake EarthQuake]&lt;br /&gt;
|-&lt;br /&gt;
|Marie 'Tits' Pepin&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/Tits Tits]&lt;br /&gt;
|-&lt;br /&gt;
|Mark Dygert &lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/Mark%20Dygert Mark Dygert]&lt;br /&gt;
|-&lt;br /&gt;
|Michael Knubben&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/Michael%20Knubben Michael Knubben]&lt;br /&gt;
|-&lt;br /&gt;
|Pedro Amorim&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/Pedro%20Amorim Pedro Amorim]&lt;br /&gt;
|-&lt;br /&gt;
|Stefan 'slipsius' Lipsius&lt;br /&gt;
|Moderator&lt;br /&gt;
|[http://polycount.com/profile/slipsius slipsius]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;color:gray;background-color:#222;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;text-align:left;padding-left:2em;color:white;background-color:#37864d;&amp;quot; colspan=&amp;quot;3&amp;quot;| Section Moderators&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Name'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Role'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Forum Name'''&lt;br /&gt;
|-&lt;br /&gt;
|'Froyok'&lt;br /&gt;
|[http://polycount.com/categories/allegorithmics-substance Allegorithmic] Moderator&lt;br /&gt;
|[http://polycount.com/profile/Froyok Froyok]&lt;br /&gt;
|-&lt;br /&gt;
|'Jerc'&lt;br /&gt;
|[http://polycount.com/categories/allegorithmics-substance Allegorithmic] Moderator&lt;br /&gt;
|[http://polycount.com/profile/Jerc Jerc]&lt;br /&gt;
|-&lt;br /&gt;
|Nicolas 'NicolasW' Wirrmann&lt;br /&gt;
|[http://polycount.com/categories/allegorithmics-substance Allegorithmic] Moderator&lt;br /&gt;
|[http://polycount.com/profile/NicolasW NicolasW]&lt;br /&gt;
|-&lt;br /&gt;
|Adam Turnbull&lt;br /&gt;
|[http://polycount.com/categories/animation-showcase-critiques Animation] Moderator&lt;br /&gt;
|[http://polycount.com/profile/_adamturnbull _adamturnbull]&lt;br /&gt;
|-&lt;br /&gt;
|Stefan 'slipsius' Lipsius&lt;br /&gt;
|[http://polycount.com/categories/animation-showcase-critiques Animation] Moderator&lt;br /&gt;
|[http://polycount.com/profile/slipsius slipsius]&lt;br /&gt;
|-&lt;br /&gt;
|Alec Moody&lt;br /&gt;
|[http://polycount.com/categories/handplane-contest Handplane] Moderator&lt;br /&gt;
|[http://polycount.com/profile/AlecMoody AlecMoody]&lt;br /&gt;
|-&lt;br /&gt;
|Joe 'EarthQuake' Wilson&lt;br /&gt;
|[http://polycount.com/categories/marmoset Marmoset] Moderator&lt;br /&gt;
|[http://polycount.com/profile/EarthQuake EarthQuake]&lt;br /&gt;
|-&lt;br /&gt;
|'GetAwesome'&lt;br /&gt;
|[http://polycount.com/categories/marmoset Marmoset] Moderator&lt;br /&gt;
|[http://polycount.com/profile/GetAwesome GetAwesome]&lt;br /&gt;
|-&lt;br /&gt;
|Mira 'MrsNomingtons' Karouta&lt;br /&gt;
|[http://polycount.com/categories/marmoset Marmoset] Moderator&lt;br /&gt;
|[http://polycount.com/profile/MrsNomingtons MrsNomingtons]&lt;br /&gt;
|-&lt;br /&gt;
|Jonathan 'Synaesthesia' Holmes&lt;br /&gt;
|[http://polycount.com/categories/quixel-suite Quixel] Moderator&lt;br /&gt;
|[http://polycount.com/profile/Synaesthesia Synaesthesia]&lt;br /&gt;
|-&lt;br /&gt;
|Najim 'NajimCG' Filali Saksak&lt;br /&gt;
|[http://polycount.com/categories/quixel-suite Quixel] Moderator&lt;br /&gt;
|[http://polycount.com/profile/NajimCG NajimCG]&lt;br /&gt;
|-&lt;br /&gt;
|Eric Chadwick &lt;br /&gt;
|[http://polycount.com/categories/unity Unity] Moderator&lt;br /&gt;
|[http://polycount.com/profile/Eric%20Chadwick Eric Chadwick]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;color:gray;background-color:#222;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;text-align:left;padding-left:2em;color:white;background-color:#37864d;&amp;quot; colspan=&amp;quot;3&amp;quot;| Past Crew&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Name'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Role'''!!style=&amp;quot;text-align:left;background-color:#333;color:lightgray;&amp;quot;|'''Forum Name'''&lt;br /&gt;
|-&lt;br /&gt;
|Ted 'BearKub' Shockey&lt;br /&gt;
|Co-founder&lt;br /&gt;
|[http://polycount.com/profile/BearKub BearKub]&lt;br /&gt;
|-&lt;br /&gt;
|Adam Bromell &lt;br /&gt;
|Website Architect, Principal Editor&lt;br /&gt;
|[http://polycount.com/profile/adam adam]&lt;br /&gt;
|-&lt;br /&gt;
|Tom 'drakino' Cramer&lt;br /&gt;
|Admin&lt;br /&gt;
|[http://polycount.com/profile/drakino drakino]&lt;br /&gt;
|-&lt;br /&gt;
|'TNSLB'&lt;br /&gt;
|Admin&lt;br /&gt;
|[http://polycount.com/profile/TNSLB TNSLB]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Created, maintained, and contributed to by professional videogame artists, Polycount was founded by Andrew ‘r13′ Risch on April 1st, 1998 along with his good friend Ted ‘bearkub’ Shockey. It was originally known as the [[Q2PMP]], as its first purpose was to store and showcase [[Quake 2]] plug-in player models. Q2PMP was built into a considerable archive of user-made player models, at a time when there were several sites vying to serve custom player models to Quake 2 players. &lt;br /&gt;
&lt;br /&gt;
Competition did not remain constant, however. With games like Quake 2, Half-Life, and Unreal Tournament supporting custom player models, the creation of and demand for player models grew rapidly. But not all sites could keep up with the demand. R13 remembers that a few webmasters of competing sites of the era (such as the 3D Bodyshop) gave up, they handed him their entire site backed up on a CD. &lt;br /&gt;
&lt;br /&gt;
The Q2PMP prospered and grew, attracting a steady following of hobbyists and artists who enjoyed creating custom player models. Early Polycount fixtures included AlphaWolf, BurntKona, [[Gwot]], [[Malekyth]], [[Rorshach]], JatotenRascot, LuppyLuptonium, [[Shatter]], [[Shine]], [[Sumaleth]], [[Stecki]], and [[Wrath]], just to name a few. This era was for some the golden age of plug-in player models, since Quake 2 provided a great deal of creative expression when creating player models, but with a minimum of technical experience that would be necessary for later titles. Polycount still maintains an extensive database of player models from the Q2PMP era.&lt;br /&gt;
&lt;br /&gt;
Polycount evolved into the now familiar green and black format the night before Quake III Arena was released in 2000. Quake 2 was arguably easier to create custom models for; but Quake III allowed for characters with 32-bit textures with an impressive array of shader effects, as well as higher polygon counts. Q3 was the entry point for much of the second wave of well known Polycount artists, such as BobotheSeal and DarkHorizon.  The community continued to grow. Many of the longer standing members of the community began getting industry jobs, often as a direct result of their community involvement (a trend which still continues).&lt;br /&gt;
&lt;br /&gt;
Although as of 2005, many FPS games have become exceedingly complicated to create custom player model content for, Polycount remains a vital community where hobbyists and professionals alike hone their craft. &lt;br /&gt;
&lt;br /&gt;
The heart of Polycount is the [http://www.polycount.com/forum/ Forum]. Notoriously honest in critique, our community of professional and hobbyist artists have been posting, collaborating, and helping each other like no other 3D art website since Polycount began back in 1997. If you’re looking to improve your skillset, learn new tricks or techniques, or just have an opinion on all things videogame art, be sure to check out the [http://www.polycount.com/forum/ forum].&lt;br /&gt;
&lt;br /&gt;
In May of 2010 the site was updated to augment the forum with regular updates curated by our editors. This ‘Polycount Update’ brought exclusive [http://polycount.com/categories/interview Interviews], [http://polycount.com/categories/article Articles] and [http://polycount.com/categories/tutorial Tutorials] as well as reports from the rest of the 3D community. We do our best to report news that we know you will find useful, entertaining, or engaging.&lt;br /&gt;
&lt;br /&gt;
This relaunch was kicked off with a new contest exclusively for Valve’s Team Fortress 2 called the ‘Polycount Pack’. It was a 5 week contest that yielded some amazing entries and highlighted the talent of the Polycount community. [http://polycount.com/discussion/159421/the-team-fortress-2-polycount-pack-winners/p1 The winners] had their artwork released in a massive Team-Fortress 2 update, the [http://www.teamfortress.com/mannconomy Man-conomy Update], where the winners [http://polycount.com/discussion/159506/polycount-pack-winners-average-45-000-payout-first-2-weeks/p1 earned an average of $45,000] from the first week of their items being on sale. Read all about the contest right [http://polycount.com/discussion/159328/team-fortress-2-polycount-pack here].&lt;br /&gt;
&lt;br /&gt;
With over 50,000 contributing professionals or hobbyist game artists and some 3 million views a month Polycount truly is the videogame art resource &amp;amp; community. Our mission is to provide 3D videogame artists the best resource for 3D news, discussion, and community. Every decision, update, and move we make internally is with our community’s best interests in mind.&lt;br /&gt;
