This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.
Robert Briscoe is obviously not the only great environment artist in games, and it’s a bit weird to say he has a singular portfolio after working on just two titles. What makes it a lot easier is if you think in terms of levels: The Shard, Jacknife, Reflex, Velocity (from Mirrors Edge and its DLC); The Lighthouse, The Cave, The Beacon (from Dear Esther). All masterpieces up there with BioShock’s Welcome To Rapture, Half-Life 2’s Point Insertion and – quick, think of something slightly less distinguished to prove worldliness – that level in Robocod made out of Penguin bars. Read the rest of this entry »