In the realm of video game design, few titles have achieved the acclaim and impact of Uncharted 2: Among Thieves. This critically acclaimed masterpiece, driven by cutting-edge graphics, dimensional characters, and a gripping story, sold over 3.5 million copies worldwide. It’s the fastest-selling first-party title on PlayStation and earned over 100 awards, including Game of the Year accolades from prestigious outlets like IGN, Eurogamer, and the Spike Video Game Awards. At the heart of this success was Robh Ruppel, the Art Director behind the game’s stunning visual aesthetic.
Robh’s approach to crafting Uncharted 2 was nothing short of innovative. His secret weapon? SketchUp, a simple yet powerful 3D modeling tool. In a behind-the-scenes look at his creative process, Robh shared how SketchUp played a pivotal role in designing the game’s environments, from early conceptualization to the final, polished product.
Why SketchUp?
As an industrial designer by training, Robh learned the value of working in 3D early in his career. He recalls experimenting with physical models made from paper, foam, and cardboard to explore proportions and shapes. This hands-on approach translated seamlessly into SketchUp, which allowed him to “sketch” in 3D and refine ideas quickly.
“SketchUp is so simple and fast,” Robh explains. “It’s not about replacing high-end packages like Maya, but about quickly blocking out scenes and experimenting with shapes and proportions.”
SketchUp became his go-to tool for solving design challenges in Uncharted 2. By creating 3D models of the game’s environments, Robh could visualize perspectives, refine dimensions, and establish a “shape vernacular” that would guide the rest of the design team. This process ensured that every element of the game’s world felt cohesive and believable.
SketchUp in Action: Building the World of Uncharted 2
Robh used SketchUp extensively to block out major shapes and plan the game’s iconic settings. From ancient temples to bustling marketplaces, the software allowed him to explore different layouts, experiment with proportions, and find the best viewpoints. These 3D models were then refined into detailed concept art using Photoshop, bridging the gap between raw ideas and final production assets.
“The great thing about SketchUp is that I can save out all my designs as .obj files,” says Robh. “The modelers and other artists can then use them directly, speeding up the workflow.”
This streamlined approach to design allowed Robh and his team at Naughty Dog to create environments that were not only visually stunning but also functional for gameplay. By starting with 3D models, they could ensure that the spaces felt real and immersive while meeting the technical requirements of the game engine.
Advice for Aspiring Artists
Robh’s success with SketchUp is a testament to his dedication to the craft of visual storytelling. When asked for advice, he emphasizes the importance of hard work and continuous learning:
“Don’t be afraid of working hard. There are no shortcuts to mastering something.”
For new artists, he offers the same wisdom, encouraging them to embrace tools like SketchUp that make the creative process more accessible and efficient.
Looking Ahead: From Uncharted 2 to New Horizons
While Robh remains tight-lipped about his current projects, his influence on the gaming industry is undeniable. With the release of Uncharted 3: Drake’s Deception, fans eagerly anticipated more of the breathtaking artistry that made Uncharted 2 a modern classic.
For those inspired by Robh’s work, his innovative use of SketchUp serves as a powerful reminder that sometimes the simplest tools can lead to the most extraordinary results. Whether you’re designing the next blockbuster game or exploring 3D modeling for the first time, SketchUp offers an accessible starting point for bringing your creative visions to life.
Bonus Tip from Robh
“The best part about SketchUp Pro is being able to quickly test ideas, save designs as .obj files, and integrate them into the broader pipeline. It’s about speed, simplicity, and creativity.”
So, whether you’re crafting a game, a movie, or a personal project, take a page from Robh Ruppel’s book and let tools like SketchUp help you turn your ideas into reality.