&lt;br /&gt;
Also check out [[OldSiteCredits]] for more history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using the Polycount Greentooth Logo==&lt;br /&gt;
The ‘Greentooth’ Logo is Polycount’s unofficially official logo. That is, it is not ours but it is yours. It was created by our community and adopted by our community as the sole representation of the entire Polycount Community.&lt;br /&gt;
&lt;br /&gt;
As we see it, the Greentooth logo falls in to the ‘Creative Commons’ and is free for you to use in your artwork, projects, independent or “AAA” videogames. All that we ask is that you do not make money off of it directly – that is, selling items specifically branded with the Greentooth logo. (E.g. A micro-transaction item branded with the Greentooth logo isn’t allowed, but you’re more than welcome to use it elsewhere in your videogame as you see fit.)&lt;br /&gt;
&lt;br /&gt;
If you would like to see specific examples of how Greentooth has appeared in many of todays most famous videogames, check out the  [https://www.reddit.com/r/gaming/comments/xhlbd/this_guy_has_been_sneaking_his_way_into_video/ Reddit post about Greentooth] and the Polycount Thread [http://polycount.com/discussion/92534/greentooth-sightings-in-videogames Greentooth Sightings in Videogames].&lt;br /&gt;
&lt;br /&gt;
If you have any further questions regarding the logo or its use please [mailto:wizards@polycount.com contact us].&lt;br /&gt;
&lt;br /&gt;
[[image:logo_greentooth_seethru.png|none]]&lt;br /&gt;
&lt;br /&gt;
== Forum Snapshots ==&lt;br /&gt;
Snapshots of how the forum has appeared over the years, some courtesy of the [https://archive.org/web/ Internet Archive Wayback Machine].&lt;br /&gt;
{|&lt;br /&gt;
| [[File:PolycountForums1998-08-10.jpg|thumb|1998]]&lt;br /&gt;
| [[File:PolycountForums1998-12-02.jpg|thumb|1998]]&lt;br /&gt;
| [[File:PolycountForums1999-01-28.jpg|thumb|1999]]&lt;br /&gt;
| [[File:PolycountForums1999-10-12.jpg|thumb|1999]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PolycountForums2000-04-12.jpg|thumb|2000]]&lt;br /&gt;
| [[File:PolycountForums2001-12-04.jpg|thumb|2001]]&lt;br /&gt;
| [[File:PolycountForums2004-11-04.jpg|thumb|2004]]&lt;br /&gt;
| [[File:PolycountForums2008-05-16.jpg|thumb|2008]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PolycountForums2009-02-27.jpg|thumb|2009]]&lt;br /&gt;
| [[File:PolycountForums2011-01-05.jpg|thumb|2011]]&lt;br /&gt;
| [[File:PolycountForums2015-11-06.jpg|thumb|2015]]&lt;br /&gt;
| [[File:PolycountForums2016-07-29.jpg|thumb|2016]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PolycountForums2017-03-31.jpg|thumb|2017]]&lt;br /&gt;
| [[File:PolycountForums2017-04-01.jpg|thumb|[https://polycount.com/discussion/185413/happy-april-1/p1 April Fools 2017]]]&lt;br /&gt;
| [[File:PolycountForums2018-04-01.gif|thumb|[https://polycount.com/discussion/199717/polycount-20-years-of-counting-polys/p1 20th Anniversary 2018]]]&lt;br /&gt;
| [[File:Polycount-WAYWO_20190401.gif|thumb|[https://polycount.com/discussion/210144/happy-birthday-polycount-youre-21/p1 21st Birthday 2019], [https://polycount.com/discussion/210149/your-aprils-fools-shit-is-dumb Your Aprils fools shit is dumb.]]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PolycountForums2020-04-01.jpg|thumb|[https://polycount.com/discussion/218693/happy-22nd-polycount/p1 Happy 22nd Polycount]]]&lt;br /&gt;
| [[File:PolycountForums2020-04-02.jpg|thumb|2020]]&lt;br /&gt;
| [[File:PolycountForums2024-04-01.gif|thumb|[https://polycount.com/discussion/235273/happy-birthday-polycount Happy Birthday Polycount 2024]]]&lt;br /&gt;
| [[File:PolycountForums2025-04-01.jpg|thumb|[https://polycount.com/discussion/236908/cant-wait-for-april-1 Can't wait for April 1] 2025]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/File:PolycountForums2025-04-01.jpg</id>
		<title>File:PolycountForums2025-04-01.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/File:PolycountForums2025-04-01.jpg"/>
				<updated>2025-04-04T21:12:02Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PBR</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PBR"/>
				<updated>2025-02-05T18:41:58Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: dark dielectric materials link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Physically-Based Rendering (PBR) is an approach for materials and rendering that creates more accurate and predictable results than previous game rendering techniques, and works very well with dynamic  lighting conditions (like time-of-day).&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [https://marmoset.co/posts/physically-based-rendering-and-you-can-too/ Physically Based Rendering, And You Can Too!] in Toolbag 2 by Marmoset&lt;br /&gt;
* [https://marmoset.co/posts/basic-theory-of-physically-based-rendering/ Basic Theory of Physically-Based Rendering] in Toolbag 2 by Marmoset&lt;br /&gt;
* [https://marmoset.co/posts/pbr-texture-conversion/ PBR Texture Conversion] in Toolbag 2 by Marmoset&lt;br /&gt;
* [https://academy.substance3d.com/courses/pbrguides PBR Guides] by Adobe. Light and Matter : The theory of Physically-Based Rendering and Shading, and Practical Guidelines for PBR Texturing.&lt;br /&gt;
* [https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ Physically Based Materials] in Unreal Engine&lt;br /&gt;
* [http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ Working with Physically-Based Shading: a Practical Approach] for Unity.&lt;br /&gt;
* [http://www.youtube.com/watch?v=LP7HgIMv4Qo Physically Based Rendering in Substance - YouTube] - PBR principles well explained&lt;br /&gt;
* [https://www.fxguide.com/fxfeatured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me – fxguide] explains PBR in their game Remember Me.&lt;br /&gt;
* [http://www.artisaverb.info/PBT.html Physically Based Texturing] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov]&lt;br /&gt;
* [http://www.artisaverb.info/PBR.html Physically Based Rendering for Artists] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/ SIGGRAPH Physically Based Shading] presentations and papers from multiple years.&lt;br /&gt;
* [https://doc.babylonjs.com/how_to/physically_based_rendering Babylon.JS - Start with Physically Based Rendering (PBR)]&lt;br /&gt;
* [https://www.jeremyromanowski.com/blog/2015/11/20/lets-get-physical-part-1-of-3 Let's Get Physical: Part 1 of 3 — Jeremy Romanowski]&lt;br /&gt;
&lt;br /&gt;
== Color Charts ==&lt;br /&gt;
* [https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ DONTNOD Physically based rendering chart for Unreal Engine 4] color charts for albedo, metalness, roughness, porosity.&lt;br /&gt;
* [https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/ DONTNOD specular and glossiness chart] color charts for specular and roughness.&lt;br /&gt;
* [http://technicalartadventures.blogspot.com/2015/04/pbr-albedo-cheat-sheet.html Technical Art Adventures: PBR - Albedo Cheat Sheet] albedo color chart in Linear vs. sRGB.&lt;br /&gt;
* [https://technicalartadventures.blogspot.com/2015/04/pbr-spec-cheat-sheet.html Technical Art Adventures: PBR - Spec Cheat Sheet] specular color chart in IOR vs. Linear vs. sRGB.&lt;br /&gt;
* [https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html Unity - Manual : Material charts] color charts for albedo, metalness, roughness, specular, and smoothness.&lt;br /&gt;
* [https://docs.unity3d.com/2017.4/Documentation/uploads/ExpertGuides/Dark_Dielectric_Materials.pdf Unity Expert Guides - Materials authoring guidelines 1 : dark dielectric materials] proof that the darkest albedo is around 30 sRGB.&lt;br /&gt;
* [https://google.github.io/filament/Filament.md.html#materialsystem/parameterization/craftingphysicallybasedmaterials Physically Based Rendering in Filament: Crafting physically based materials] color charts for albedo, metalness, roughness, specular, clear coat, clear coat roughness, and anisotropy.&lt;br /&gt;
&lt;br /&gt;
== Forum Threads ==&lt;br /&gt;
* [http://polycount.com/discussion/179556/poll-metalness-or-specular-reflectance-pbr Poll: Metalness or Specular Reflectance (PBR)] - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/171689 PBR: The Problem with Greyscale Metalness] - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/154210 Why do things look darker when wet? Translate to PBR?] - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring] - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/148088 Painting sRGB/Linear, best practices] - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/136390 PBR Physically Based Rendering Bible] - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/132790 Tileable Dirt &amp;amp; Pebbles Texture] - a process for developing PBR textures - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/124934 UDK Physically Based Lighting!] - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/124683 Physically based rendering in games] - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/123826 Ready at Dawn's Material system] - Polycount Forum&lt;br /&gt;
