{"data":{"id":12678,"title":"Remembering Paul Steed","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/12678-Remembering-Paul-Steed","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12678","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12678","channel":"Undefined","category":"Undefined","series":"RSI Museum","images":[{"id":24,"name":"Scobject-F16.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/dqpk00g7ztx90r\/source\/Scobject-F16.png","alt":"","size":140858,"mime_type":"image\/png","last_modified":"2013-07-19T05:30:31+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24\/similar"},{"id":25,"name":"Talkingvga_3001.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/odpdlq7swv6cqr\/source\/Talkingvga_3001.png","alt":"","size":30685,"mime_type":"image\/png","last_modified":"2013-07-19T05:30:31+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25\/similar"},{"id":26,"name":"Paulsteed-214x300.jpeg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/jqtm8a72z56l9r\/source\/Paulsteed-214x300.jpeg","alt":"","size":21233,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:30:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26\/similar"},{"id":27,"name":"Paulsteed-Privart1-300x230.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/68nrltp8eoascr\/source\/Paulsteed-Privart1-300x230.png","alt":"","size":125561,"mime_type":"image\/png","last_modified":"2013-07-19T05:30:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/27","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/27\/similar"}],"images_count":4,"translations":{"en_EN":"For the second in our series on the developers who helped create Chris Roberts\u2019 worlds we are remembering Paul Steed, a world-renowned artist and 3D innovator who sadly passed away earlier this year.\n\nPaul Steed was 27 years old before he even used a computer\u2026 but once he did, the techniques he would pioneer would change gaming forever. In 1991, after serving six years in the United States Air Force, Paul answered an Origin Systems advertisement looking for artists. Already a gifted sketch artist, he joined Chris Roberts\u2019 team doing 2D work for Strike Commander. Feeling that 3D polygons like those used in the Falcon series and others weren\u2019t adequate to the level of detail he wanted, Roberts had initially decided to use pre-rendered sprites like those in Wing Commander I and II for the game\u2019s aircraft. The ground and less detailed objects like buildings would be done in actual 3D. Paul was assigned to test the software for the 3D portion\u2026 and within days was using the software intended for the low resolution background models to craft detailed fighters, tanks and ships.\n\nThe result was so impressive that on his work alone 2D sprites were thrown out entirely and the game\u2014and most games that would follow to this day!\u2014went fully 3D. Paul had invented low-poly texturing. He went on to build every single object in Strike Commander and then to train Origin\u2019s artists on the system themselves. As such he was responsible not only for Strike Commander\u2019s stunning graphics, but the 3D art seen in Wing Commander Armada, Heart of the Tiger, The Price of Freedom, Pacific Strike, Wings of Glory, Bioforge and others.\n\nAfter leaving Origin, Paul joined id software where his name and art style became synonymous with the massively succesful Quake series. In the 21st century, Paul published three books on the now-industry-dominant 3D modeling techniques he helped create. He served as Creative Director at Atari and then went on to help found Exigent, a game art clearing house company that assisted projects on contract. Paul died unexpectedly in August, 2012, leaving behind a body of work and an impact on game design for which he will be long remembered.\n\nGames Strike Commander (1992)\n\nWing Commander: Privateer (1993)\n\nWing Commander Armada (1994)\n\nWing Commander III: Heart of the Tiger (1994)\n\nWings of Glory (1995)\n\nBioforge (1995)\n\nWing Commander IV: The Price of Freedom (1996)\n\nQuake (1996)\n\nQuake II (1997)\n\nQuake III: Arena (1999)\n\nBad Betty (2002)\n\nShadow Ops: Red Mercury (2004)\n\nNeverwinter Nights 2 (2006)\n\nMarc Ecko\u2019s Getting Up (2006)\n\nBattleZone (2006)\n\nAct of War: High Treason (2006)\n\nTest Drive Unlimited (2007)\n\nKwari (2008)\n\nSorcery (2012)","de_DE":"Zum zweiten Mal in unserer Serie \u00fcber die Entwickler, die Chris Roberts' Welten mitgestaltet haben, erinnern wir uns an Paul Steed, einen weltbekannten K\u00fcnstler und 3D-Innovator, der Anfang des Jahres leider verstorben ist.\n\nPaul Steed war 27 Jahre alt, bevor er \u00fcberhaupt einen Computer benutzte.... aber sobald er es tat, w\u00fcrden die Techniken, die er entwickeln w\u00fcrde, das Spiel f\u00fcr immer ver\u00e4ndern. 1991, nachdem er sechs Jahre bei der United States Air Force gearbeitet hatte, antwortete Paul auf eine Anzeige von Origin Systems, in der er nach K\u00fcnstlern suchte. Bereits ein begabter Skizzenzeichner, schloss er sich Chris Roberts' Team an und arbeitete f\u00fcr Strike Commander in 2D. Da Roberts das Gef\u00fchl hatte, dass 3D-Polygone wie die in der Falcon-Serie und andere nicht dem gew\u00fcnschten Detaillierungsgrad entsprachen, hatte er sich zun\u00e4chst entschieden, vorgefertigte Sprites wie die in Wing Commander I und II f\u00fcr das Flugzeug des Spiels zu verwenden. Der Boden und weniger detaillierte Objekte wie Geb\u00e4ude w\u00fcrden in 3D erstellt. Paul wurde beauftragt, die Software f\u00fcr den 3D-Teil zu testen.... und innerhalb weniger Tage benutzte er die Software f\u00fcr die niedrigaufl\u00f6senden Hintergrundmodelle, um detaillierte J\u00e4ger, Panzer und Schiffe herzustellen.