For Yaron "Lonewolf"
Levi, it all began with Counter-Strike. The Jerusalem-based freelance
weapons designer began his career on a lark nearly a decade ago,
designing custom shotguns and sidearms for the ravenously popular
Half-Life multiplayer mod and earning hearty praise from the
community in the process. Growing up drawing and sketching, modding
weapons for fellow Counter-Strike players was just another fun,
artistic thing to do – not something he expected to lead to a
career working on several AAA shooters. When first contacted by a
French studio to create weapons for a game shortly thereafter, he
initially dismissed it as a gag. "Basically, I thought it was a
joke. I didn't realize that you could make money off of it," he
admits. "It's just so fun; I didn't think it was worth
anything."
He knows now, and so will
anyone who plays The Darkness II, 2K's upcoming comic-based shooter
sequel, for which Levi designed all 12 firearms found in the game.
Although anti-hero Jackie Estacado wields supernatural powers in the
shadows that handily out-power any puny shotgun, he's more
susceptible when illuminated, making a sidearm a worthy companion
along the way. Despite the game’s fantastical elements – along
with the more stylized, comic-inspired look of the sequel compared to
the original – Levi says he modeled the weapons to spotlight the
cold steel of each without significant wear or markings, and then
spent ample time refining the realistic metallic texture on each.
Unlike many weapon designers
who utilize real-life firearms to help model digital facsimiles, Levi
only works from photos found online – but he'll amass a large
number of distinct angles and lighting conditions in his reference
shots, to make sure he's catching every possible detail. Despite
relying on photos found easily through a Google Image Search, his
attention to painstaking realism shows in the work, and it's why he
was recruited to work on numerous weapons for Call of Duty: Modern
Warfare 3, and also contributed work to games like Killzone 2, Saints
Row, Section 8, and Microsoft Flight Simulator X in recent years.
Tasked with designing a
dozen weapons for The Darkness II, Levi opted not to revisit those
seen in the Starbreeze Studios-designed original (Digital Extremes is
behind the sequel) or the original comics, instead starting fresh as
he designed his own takes on familiar firearms like the Desert Eagle,
a sawed-off shotgun, and the MP7 and UMP sub-machine guns. Each
weapon took him about two full weeks to fully model, as he stared at
the screen for seven hours at a time to add as many little details as
possible before sending them off to Digital Extremes.
"My main goal when I'm
doing this kind of art – whether it's guns or vehicles – is to
get that photorealistic look," Levi proclaims. But while that's
the base step that sets the tone for his work, he also believes that
weapons must give off a mood; something that establishes its history
and place in the game universe simply through sight. Levi cites the
green tint given to scenes in The Matrix as an example of how
a subtle visual tweak can deliver a lot of context and information
about what's going on, and believes the design and condition of a
weapon can say plenty about where it's been and what it's been a
party to in the past. While his guns for The Darkness II highlight
the gunmetal sheen, the tarnished weapons in Modern Warfare 3 looked
like they'd been to hell and back. "The guns had to feel like
they went through a warzone," he says of the MW3 creations.
While The Darkness II
includes an array of firearms, like dual-wielded pistols and
sub-machine guns, plus two-handed shotguns and assault rifles, Levi's
favorite of the pack (and easily the most stylized) is the M1911
pistol. Marked by floral etchings in the cold steel, along with a
worn wooden handle, it's a standout piece that looks like the
reliable companion to a mobster who has fought his way out of – and
likely into – a few conflicts in his days.
Levi went on to customize a
version for himself, and joked that he might get it made into a
physical replica someday. (Perhaps Digital Extremes can be convinced
to send him one as a bonus, if The Darkness II packs as much of a
punch at retail as its stylish firearms do within the game.)
mothbanquet - January 12, 2012 7:08 a.m.