* [http://polycount.com/discussion/89658 TGA Physically Based Lighting CGFX Shader for Maya Viewport] - Polycount Forum&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Rendering]] [[Category:Texturing]] [[Category:Glossary]] [[Category:Lighting]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Detail_map</id>
		<title>Detail map</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Detail_map"/>
				<updated>2024-12-13T20:29:41Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A detail map is used to create up-close high-frequency details. &lt;br /&gt;
&lt;br /&gt;
It is combined in the [[:Category:Shaders|shader]] with a regular texture, except using a higher amount of [[Texture Coordinates|UV tiling]] so it makes smaller pixels. [[Mip Mapping]] allows the detail texture to fade out at a medium distance to hide tiling artifacts. &lt;br /&gt;
&lt;br /&gt;
Detail maps are often used with [[Diffuse map]]s and/or [[Normal map]]s.&lt;br /&gt;
&lt;br /&gt;
[[image:Wolfire_DetailMap_none.jpg|frame|left|1. Landscape without any detail textures. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]]&lt;br /&gt;
[[image:Wolfire_DetailMap_color.jpg|frame|left|2. Landscape with a color detail texture. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]]&lt;br /&gt;
[[image:Wolfire_DetailMap_color-and-normal.jpg|frame|left|3. Landscape with a color and normalmap detail textures. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [http://forgottenhope.warumdarum.de/tutorials/texturesystem.php Detail color textures in Battlefield 2] - by ''[http://www.davidwahlberg.se/index.php David &amp;quot;Fenring&amp;quot; Wahlberg]''&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/adding-detail-textures-to-unreal-engine-materials?application_version=5.5 Detail color textures in Unreal Engine] - by ''Epic Games''&lt;br /&gt;
* [http://blog.wolfire.com/2009/12/Detail-textures Detail color and normalmap textures in Overgrowth] - by ''Wolfire Games''&lt;br /&gt;
* [https://www.gamedeveloper.com/programming/tool-postmortem-climax-brighton-s-supertools Multitexturing in MotoGP] - by ''Climax Group''&lt;br /&gt;
* [https://polycount.com/discussion/180954/alpha-blend-source-destination-matrix Alpha Blend - Source/Destination matrix] - from the Polycount forum&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureTypes]] [[Category:Color map]] [[Category:Bump map]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Detail_map</id>
		<title>Detail map</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Detail_map"/>
				<updated>2024-12-13T20:29:00Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Tutorials */ link fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A detail map is used to create up-close high-frequency details. &lt;br /&gt;
&lt;br /&gt;
It is combined in the [[:Category:Shaders|shader]] with a regular texture, except using a higher amount of [[Texture Coordinates|UV tiling]] so it makes smaller pixels. [[Mip Mapping]] allows the detail texture to fade out at a medium distance to hide tiling artifacts. &lt;br /&gt;
&lt;br /&gt;
Detail maps are often used with [[Diffuse map]]s and/or [[Normal map]]s.&lt;br /&gt;
&lt;br /&gt;
[[image:Wolfire_DetailMap_none.jpg|frame|left|1. Landscape without any detail textures. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]]&lt;br /&gt;
[[image:Wolfire_DetailMap_color.jpg|frame|left|2. Landscape with a color detail texture. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]]&lt;br /&gt;
[[image:Wolfire_DetailMap_color-and-normal.jpg|frame|left|3. Landscape with a color and normalmap detail textures. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]]&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [http://forgottenhope.warumdarum.de/tutorials/texturesystem.php Detail color textures in Battlefield 2] - by ''[http://www.davidwahlberg.se/index.php David &amp;quot;Fenring&amp;quot; Wahlberg]''&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/adding-detail-textures-to-unreal-engine-materialsl Detail color textures in Unreal Engine] - by ''Epic Games''&lt;br /&gt;
* [http://blog.wolfire.com/2009/12/Detail-textures Detail color and normalmap textures in Overgrowth] - by ''Wolfire Games''&lt;br /&gt;
* [https://www.gamedeveloper.com/programming/tool-postmortem-climax-brighton-s-supertools Multitexturing in MotoGP] - by ''Climax Group''&lt;br /&gt;
* [https://polycount.com/discussion/180954/alpha-blend-source-destination-matrix Alpha Blend - Source/Destination matrix] - from the Polycount forum&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:TextureTypes]] [[Category:Color map]] [[Category:Bump map]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Texture_Baking</id>
		<title>Texture Baking</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Texture_Baking"/>
				<updated>2024-12-08T14:18:14Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Baking Workflow */ explode avoidance note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Texture baking is the process of transferring details from one model to another. &lt;br /&gt;
&lt;br /&gt;
The [[Texture Baking#Baking Tools|baking tool]] starts a certain distance out from the model (usually a low-resolution model for game use), and casts rays inwards towards another model (usually a high-resolution [[DigitalSculpting|sculpt]]). When a ray intersects the 2nd model, it records the surface detail and saves that into a [[Texture types|texture map]], using the first model's [[Texture Coordinates]]. &lt;br /&gt;
&lt;br /&gt;
Baking tools support [[:Category:TextureTypes|multiple map types]]. High-resolution normals go into a [[Normal map]], occlusion goes into an [[Ambient occlusion map]], etc. &lt;br /&gt;
&lt;br /&gt;
== Baking Workflow ==&lt;br /&gt;
The baking workflow varies for each artist; this is a summary of common baking tasks.&lt;br /&gt;
&lt;br /&gt;
# Blockout model:&lt;br /&gt;
#* Create a rough low- to medium-resolution model, and get it into the game.&lt;br /&gt;
#* Test with all the required functionality so you can determine how much detail is required.&lt;br /&gt;
# High-resolution model:&lt;br /&gt;
#* Build the source for your normal map, using [[DigitalSculpting]] and/or [[Subdivision Surface Modeling]].&lt;br /&gt;
#* High-quality bakes require specific modeling techniques, see [[Normal Map Modeling]].&lt;br /&gt;
# Low-poly in-game model:&lt;br /&gt;
#* Remove details from the base version of the high-poly model, or use [[ReTopologyModeling]].&lt;br /&gt;
#* Create good topology for baking. See [[Normal_Map_Modeling#Low-Poly_Mesh]] and [http://www.polycount.com/forum/showthread.php?t=81154 Understanding averaged normals and ray projection/Who put waviness in my normal map?] and [http://www.polycount.com/forum/showthread.php?t=147227 Skew you buddy! Making sense of skewed normal map details].&lt;br /&gt;
#* Create good topology for animation. See [[Topology#Principles_of_Topology]].&lt;br /&gt;
# UV coordinates:&lt;br /&gt;
#* Create good [[Texture Coordinates]] for your low-poly model.&lt;br /&gt;
#* For [[Normal_Map_Technical_Details#Tangent-Space_vs._Object-Space|tangent-space normal mapping]], split the UVs for every hard edge (where vertex normals are split, or different smoothing groups are used, same thing). See [http://www.polycount.com/forum/showthread.php?t=107196 You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts], and [http://www.polycount.com/forum/showpost.php?p=2226864&amp;amp;postcount=51 Earthquake on separating smoothing groups in the UV].&lt;br /&gt;
#* Make sure there's enough room between UVs for good [[Edge_padding|edge padding]] to prevent color bleeding between the UVs.&lt;br /&gt;
# Triangulate:&lt;br /&gt;
#* See [[Texture Baking#Triangulation]], and [[Polygon Count#Polygons Vs. Triangles]].&lt;br /&gt;
#* Triangulate before mirroring, to prevent shading errors.&lt;br /&gt;
# Mirror &amp;amp; duplicate:&lt;br /&gt;
#* If creating symmetrical parts, mirror the model. See [[Normal Map Modeling#Mirroring]].&lt;br /&gt;
#* Duplicate any model parts which reuse the same UV; this ensures perfect UV overlap.&lt;br /&gt;
# Offset UVs:&lt;br /&gt;
#* See [http://www.polycount.com/forum/showpost.php?p=2225535&amp;amp;postcount=40 JedTheKrampus on offsetting Mirrored UVs], [[Texture Baking#UV Coordinates]].&lt;br /&gt;
# Optimize the high-poly. &lt;br /&gt;
#* Optimize the high-resolution model to speed up bakes, to avoid running out of RAM while baking, and to keep 3d file sizes manageable. See [[Tools#Decimation_Software]]. &lt;br /&gt;
#* If it's a [[DigitalSculpting|sculpt]] reduce the vertex count to a manageable file size before exporting. Sculpting tools like Zbrush create triangles smaller than the bake pixels, which will increase baking time significantly without actually improving the bake.&lt;br /&gt;
#* If it's a [[Subdivision Surface Modeling|subdivision surface]] choose an appropriate resolution. Use just enough subdivisions to get a smooth surface at the baking resolution, and no more.&lt;br /&gt;
# Explode.&lt;br /&gt;
#* The reason: Interpenetrating or close-together parts can cause baking artifacts, because neighboring surfaces will capture parts of each other, see [[Texture Baking#Solving Intersections]]. &lt;br /&gt;
#* To explode means to separate the non-welded surfaces, mesh elements, Zbrush subtools, etc. so there is ample space between them. Use the same separation for the highpoly model and the lowpoly model. After the bake, move the pieces back together. &lt;br /&gt;
#* The workflow: If the modeling software has animation, you can keyframe the explode to easily reverse it after baking. Tools are also available, see [http://boards.polycount.net/showthread.php?t=62921 Explode script needed (for baking purposes)]. Elements can be tagged by some baking tools, so specific low-poly elements will only bake related high-poly elements, this avoids exploding (3ds Max can use Material IDs, etc.).&lt;br /&gt;
#* Note: Some baking tools avoid the need for exploding the meshes. 3ds Max has [https://help.autodesk.com/view/3DSMAX/2025/ENU/?guid=GUID-B67A2495-89E4-464A-8913-35C957E950EB#GUID-B67A2495-89E4-464A-8913-35C957E950EB__FIG_DA93CF3F060A4CE2B6FB8A8BD76F76B1 Hit Only Matching Material ID], Marmoset Toolbag has [https://docs.marmoset.co/docs/bake-groups/ Bake Groups],  Substance 3D Painter has [https://helpx.adobe.com/substance-3d-bake/features/matching-by-name.html Match by Name].&lt;br /&gt;
# Cage.&lt;br /&gt;
#* Create an inflated copy of the low-resolution model, which encompasses the high-resolution model. See [[Texture Baking#Cages]]. Some tools create this automatically.&lt;br /&gt;
# Which baker?&lt;br /&gt;
#* [[Texture Baking#Baking Tools]]&lt;br /&gt;
# Test Bakes.&lt;br /&gt;
#* Import the high-resolution model, the low-resolution model, and the cage.&lt;br /&gt;
#* Test the bake settings using lower values for faster iteration. Smaller render sizes, lower anti-aliasing samples, etc. &lt;br /&gt;
#* Use enough [[Edge_padding|edge padding]] to prevent color bleeding between the UVs.&lt;br /&gt;
#* Fix errors and re-bake until solved. Look for overlaps, gaps, skewed details. Adjust the bake settings, low-poly model, cage, etc. See [http://www.polycount.com/forum/showthread.php?t=147227 Skew you buddy! Making sense of skewed normal map details.], and [http://www.polycount.com/forum/showthread.php?t=144715 Skewmesh Tutorial].&lt;br /&gt;
#* Some errors can be painted out later, but avoid this! Any painting must be repeated if the model is re-baked, and painting on a normal map can introduce more artifacts.&lt;br /&gt;
# Render.&lt;br /&gt;
#* Increase the settings to full quality.&lt;br /&gt;
#* Use anti-aliasing or super-sampling. See [[Texture Baking#Anti-Aliasing]].&lt;br /&gt;
#* Use 16-bit. See [http://www.polycount.com/forum/showthread.php?t=148303 Of Bit Depths, Banding and Normal Maps].&lt;br /&gt;
#* Use [[Normal_Map_Technical_Details#Tangent-Space_vs._Object-Space|object space]], if converting to a specific tangent space. See [[Normal Map Technical Details#Synched Workflow|Synched Workflow]], and [[Normal Map Technical Details#Converting Between Spaces|Converting Between Spaces]].&lt;br /&gt;
# Convert.&lt;br /&gt;
#* Convert to a specific tangent space. See [[Normal Map Technical Details#Synched Workflow|Synched Workflow]], and [[Normal Map Technical Details#Converting Between Spaces|Converting Between Spaces]].&lt;br /&gt;
# Edit.&lt;br /&gt;
#* Combine bakes if needed. See [[Ambient_occlusion_map#EarthQuake.27s_Baking_Method|Ambient occlusion map#EarthQuake's Baking Method]]&lt;br /&gt;
#* Add details from photos or other bakes. See [http://farfarer.com/resources.htm RNM Normal Map Combiner], and [http://vincentcallebaut.com/CombineNormal.html Combine Normal].&lt;br /&gt;
#* Some errors can be painted out, but avoid this! Any painting must be repeated if the model is re-baked, and painting on a normal map can introduce more artifacts.&lt;br /&gt;
#* Swizzle. See [[Normal Map Technical Details#Common Swizzle Coordinates]].&lt;br /&gt;
#* Re-normalize. See [[Normal_map#Re-normalizing]].&lt;br /&gt;
#* Reduce to 8-bit. See [http://www.polycount.com/forum/showthread.php?t=148303 Of Bit Depths, Banding and Normal Maps].&lt;br /&gt;
# View &amp;amp; Check.&lt;br /&gt;
#* View the finished in-game model and textures in your game engine, and check for errors.&lt;br /&gt;
&lt;br /&gt;
== UV Coordinates ==&lt;br /&gt;
Normal map baking tools only capture details within the 0-1 UV square, any UV bits outside this area are ignored. &lt;br /&gt;
&lt;br /&gt;
Only one copy of the forward-facing UVs should remain in the 0-1 UV square at baking time. If the mesh uses overlapping UVs, this will likely cause artifacts to appear in the baked map, since the baker will try render each UV shell into the map. Before baking, it's best to move all the overlaps and [[Normal_Map_Modeling#Mirroring|mirrored parts]] outside the 0-1 square. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=312px widths=613px&amp;gt;&lt;br /&gt;
Normalmap_uvcoord_offset.jpg|Mirrored UVs (in red) are offset 1 unit before baking. &amp;lt;br&amp;gt;Image by [http://ericchadwick.com Eric Chadwick].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you move all the overlaps and [[Normal_Map_Modeling#Mirroring|mirrored]] bits exactly 1 UV unit (any whole number will do), then you can leave them there after the bake and they will still be mapped correctly. You can move them back if you want, it doesn't matter to most game engines. Be aware that ZBrush does use UV offsets to manage mesh visibility, however this usually doesn't matter because the ZBrush cage mesh is often a different mesh than the in-game mesh used for baking.&lt;br /&gt;
&lt;br /&gt;
You should avoid changing the UVs after baking the normal map, because rotating or mirroring UVs after baking will cause the normal map not to match the [[#TB|tangent basis]] anymore, which will likely cause lighting problems. &lt;br /&gt;
&lt;br /&gt;
In 3ds Max, W is a third texture coordinate. It's used for 3D procedural textures and for storing vertex color in UV channels (you need 3 axes for RGB, so UVW can store vertex color). Bake problems can be avoided by moving any overlapping UVs to -1 on the W axis, with the same results as moving them 1 unit on the U or V axes. The tool Render To Texture will always bake whatever UVs are the highest along the W axis. However using W can be messy... it's generally hidden unless you purposefully look for it (bad for team work), doesn't get preserved on export to other apps, and high W values can prevent selecting and/or welding UVs.&lt;br /&gt;
&lt;br /&gt;
If you're using tiled normal maps, then overlaps and mirroring shouldn't matter. Make sure to test in your game engine to be sure, but tiling allows a lot more reuse than a unique-UV layout.&lt;br /&gt;
&lt;br /&gt;
== Tangent Basis ==&lt;br /&gt;
[[image:tangentseams.jpg|frame|none|When shared edges are at different angles in UV space, different colors will show up&lt;br /&gt;
along the seam. The tangent basis uses these colors to light the model properly. &amp;lt;br&amp;gt;Image by [http://ericchadwick.com Eric Chadwick].]]&lt;br /&gt;
&lt;br /&gt;
When you look at a tangent-space normal map for a character, you typically see different colors along the UV seams. This is because the UV shells are often oriented at different angles on the mesh, a necessary evil when translating the 3D mesh into 2D textures. The body might be mapped with a vertical shell, and the arm mapped with a horizontal one. This requires the normals in the normal map to be twisted for the different orientations of those UV shells. The UVs are twisted, so the normals must be twisted in order to compensate. The tangent basis helps reorient (twist) the lighting as it comes into the surface's local space, so the lighting will then look uniform across the normal mapped mesh.&lt;br /&gt;
&lt;br /&gt;
When an artist tiles a tangent-space normal map across an arbitrary mesh, like a landscape, this tends to shade correctly because the mesh has a uniform direction in tangent space. If the mesh has discontinuous UV coordinates (UV seams), or the normal map has large directional gradients across it, the tangent space won't be uniform anymore so the surface will probably have shading seams.&lt;br /&gt;
&lt;br /&gt;
== Triangulation ==&lt;br /&gt;
Before baking, it is usually best to triangulate the low-poly model, converting it from polygons into pure triangles. This prevents the vertex normals from being changed later on, which can create specular artifacts.&lt;br /&gt;
&lt;br /&gt;
Sometimes a baking tool or a mesh exporter/importer will re-triangulate the polygons. A quad polygon is actually treated as two triangles, and the internal edge between them is often switched diagonally during modeling operations. When the vertices of the quad are moved around in certain shapes, the software's algorithm for polygon models tries to keep the quad surface in a &amp;quot;rational&amp;quot; non-overlapping shape. It does this by switching the internal edge between its triangles.&lt;br /&gt;
&lt;br /&gt;
If the model is mirrored, make sure the triangulation is mirrored as well. If not, this will cause shading errors because only one side will match the original bake.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=300px widths=600px&amp;gt;&lt;br /&gt;
