What exactly do you do here [as a senior environment artist]? What's your day-to-day, what are you in charge of and what are you pushing on?
TL;DRPascal Muller describes starting about a year earlier, supporting UK colleagues on space station work, with his first asset being the ship selection console that quickly made it into the game.
When I started at Foundry 42 it was about a year ago, last September. Back then we weren't really working on the procedural stuff. It was just an idea and a long-term goal. So I did some space station stuff. I supported the guys in the UK because there weren't a lot of environment artists here at the time.
You were telling me the other day, what was the very first asset?
Ian, the art director from the UK, came to me and gave me this white box mesh, it was really rough. He said, okay, dude, you have to make it look nice, that's your job. See how you do with the art style, everything is new. So I did that and I went through it, I finished it, I gave it to Ian, he's like, yeah, this is cool. And normally when you make a game, you wait for a long time till it's in the game. But in this case, a couple of weeks later it's in the game, and it's this console where every player goes to select his ship.