In Inside Gaming, we invite Sketchfab game developers to talk about their work. We asked 5 members of the team from Fox3D Studios to talk about their upcoming project, “Subnautica.” Today’s insights are from Yury Mironov, Senior 3D Artist at Fox3D Studios. Read previous posts: Part 1, Part 2, and Part 3.
My name is Yury Mironov. I’ve got experience in all stages of creating 3D models, but now I specialise in texturing.
Subnautica As Wide Range of Different Tasks
For me, working on Subnautica, the game about a lone explorer whose spaceship crashes on an alien planet, meant facing a wide range of different tasks, from creating anything from huge aquatic creatures and underwater facilities to sci-fi tools and alien world environments. I never get bored and it’s basically any freelance artist’s dream. I’ve gained a lot of new skills here and learned how to use some new tools, Sketchfab among them. There are plenty of reasons why we decided to use it.
Sketchfab As Perfect Tool To Present Models
First of all, Sketchfab is a perfect tool to present and discuss models between team members spread all over the world. For example, our Art Director lives on the opposite side of the planet and when his work day starts, mine is already finished. But while I’m absent, he can check all the new models and textures in Sketchfab from every angle and with all the details. And I don’t have to waste time on preparing a dozen renders. I can save the time for actual work.
Secondly, Unknown Worlds decided to make development process as transparent as possible. Everyone in the Subnautica community can track progress of different tasks and even directly choose features for the next updates. And through Sketchfab we can show game art to the public, even before models are animated and implemented in game. And it’s very inspiring for me, because it shows us that gamers like our work, because they keep commenting and sharing it. Work process transparency is a big advantage for project quality.
Our team is enjoying the interaction with community, because it makes the project become more vivid and work more interestingly. You can actually feel the importance of what are you doing when you can see the reaction of players while interacting with them.
– Yury Mironov