triangulation_modo_ohare.jpg|When quads are triangulated in [http://www.luxology.com/modo/ Modo], the internal edges are sometimes flipped, which causes shading differences. Image by [http://www.farfarer.com/ James &amp;quot;Talon&amp;quot; O'Hare].&lt;br /&gt;
triangulation_spec_tychovii.jpg|The specular highlight is affected by triangulation. Flip edges to fix skewing. See the Polycount thread [http://boards.polycount.net/showthread.php?t=66651 Skewed Specular Highlight?] for pictures and more info. Image by [http://robertkreps.com Robert &amp;quot;TychoVII&amp;quot; Kreps].&lt;br /&gt;
OrlandoJones_Triangulation_Error.jpg|Non-mirrored triangles cause a shading error. Image by [https://www.artstation.com/artist/orlandojones Orlando Jones].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cages ==&lt;br /&gt;
''Cage'' has two meanings in the normal-mapping process: a low-poly base for [[Subdivision Surface Modeling]] (usually called the [[BaseMesh]]), or a ray-casting mesh used for normal map baking. This section covers the ray-casting cage.&lt;br /&gt;
&lt;br /&gt;
Most normal map baking tools allow you to use a distance-based raycast. A ray is sent outwards along each vertex normal, then at the distance you set a ray is cast back inwards. Where ever that ray intersects the high poly mesh, it will sample the normals from it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=300px widths=300px&amp;gt;&lt;br /&gt;
Normalmap_raycasting_1.jpg|Hard edges and a distance-based raycast (gray areas) cause ray misses (yellow) and ray overlaps (cyan). Image by [http://www.mankua.com/ Diego Castaño].&lt;br /&gt;
Normalmap_raycasting_2.jpg|The gray area shows that using all soft edges (or hard edges and a cage-based raycast) will avoid ray-casting errors from split normals. Image by [http://www.mankua.com/ Diego Castaño].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unfortunately with a distance-based raycast, split vertex normals will cause the bake to miss parts of the high-res mesh, causing errors and seams. &lt;br /&gt;
&lt;br /&gt;
Some software allows you to use ''cage mesh'' option instead, which basically inflates a copy of the low-poly mesh, then raycasts inwards from each vertex. This ballooned-out mesh is the cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 3ds Max the cage controls both the distance and the direction of the raycasting. &lt;br /&gt;
&lt;br /&gt;
In Maya the cage only controls the distance; the ray direction matches the vertex normals (inverted).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The tutorial [[3DTutorials/Modeling High-Low Poly Models for Next Gen Games]] by [http://www.acetylenegames.com/artbymasa/ João &amp;quot;Masakari&amp;quot; Costa] has more examples of ray-casting, plus how to get better results from the bake.&lt;br /&gt;
&lt;br /&gt;
== Anti-Aliasing ==&lt;br /&gt;
Aliasing errors can occur both during the bake (from overlaps in the high-poly model) and in-game (from overlaps in the low-poly model). &lt;br /&gt;
&lt;br /&gt;
Contiguous low-poly meshes are better in general, as long as the triangle budget allows it. Otherwise interior parts will be aliased in-game where the edges overlap one another. See [[Normal Map Modeling#Contiguous Meshes]].&lt;br /&gt;
&lt;br /&gt;
For the high-poly model, turning on super-sampling or anti-aliasing (or whatever multi-ray casting is called in your normal map baking tool) will help to fix any jagged edges where the high-poly model overlaps itself within the UV borders of the low-poly mesh, or wherever the background shows through holes in the mesh. Unfortunately this tends to render much much slower, and takes more memory.&lt;br /&gt;
&lt;br /&gt;
[[image:normalmap_aliasing_knak47.jpg|frame|none|A bake without anti-aliasing shows artifacts where the high-poly mesh has overlaps. &amp;lt;br&amp;gt;Image by [http://www.polycount.com/forum/member.php?u=35938 'knak47']]]&lt;br /&gt;
&lt;br /&gt;
One trick to speed this up is to render 2x the intended image size then scale the normal map down 1/2 in a paint program like Photoshop. The reduction's pixel resampling will add anti-aliasing for you in a very quick process. After scaling, make sure to re-normalize the map if your game doesn't do that already, because the un-normalized pixels in your normalmap may cause pixelly artifacts in your specular highlights. Re-normalizing can be done with [http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA's normal map filter] for Photoshop.&lt;br /&gt;
&lt;br /&gt;
3ds Max's supersampling doesn't work nicely with edge padding, it produces dark streaks in the padded pixels. If so then turn off padding and re-do the padding later, either by re-baking without supersampling or by using a Photoshop filter like the one that comes with [[#3DTools|Xnormal]].&lt;br /&gt;
&lt;br /&gt;
== Transparency ==&lt;br /&gt;
Sometimes you need to bake a normal map from an object that uses opacity maps, like a branch with opacity-mapped leaves. Unfortunately baking apps often completely ignore any transparency mapping on your high-poly mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=300px widths=300px&amp;gt;&lt;br /&gt;
JoeWilson_ivynormals_error.jpg|3ds Max's RTT baker causes transparency errors. Image by [http://www.linkedin.com/in/earthquake Joe &amp;quot;EarthQuake&amp;quot; Wilson].&lt;br /&gt;
JoeWilson_ivynormals_rendered.jpg|Use colored lighting to bake perfect transparency. Image by [http://www.linkedin.com/in/earthquake Joe &amp;quot;EarthQuake&amp;quot; Wilson].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To solve this, render a Top view of the mesh. This only works if you're using a planar UV projection for your low-poly mesh and you're baking a tangent-space normal map.&lt;br /&gt;
&lt;br /&gt;
Make sure the Top view matches the dimensions of the planar UV projection used by the low-poly mesh. It helps to use an orthographic camera for precise placement.&lt;br /&gt;
&lt;br /&gt;
On the high-poly mesh either use a specific lighting setup or a use special material shader:&lt;br /&gt;
&lt;br /&gt;
# The lighting setup is described in these tutorials:&lt;br /&gt;
#* [http://www.bencloward.com/tutorials_normal_maps11.shtml Creating A Normal Map Right In Your 3D App] by [http://www.bencloward.com/ Ben Cloward]&lt;br /&gt;
#*[http://www.pinwire.com/articles/26/1/Generating-High-Fidelity-Normal-Maps-with-3-D-Software.html Generating High Fidelity Normal Maps with 3-D Software] by [http://www.linkedin.com/pub/0/277/4AB Dave McCoy], Graphics Techniques Consultant, Xbox Content and Design Team&lt;br /&gt;
# The material shader does the same thing, but doesn't require lights.&lt;br /&gt;
#* [http://www.scriptspot.com/3ds-max/normaltexmap NormalTexMap] scripted map for 3ds Max by [http://www.scriptspot.com/users/dave-locke Dave Locke].&lt;br /&gt;
#* [http://www.footools.com/3dsmax/ InfoTexture] map plugin for 3ds Max by [http://www.footools.com John Burnett]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=300px widths=300px&amp;gt;&lt;br /&gt;
BenCloward_NormalMapLighting.gif|The lighting setup for top-down rendering. Image by [http://www.bencloward.com Ben Cloward].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Edge Padding ==&lt;br /&gt;
If a normal map doesn't have enough [[Edge_padding |Edge Padding]], this will create shading seams on the UV borders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High Poly Materials ==&lt;br /&gt;
3ds Max will not bake a normal map properly if the high-res model has a mental ray Arch &amp;amp; Design material applied. If your normal map comes out mostly blank, either use a Standard material or none at all. For an example see the Polycount thread [http://www.polycount.com/forum/showthread.php?t=74792 Render to Texture &amp;gt;:O].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reset Transforms ==&lt;br /&gt;
Before baking, make sure your low-poly model's transforms have been reset. '''''This is very important!''''' Often during the modeling process a model will be rotated and scaled, but these compounded transforms can create a messy local &amp;quot;space&amp;quot; for the model, which in turn often creates rendering errors for normal maps. &lt;br /&gt;
&lt;br /&gt;
In 3ds Max, use the Reset Xforms utility then Collapse the Modifier Stack. In Maya use Freeze Transformation. In XSI use the Freeze button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Solving Intersections ==&lt;br /&gt;
The projection process often causes problems like misses, or overlaps, or intersections. It can be difficult generating a clean normal map in areas where the high-poly mesh intersects or nearly intersects itself, like in between the fingers of a hand. Setting the ray distance too large will make the baker pick the other finger as the source normal, while setting the ray distance too small will lead to problems at other places on the mesh where the distances between in-game mesh and high-poly mesh are greater.&lt;br /&gt;
&lt;br /&gt;
