Wednesday, 19 August 2015
I recently completed a commission for Monte Cook Games 'The Strange'. The topic was to design an eerie looking wardrobe, to take a regular object and make it look somehow menacing. Here's the brief: 'Made of wood, it was built in the late 1400s. It’s heavily carved and has a medieval (rather than baroque or more modern) look. The carvings, among other imagery, evoke angels blowing trumpets over hoards of indistinct figures—a vast, but subtly unnerving, army. The wardrobe stands over seven feet tall, is about five feet wide, and about two feet deep. In this illustration, the outer double-doors are open, to reveal a second set of double doors. These doors lack the fine carvings of the outer surface, and are thickly and sturdily built. Several iron bands cross the inner doors, and patterns in the wood indicate where other iron bands were, at some distant time, removed. The inner doors are slightly ajar, revealing a sliver of darkness in the interior.' To facilitate making this image work in 3 dimensions I knew I could use my experience in Maya to quickly mock up the wardrobe and make sure it doesn't distort
Wednesday, 22 April 2015
This week I learnt that my favourite game company Retro Studios opened a single place for a concept artist. I am aware of my abilities and how applying for such a role is most definitely above my skillset so far, but I knew I wouldn't forgive myself if I didn't at least try to apply for the job. So I decided to kill two birds with one stone. One thing my portfolio is missing is more fully rendered character images. I also need some designs tailored to certain series so that prospective employers know I have the ability to work to varying styles. So I spent my time trying to redesign Samus Aran and her Chozo power suit from the Metroid sereis, a series Retro Studios is renowned for doing an amazing job translating into 3D.
Tuesday, 14 April 2015
This week marks the end of my work on Alpha! I've finally completed all the models, props, animatics, storyboards, sketches. Everything is done, and I'm extremely glad to have finished it. I've spent an additional month on this that I wasn't planning, and worked on props that I was never scheduled to do. But now everything is complete I can finally relax. Right now I'm still rendering turnarounds on the props and I'll be sure to have them up next week, but for now you can enjoy the final turnarounds of both Keeva and her Fluffy Monster:
Sunday, 12 April 2015
All the pages have been finished for our book rig. I won't be showing them all right now, but in the mean time here is a progress shot of one of the pages. It's the little details like writing information inside the book, only to have it be erased and corrected by the author that make me really love adding this kind of character to my work.
Thursday, 2 April 2015
This week it was time to really start working on the props that Alpha required. I decided to start with the book our main character flicks through as I thought this may be the most difficult prop to manage. I decided to make sure each page had something interesting on it at least, and luckily, because of all the sketches of creatures I had made for this idea beforehand, I now had a wealth of images to place inside the books. Here's the first page:
Wednesday, 25 March 2015
A few weeks ago Monte Cook Games commissioned a second piece of work from me. This one described a Ruk native descending some ruins inside a floating city, looking down on a city below that one. This was honestly something I was quite worried about completing. But I'll walk you through my development towards the finished piece.
Tuesday, 17 March 2015
I've applied for an internship at Team17 (The guys who make Worms), and they invited me for an interview. Since then I've spent my time travelling up to Leeds where they're based, both visiting them and some friends nearby. I've not yet finished my course but they seemed particularly happy with the work I'm producing and said that hopefully, come graduation the position may still be open for me. Alpha has developed too. We've begun working on lighting tests created by our wonderful TD John Benson: