For no reason other than “We were at the same conference and his work sounded interesting” I ended up scheduling a meeting with Dan Cox. He focuses on level art at Ubisoft Toronto and his work has most recently appeared in Splinter Cell: Blacklist. He was in Paris to give a talk about interior design in games so it turned out he was more than happy to answer some of my questions about how artists make sense of spaces in video games*.
from Rock, Paper, Shotgun http://ift.tt/1zS9a6f
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