Fortunately there are several methods for solving these problems. Listed in order by quality/speed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Method 1: Create a contiguous low-poly mesh.&lt;br /&gt;
:* This method avoids overlap baking errors, minimizes aliased edges in-game, and optimizes the [[Texture Coordinates]]. &lt;br /&gt;
:* See [[Normal Map Modeling#Contiguous Meshes]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Method 2: Limit the projection to matching materials, or matching UVs. &lt;br /&gt;
:* This method allows the use of the existing models, without requiring any major changes. &lt;br /&gt;
:* AO may require [[Ambient_occlusion_map#EarthQuake.27s_Baking_Method|two bakes]]. &lt;br /&gt;
:* See the 3ds Max 2016 Help: [http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-DDD1FDA0-AB02-44F5-BA93-44F0641961D4 Render to Texture: Projection Options Dialog]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Method 3: Explode the meshes.&lt;br /&gt;
:* Takes more time to set up.&lt;br /&gt;
:* AO may require [Ambient_occlusion_map#EarthQuake.27s_Baking_Method two bakes]. &lt;br /&gt;
:* See the Polycount Forum thread [http://boards.polycount.net/showthread.php?t=62921 Explode script needed (for baking purposes)]. &lt;br /&gt;
:* See [[Texture Baking#Explode Tools|Explode Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Method 4: Bake two or more times using different cage sizes/distances, and combine the maps in Photoshop.&lt;br /&gt;
:* it can take a lot of time to bake multiple maps, and to manually sort which elements to combine. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Method 5: Change the shape of [[Texture_Baking#Cages|the cage]].&lt;br /&gt;
:* Manually edit points on the projection cage to help solve tight bits like the gaps between fingers.&lt;br /&gt;
:* This is initially quick, but it needs to be re-done every time the model is changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explode Tools ===&lt;br /&gt;
* [[file:explosivo_03.zip]] 3ds Max script by [http://www.bendarling.net/ Benjamin &amp;quot;Electro&amp;quot; Darling]&lt;br /&gt;
: [http://www.polycount.com/forum/showthread.php?p=1193917#post1193917 Electro wrote]: &amp;quot;Usage:&amp;lt;br/&amp;gt;Name your low poly objects with the prefix LOW_&amp;lt;br/&amp;gt;Name your high poly objects with the prefix HIGH_&amp;lt;br/&amp;gt;Name your cage objects with the prefix CAGE_&amp;lt;br/&amp;gt;The rest of the name following the prefixes needs to be identical. Currently this script works off of names alone, I didn't get to making anything kind of automated like I would if I were to take the time when making it again. I may look at revising this if there's enough demand for it. In general however, I think using the naming convention kind of forces people into good habits in being able to manage their scenes better... not that I would be enforcing that onto anyone ;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[file:masterExploder.zip]] Maya python script by [http://www.sindre-skaare.squarespace.com/ Sindre &amp;quot;Fingus&amp;quot; Skaare]&lt;br /&gt;
: [http://www.polycount.com/forum/showpost.php?p=2290088&amp;amp;postcount=57 Fingus wrote]: &amp;quot;The way it works is that it will match the object name, and sort between types using the suffix. This means that your lowpoly/highpoly/cage/blocker need to have the EXACT same name, and using the suffixes _lowpoly, _highpoly, _cage, and _blocker. If your highpoly consists of more parts than your lowpoly you can put the highpoly meshes in a group that has a name matching the lowpoly. When you run the script it will prompt you to input the amount of units you want to offset the meshes by. Also, it will key the meshes as gathered at frame 1 and exploded at frame 10. If you have existing keys or incoming connections it may cause problems.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Solving Pixel Artifacts ==&lt;br /&gt;
[[image:filterMaps_artifact.jpg|frame|none|Random pixel artifacts in the bake. &amp;lt;br&amp;gt;Image by [http://www.linkedin.com/in/ericchadwick Eric Chadwick]]]&lt;br /&gt;
&lt;br /&gt;
If you are using 3ds Max's ''Render To Texture'' to bake from one UV layout to another, you may see stray pixels scattered across the bake. This only happens if you are using a copy of the original mesh in the Projection, and that mesh is using a different UV channel than the original mesh.&lt;br /&gt;
&lt;br /&gt;
There are two solutions for this:&lt;br /&gt;
&lt;br /&gt;
* Add a Push modifier to the copied mesh, and set it to a low value like 0.01.&lt;br /&gt;
- or -&lt;br /&gt;
&lt;br /&gt;
* Turn off ''Filter Maps'' in the render settings (Rendering menu &amp;gt; Render Setup &amp;gt; Renderer tab &amp;gt; uncheck Filter Maps). To prevent aliasing you may want to enable the Global Supersampler in Render Setup.&lt;br /&gt;
&lt;br /&gt;
See also [[#Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Solving Wavy Lines ==&lt;br /&gt;
When capturing from a cylindrical shape, often the differences between the low-poly mesh and the high-poly mesh will create a wavy edge in the normal map. There are a couple ways to avoid this:&lt;br /&gt;
&lt;br /&gt;
# The best way... create your lowpoly model with better supporting edges. See the Polycount Forum threads [http://www.polycount.com/forum/showthread.php?t=81154 Understanding averaged normals and ray projection/Who put waviness in my normal map?], [http://boards.polycount.net/showthread.php?t=55754 approach to techy stuff], [http://www.polycount.com/forum/showthread.php?t=72713 Any tips for normal mapping curved surface?].&lt;br /&gt;
# Bake an [[Normal_Map_Technical_Details#Object-space_normal_map|object-space map]] using more edges, then convert to tangent space using the original mesh and [http://www.handplane3d.com/ Handplane]. See the Polycount thread [http://www.polycount.com/forum/showthread.php?p=1780683#post1780683 Question about continuous meshes for low poly bakes].&lt;br /&gt;
# Adjust the shape of the cage to influence the directions the rays will be cast. Beware... this work will have to be re-done every time you edit the lowpoly mesh, as the cage will be invalidated. At the bottom of [http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm this page of his normal map tutorial], [http://www.poopinmymouth.com/ Ben &amp;quot;poopinmymouth&amp;quot; Mathis] shows how to do this in 3ds Max. Same method can be seen in the image below.&lt;br /&gt;
# Subdivide the low-res mesh so it more closely matches the high-res mesh. Beware... this will cause the normal map not to match your lowpoly vertex normals, probably causing shading errors. [http://jeffross3dartist.com/ Jeff &amp;quot;airbrush&amp;quot; Ross] has a [https://www.dropbox.com/s/ej3ug1uhj3spig4/LowPoly_SmoothProxy_Baking_for_Cyl_Sph_Objects.swf?dl=0 video tutorial] that shows how to do this in Maya.&lt;br /&gt;
# Paint out the wavy line.  Beware... this work will have to be re-done every time you re-bake the normal map. The [http://www.poopinmymouth.com/tutorial/normal_workflow_3.htm normal map process tutorial] by [http://www.poopinmymouth.com/ Ben &amp;quot;poopinmymouth&amp;quot; Mathis] includes an example of painting out wavy lines in a baked normal map.&lt;br /&gt;
# Use a separate planar-projected mesh for the details that wrap around the barrel area, so the ray-casting is more even. Beware... this will cause the normal map not to match your lowpoly vertex normals, probably causing shading errors. For example to add tread around a tire, the tread can be baked from a tread model that is laid out flat, then that bake can layered onto the bake from the cylindrical tire mesh in a paint program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=586px&amp;gt;&lt;br /&gt;
wavy_barreltest_04.jpg|Adjust the model topology to avoid distortion, from the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=81154 Understanding averaged normals and ray projection/Who put waviness in my normal map?].&amp;lt;br/&amp;gt;Image by [http://www.linkedin.com/in/earthquake Joe &amp;quot;EarthQuake&amp;quot; Wilson]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Baking Tools ==&lt;br /&gt;
* [http://polycount.com/discussion/198363/recommended-software-for-baking-normals-ambient-occlusion-maps Recommended software for baking normals/ambient occlusion maps?] Polycount Forum thread.&lt;br /&gt;
* [http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-76F1E8AE-9E8F-40A7-A948-471D17E09DA9 3ds Max: Render To Texture]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=125244 Airborn Studios Tools] - Backstube (Xnormal batcher), Packstube (map packer).&lt;br /&gt;
* [http://wiki.blender.org/index.php/Doc:2.4/Manual/Render/Bake Blender: Render Bake]&lt;br /&gt;
* [[Texture Baking#Explode Tools|Explode Tools]] for exploded bakes.&lt;br /&gt;
* [http://www.handplane3d.com/ Handplane] for tangent space conversion.&lt;br /&gt;
* [https://www.knaldtech.com/ Knald] &lt;br /&gt;
* [http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-487EC09F-D5EB-4EAB-A0FA-0A2865414442 Maya: Transfer Maps]&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=143664 MightyBake]&lt;br /&gt;
