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Introduction

I am JB Ferder, Assistant Art Director and Lead Character Artist at Arkane Studios Lyon. I work under Art Director Sebastien Mitton’s supervision, and my role is to ensure the visual development of the characters and the weapons, and**** to endure his jokes about the fact I’m from a French region named Alsace (which by the way is the coolest region ever). It’s my job to make sure our artists feel empowered to create stunning assets for our games. On DEATHLOOP, I created the Substance 3D material library used on the weapons and characters.

Reception by the community

We are delighted by the successful response after the game’s launch. It is difficult to anticipate what the reception of our games will be. Even up until the very end of production, you don’t really know if everything will click. We always strive to take bold decisions both visually and in terms of game design, but your work can only shine if the full experience is satisfying to the player. Thankfully, that’s definitely the case this time. Arkane fans as well as a much larger audience love DEATHLOOP, which we’re super happy about.

Our main takeaways with Substance

Simple is good. The best way to create a library of materials and to be able to maintain it over time is to keep it as simple as possible. That doesn’t mean that you must refrain from creating dense graphs. It’s more about thinking of achieving your goal in the simplest manner. The fewer nodes you have, the easier it will be for someone else to read your graph, or for yourself to get back to it later. Simple does not mean basic. Our materials are rich and full of options, but they are also the simplest options we could think of to achieve our desired quality goals.

Also, iteration will bring you quality. Consider your pipeline with the concept of iterations at its core. Making a game is usually a lengthy process, and points of view and perceptions will change during production. This is part of any game development and it’s something to embrace.

Playing DEATHLOOP

It’s really hard for me to play a game I worked on for years. I have never played a game I contributed to after its release. I would spend my time dissecting every asset and wanting to change and polish them till the end of time. So, 0 runs for me! However, during production, we are constantly running the game and testing our work in context, so I know the island of Blackreef very well.

I’m catching up on games I didn’t get to play at launch and am currently having a wonderful time with Control. The Remedy Entertainment crew did a really fantastic job and I’m loving it.