Realistic images and walk-throughs have become an integral part of project presentations. Designers are using cutting-edge softwares and constructing precise 3D models to showcase their work as authentically as possible. As for the world of video games, it is not just about the quality of the graphics or how accurate these graphics are, but rather the immersive experience of visual designs and how the players are communicating with the virtually-built environment. In an exclusive interview with ArchDaily, Philip Klevestav, principle artist at Blizzard Entertainment, the gaming development company known for Warcraft, Overwatch, and Diablo, shares his insights on video game designs and the influence of architecture on the designing process. Dima Stouhi: How did you start your career? Philip Klevestav: I have worked in the games industry as an Environment Artist for about 15 years focusing on many different aspects of environment creation, but the main bulk of my work has always leaned towards architecture. Some of the games I have worked on include: Ghost Recon Advanced Warfighter, Bionic Commando, Syndicate, Natural Selection 2 and most recently Overwatch.
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