* [http://modo.docs.thefoundry.co.uk/modo/701/help/pages/shaderendering/ImageBakingWorkflow.html Modo: Baking]&lt;br /&gt;
* [http://support.allegorithmic.com/documentation/display/SD5/Bakers Substance Designer: Bakers]&lt;br /&gt;
* [http://www.xnormal.net/ Xnormal]&lt;br /&gt;
* [http://docs.pixologic.com/reference-guide/tool/polymesh/normal-map/ Zbrush: Create Normal Map]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Texturing]] [[Category:TextureTypes]] [[Category:TextureTechnique]] [[Category:Glossary]] [[Category:EnvironmentTexturing]] [[Category:CharacterTexturing]] [[Category:PropsTexturing]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Game_Industry</id>
		<title>Game Industry</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Game_Industry"/>
				<updated>2024-12-05T23:38:03Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* How to Get In */ rem dead links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Links and articles about the game industry: how to get game jobs, how to manage your role, etc.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to Get In ==&lt;br /&gt;
* [http://polycount.com/discussion/198720/10-insider-tips-for-artists-applying-to-game-studios/p1 10 &amp;quot;insider tips&amp;quot; for artists applying to game studios] Polycount Forum thread. [https://www.polygon-academy.com/10-insider-tips-for-artists-applying-to-game-studios/ Polygon Academy article] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [http://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ 8 Tips for Artists Struggling With Motivation] by [https://polycount.com/profile/PixelMasher Tim Simpson].&lt;br /&gt;
* [http://polycount.com/discussion/175256/motivation-is-bull Motivation is Bull] Polycount Forum thread.&lt;br /&gt;
* [http://polycount.com/discussion/168727/im-finding-it-impossible-to-land-a-job I'm finding it impossible to land a job] Polycount Forum thread.&lt;br /&gt;
* [https://magazine.artstation.com/2017/07/game-recruiters-application/ What Game Recruiters Really Think About Your Application] by [http://polycount.com/profile/discussions/Gav Gavin Goulden].&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=157738 Game Industry Recruiter Taking In Questions] Polycount Forum thread.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.&lt;br /&gt;
* [http://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] -  by [http://athey.deviantart.com/ Athey Moravetz]  A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.&lt;br /&gt;
&lt;br /&gt;
== Being a Developer ==&lt;br /&gt;
* [http://polycount.com/discussion/174205/job-security-question Job Security Question] Polycount Forum thread. &lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=137206 What has the games industry been like for you?] Polycount Forum thread. Game art veterans share what it's really like to be working in game development.&lt;br /&gt;
* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale, diving deep into game industry layoff data.&lt;br /&gt;
* [https://www.valvesoftware.com/en/publications Valve Employee Hand Book]  Greg Coomer says &amp;quot;We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think.&amp;quot; Cached: [[file:Valve_Employee_Handbook.pdf]]&lt;br /&gt;
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [http://www.polycount.com/forum/showthread.php?t=74876 by many Polycounters].&lt;br /&gt;
* [https://web.archive.org/web/20230320100837/http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the article [https://web.archive.org/web/20101229213727/http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by Christopher 'xdragonx10' Gregorio.&lt;br /&gt;
* [http://polycount.com/discussion/159445/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.&lt;br /&gt;
&lt;br /&gt;
== Art Disciplines ==&lt;br /&gt;
* [[:Category:Discipline]] lists the various artist roles in game development.&lt;br /&gt;
* [http://polycount.com/discussion/171014 Specializing or not ?] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/134325 Leadership in the Games Industry] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/81832 What Game artist career is more difficult?] Polycount forum thread&lt;br /&gt;
* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.&lt;br /&gt;
&lt;br /&gt;
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school? &lt;br /&gt;
&lt;br /&gt;
If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.&lt;br /&gt;
&lt;br /&gt;
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. &lt;br /&gt;
&lt;br /&gt;
* [http://polycount.com/discussion/171153/the-death-of-curiosity The Death of Curiosity] Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.&lt;br /&gt;
&lt;br /&gt;
*[http://polycount.com/discussion/177114/letter-to-a-student letter to a student] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school] blog post&lt;br /&gt;
&lt;br /&gt;
*  [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?] Polycount forum thread&lt;br /&gt;
&lt;br /&gt;
* [http://penny-arcade.com/patv/episode/on-game-schools &amp;quot;On Game Schools&amp;quot;] Penny Arcade episode&lt;br /&gt;
&lt;br /&gt;
* [https://flippednormals.com/blog/creative-students-handbook-schools/ The Creative Student’s Handbook – Schools!] - by [http://k0k0k0.wordpress.com/ Henning Sanden] A primer on how to choose the right school for your career goals, and red flags to look out for when considering schools.&lt;br /&gt;
&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.&lt;br /&gt;
&lt;br /&gt;
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!&lt;br /&gt;
&lt;br /&gt;
== Portfolios ==&lt;br /&gt;
* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.&lt;br /&gt;
&lt;br /&gt;
== Resumes ==&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''&lt;br /&gt;
&lt;br /&gt;
== Cover Letters ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread&lt;br /&gt;
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&amp;amp;cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.&lt;br /&gt;
&lt;br /&gt;
== Job Searching ==&lt;br /&gt;
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.&lt;br /&gt;
* [https://gamedevjobs.io/ gamedevjobs.io] scrapes company sites and aggregates jobs into one list. [https://polycount.com/discussion/190079/game-dev-job-aggregator Polycount Forum topic].&lt;br /&gt;
* [[Company job boards]] - Polycount Wiki page.&lt;br /&gt;
* [http://polycount.com/categories/work-opportunities polycount.com/categories/work-opportunities] - Polycount Forum section.&lt;br /&gt;
* [http://www.cgmeetup.net/home/jobs/ cgmeetup.net/jobs]&lt;br /&gt;
* [https://www.artstation.com/jobs Artstation.com/jobs]&lt;br /&gt;
* [https://orcahq.com/jobs?tags=Art orcahq.com/jobs?tags=Art]&lt;br /&gt;
* [http://polycount.com/discussion/134982/another-website-to-find-a-video-game-industry-job/p1 Another website to find a video game industry job] - Polycount Forum thread.&lt;br /&gt;
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.&lt;br /&gt;
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html joelonsoftware.com The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.&lt;br /&gt;
* [http://polycount.com/discussion/99400/it-seems-to-be-impossible-to-find-a-job-as-a-modeler-in-this-industry/p1 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development. &lt;br /&gt;
* [http://gamedevmap.com gamedevmap] - map of game development companies.&lt;br /&gt;
* [http://jobs.gamasutra.com/search jobs.gamasutra.com/search]&lt;br /&gt;
* [http://www.indeed.com indeed.com]&lt;br /&gt;
* [http://www.games-career.com games-career.com]&lt;br /&gt;
* [https://www.gamesjobsdirect.com gamesjobsdirect.com]&lt;br /&gt;
* [https://animatedjobs.com animatedjobs.com]&lt;br /&gt;
* [https://gamejobs.work gamejobs.work]&lt;br /&gt;
&lt;br /&gt;
== Going to Conferences ==&lt;br /&gt;
Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!&lt;br /&gt;
&lt;br /&gt;
A few notable conferences:&lt;br /&gt;
* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.&lt;br /&gt;
* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.&lt;br /&gt;
* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).&lt;br /&gt;
* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:2px solid #111;background-color:#222;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:&lt;br /&gt;
|-&lt;br /&gt;
|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, &amp;quot;Hey, we have common interests. Let's all meet.&amp;quot; Instant GDC community.&lt;br /&gt;
|-&lt;br /&gt;
|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, &amp;quot;Hey, I'm completely drunk at Pinecrest. Who wants to meet?&amp;quot; Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.&lt;br /&gt;
|-&lt;br /&gt;
|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.&lt;br /&gt;
|-&lt;br /&gt;
|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.&lt;br /&gt;
|-&lt;br /&gt;
|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.&lt;br /&gt;
|-&lt;br /&gt;
|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interviews ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.&lt;br /&gt;