\n\nDas Ergebnis war so beeindruckend, dass allein bei seiner Arbeit 2D-Sprites komplett weggeworfen wurden und das Spiel - und die meisten Spiele, die bis heute folgen w\u00fcrden - vollst\u00e4ndig in 3D ausgef\u00fchrt wurden. Paulus hatte die Low-Poly-Texturierung erfunden. Er baute jedes einzelne Objekt in Strike Commander und trainierte dann die Origin-K\u00fcnstler selbst auf dem System. Als solcher war er nicht nur f\u00fcr die atemberaubende Grafik von Strike Commander verantwortlich, sondern auch f\u00fcr die 3D-Kunst in Wing Commander Armada, Heart of the Tiger, The Price of Freedom, Pacific Strike, Wings of Glory, Bioforge und anderen.\n\nNachdem er Origin verlassen hatte, kam Paul zu id software, wo sein Name und sein Kunststil zum Synonym f\u00fcr die \u00e4u\u00dferst erfolgreiche Quake-Serie wurden. Im 21. Jahrhundert ver\u00f6ffentlichte Paul drei B\u00fccher \u00fcber die von ihm mitentwickelten, heute in der Branche dominierenden 3D-Modellierungstechniken. Er war als Creative Director bei Atari t\u00e4tig und half dann bei der Gr\u00fcndung von Exigent, einer Game Art Clearing House Company, die Projekte im Auftrag unterst\u00fctzte. Paul starb unerwartet im August 2012 und hinterlie\u00df eine Menge Arbeit und einen Einfluss auf das Spieldesign, an den man sich lange erinnern wird.\n\nSpiele\n\n\nStrike Commander (1992) Wing Commander: Privateer (1993) Wing Commander Armada (1994) Wing Commander III: Heart of the Tiger (1994) Wings of Glory (1995) Bioforge (1995) Wing Commander IV: The Price of Freedom (1996) Quake (1996) Quake (1996) Quake II (1997) Quake III: Arena (1999) Bad Betty (2002) Shadow Ops: Red Mercury (2004) Neverwinter Nights 2 (2006) Marc Ecko's Getting Up (2006) BattleZone (2006) Act of War: High Treason (2006) Test Drive Unlimited (2007) Kwari (2008) Sorcery (2012)","zh_CN":"For the second in our series on the developers who helped create Chris Roberts\u2019 worlds we are remembering Paul Steed, a world-renowned artist and 3D innovator who sadly passed away earlier this year.\n\nPaul Steed was 27 years old before he even used a computer\u2026 but once he did, the techniques he would pioneer would change gaming forever. In 1991, after serving six years in the United States Air Force, Paul answered an Origin Systems advertisement looking for artists. Already a gifted sketch artist, he joined Chris Roberts\u2019 team doing 2D work for Strike Commander. Feeling that 3D polygons like those used in the Falcon series and others weren\u2019t adequate to the level of detail he wanted, Roberts had initially decided to use pre-rendered sprites like those in Wing Commander I and II for the game\u2019s aircraft. The ground and less detailed objects like buildings would be done in actual 3D. Paul was assigned to test the software for the 3D portion\u2026 and within days was using the software intended for the low resolution background models to craft detailed fighters, tanks and ships.\n\nThe result was so impressive that on his work alone 2D sprites were thrown out entirely and the game\u2014and most games that would follow to this day!\u2014went fully 3D. Paul had invented low-poly texturing. He went on to build every single object in Strike Commander and then to train Origin\u2019s artists on the system themselves. As such he was responsible not only for Strike Commander\u2019s stunning graphics, but the 3D art seen in Wing Commander Armada, Heart of the Tiger, The Price of Freedom, Pacific Strike, Wings of Glory, Bioforge and others.\n\nAfter leaving Origin, Paul joined id software where his name and art style became synonymous with the massively succesful Quake series. In the 21st century, Paul published three books on the now-industry-dominant 3D modeling techniques he helped create. He served as Creative Director at Atari and then went on to help found Exigent, a game art clearing house company that assisted projects on contract. Paul died unexpectedly in August, 2012, leaving behind a body of work and an impact on game design for which he will be long remembered.\n\nGames Strike Commander (1992)\n\nWing Commander: Privateer (1993)\n\nWing Commander Armada (1994)\n\nWing Commander III: Heart of the Tiger (1994)\n\nWings of Glory (1995)\n\nBioforge (1995)\n\nWing Commander IV: The Price of Freedom (1996)\n\nQuake (1996)\n\nQuake II (1997)\n\nQuake III: Arena (1999)\n\nBad Betty (2002)\n\nShadow Ops: Red Mercury (2004)\n\nNeverwinter Nights 2 (2006)\n\nMarc Ecko\u2019s Getting Up (2006)\n\nBattleZone (2006)\n\nAct of War: High Treason (2006)\n\nTest Drive Unlimited (2007)\n\nKwari (2008)\n\nSorcery (2012)"},"links_count":0,"comment_count":25,"created_at":"2012-09-17T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-04-29 15:49:24","valid_relations":["images","links","translations"],"prev_id":12677,"next_id":12679}}