* [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''  Time-tested interview strategies:&lt;br /&gt;
*# Research&lt;br /&gt;
*# Practice&lt;br /&gt;
*# Clothing&lt;br /&gt;
*# Get there early&lt;br /&gt;
*# Observe&lt;br /&gt;
*# Know thyself&lt;br /&gt;
*# Handshake&lt;br /&gt;
*# Listen&lt;br /&gt;
*# Finishing&lt;br /&gt;
*# Follow up&lt;br /&gt;
* [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''  Four simple things to improve your interviews.&lt;br /&gt;
*# Relax, not a battle of wits.&lt;br /&gt;
*# Job description = questions that you'll be asked.&lt;br /&gt;
*# Have answers about why you did certain things.&lt;br /&gt;
*# Have questions about them.&lt;br /&gt;
* [https://www.hcareers.com/article/career-advice/10-golden-tips-for-the-job-interview-follow-up 10 Golden Tips For the Job Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.&lt;br /&gt;
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.&lt;br /&gt;
&lt;br /&gt;
== Art Tests ==&lt;br /&gt;
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).&lt;br /&gt;
&lt;br /&gt;
Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.&lt;br /&gt;
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&amp;amp;discussionID=16136725&amp;amp;gid=1842071 &amp;quot;Large art tests as the first stage of candidate selection. Acceptable?&amp;quot;] LinkedIn discussion&lt;br /&gt;
* [https://polycount.com/search?adv=1&amp;amp;search=art+test&amp;amp;cat=131 Art Test topics] on the Polycount Forum:&lt;br /&gt;
** [https://polycount.com/discussion/217581/being-ignored-again-after-art-test-anyone-know-why-this-happens/p1 Being ignored again after art test. Anyone know why this happens?]&lt;br /&gt;
** [https://polycount.com/discussion/212778/your-art-test-is-bad-this-is-why-and-how-to-improve-it/p1 Your Art Test is BAD, this is why (And how to improve it)]&lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=80861 Art tests] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?] &lt;br /&gt;
** [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]&lt;br /&gt;
&lt;br /&gt;
== Salary Research ==&lt;br /&gt;
Do the research to figure out what a fair offer is for your skill level and geographic area.&lt;br /&gt;
* [https://www.loveforgames.com/salary/ loveforgames.com/salary]&lt;br /&gt;
* [https://www.glassdoor.com/Salary/Search-Salaries-E657805.htm Glassdoor Salary Search]&lt;br /&gt;
* [http://h1bdata.info/index.php H1-B Visa Salary Database] The US government publishes all incoming job hires, these can be searched for salary info.&lt;br /&gt;
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].&lt;br /&gt;
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].&lt;br /&gt;
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.&lt;br /&gt;
* [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)&lt;br /&gt;
* [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)&lt;br /&gt;
* [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.&lt;br /&gt;
* [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)&lt;br /&gt;
* [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. &lt;br /&gt;
* [[Freelance#Freelance_Rates]]&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
Salary negotiation is an essential skill that will be put to the test after a successful interview. &lt;br /&gt;
* [https://www.freecodecamp.org/news/youre-underpaid-here-s-how-you-can-get-the-pay-raise-you-deserve-fafcf52956d6/ Getting a raise comes down to one thing: Leverage.] - by ''[https://www.freecodecamp.org/news/author/quincylarson/ Quincy Larson]''&lt;br /&gt;
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment&lt;br /&gt;
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''&lt;br /&gt;
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)&lt;br /&gt;
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''&lt;br /&gt;
* [https://polycount.com/discussion/75614/negotiating-a-salary Negotiating a salary] on the Polycount Forums&lt;br /&gt;
&lt;br /&gt;
== Relocation ==&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread. Insight into the relocation process.&lt;br /&gt;
&lt;br /&gt;
== Employee Rights ==&lt;br /&gt;
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.&lt;br /&gt;
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ Graphic Artists Guild Handbook: Pricing &amp;amp; Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!&lt;br /&gt;
* [https://www.nlrb.gov/about-nlrb/rights-we-protect/your-rights/employee-rights National Labor Relations Board] (USA)&lt;br /&gt;
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)&lt;br /&gt;
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)&lt;br /&gt;
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)&lt;br /&gt;
* [http://polycount.com/discussion/71929/discussing-issues-at-work-grounds-for-firing/p1 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.&lt;br /&gt;
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!&lt;br /&gt;
&lt;br /&gt;
== Going Indie ==&lt;br /&gt;
Indie means developing, marketing, and publishing a game independently.&lt;br /&gt;
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources &lt;br /&gt;
&lt;br /&gt;
== Freelancing ==&lt;br /&gt;
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Information]] [[Category:GameIndustry]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Environment_Modeling</id>
		<title>Environment Modeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Environment_Modeling"/>
				<updated>2024-12-04T03:12:21Z</updated>
		
		<summary type="html">&lt;p&gt;EricChadwick: /* Environment Modeling Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About modeling levels and environments in games.&lt;br /&gt;
&lt;br /&gt;
== Environment Modeling Tutorials ==&lt;br /&gt;
* [https://environmentart.wordpress.com/ Environment Art Blog] - by [http://www.richardpipespiper.com/ Richard 'pipes' Piper] and [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin], also see the [http://polycount.com/discussion/143337 Polycount Forum thread].&lt;br /&gt;
* [http://polycount.com/discussion/89151 Blade &amp;amp; Soul Environments] Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3).&lt;br /&gt;
* [http://polycount.com/discussion/88933 How to make terrains for games] - by [http://polycount.com/profile/discussions/choco 'choco']&lt;br /&gt;
* [http://polycount.com/discussion/comment/1424523#Comment_1424523 Erosion Terrain Tutorial] - by [http://polycount.com/profile/discussions/choco 'choco']&lt;br /&gt;
* [http://polycount.com/discussion/62114 Gears2 Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
* [http://polycount.com/discussion/54311 UT3 &amp;amp; Gears Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
* [http://polycount.com/discussion/comment/1492296#Comment_1492296 UT3 &amp;amp; Gears Environment Art - Step By Step] - by [http://www.kevinjohnstone.com/ Kevin Johnstone]&lt;br /&gt;
* [[File:Rorshach_scifi_supportbeam.pdf]] - by [http://www.kevinjohnstone.com/ Kevin Johnstone], see also the Forum thread [https://polycount.com/discussion/40822/scifi-support-beam/p1 SciFi Support Beam]&lt;br /&gt;
* [http://chrisholden.net/tutor/ Environment tutorials] - by [http://chrisholden.net/ Chris 'cholden' Holden]&lt;br /&gt;
* [http://polycount.com/discussion/40608 Environment modeling basics] Polycount forum thread&lt;br /&gt;
* [http://polycount.com/discussion/53002 Environment Modeling FAQ &amp;amp; Resources] Polycount forum thread&lt;br /&gt;
* [http://www.vimeo.com/album/227064 De-Constructing &amp;quot;DemonThrone&amp;quot; – A Video Series] - by [http://www.jasonlavoie.net/ Jason Lavoie]&lt;br /&gt;
* [[ModelingRubbleIntoAPath|Integrating rubble into a path]] - by [http://www.ivassago.com Joshua Stubbles]&lt;br /&gt;
&lt;br /&gt;
== Normal Map Modeling ==&lt;br /&gt;
[[NormalMap|Normal maps]] for mechanical/constructed items are often done with subdivision surface modeling. See [[SubdivisionSurfaceModeling#Hard_Surfaces]]. To add some organic wear and tear, artists bring their finished sub-d models into Zbrush or Mudbox or 3DCoat for a quick sculpt pass. Some artists do all their mechanical work in a sculpting app, but it seems to be a bit harder to get clean results. See [[CharacterSculpting#Hard-Surface_Sculpting]].&lt;br /&gt;
&lt;br /&gt;
Normal maps for organic/natural assets are usually made entirely in your [[Tools#A3D_Sculpting_Software|3D sculpting tool]], but some people use procedural tools.&lt;br /&gt;
See [[EnvironmentSculpting]].&lt;br /&gt;
&lt;br /&gt;
Sometimes you can shortcut the sculpting/baking process by using a [[Tools#A2D_Normal_Map_Software|2D normal mapping tool]] like nDo or Crazy Bump. This can save a lot of time, but can cause seams if you're not careful.&lt;br /&gt;
&lt;br /&gt;
== More Information ==&lt;br /&gt;
* [[EnvironmentSculpting]]&lt;br /&gt;
* [[Modular environments]]&lt;br /&gt;
* [[Polygon Count]]&lt;br /&gt;
* [[ReTopologyModeling]]&lt;br /&gt;
* [[Subdivision Surface Modeling]]&lt;br /&gt;
* [[Topology]]&lt;br /&gt;
* [[:Category:EnvironmentModeling]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Environment]][[Category:EnvironmentModeling]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	</feed>