Monday, May 5, 2014
This is also the perfect opportunity to highlight/embarrass some people. I've been credited for too much concept art on Dragon Age. It's partly my natural aptitude for shameless self-promotion, but I suspect it's mostly just ignorance. It's time to put an end to that. These are some of the incredibly talented concept artists whose work is practically bursting out of The Art of Dragon Age: Inquisition:
Nick is an exceptional visual storyteller. His work is clean-yet-textural, and cuts to the emotional core of whatever it is he's illustrating. From the incredible fresco load-screens of DAII, to Inquisitions stained glass Chant of Light, to some of the best storyboards I've seen, he can handle just about anything you throw at him. He's also curator, managing both the World of Thedas and the Art of Dragon Age: Inquisition.
Saturday, March 29, 2014
Friday, February 28, 2014
Tuesday, February 4, 2014
Wednesday, January 29, 2014
One of my favourite scenes from Fritz Leiber's Swords and Deviltry. I wanted to take my time with an image, and the intriguing, claustrophobic bazaar seemed like the ideal challenge.
This time around, I made sure to save some process images.
I started with simple two inch thumbnails until I found a composition I liked. Then I pencilled up the image at 11x17. Once the pencils were scanned, I did a "lighting sketch" to figure out some of the volumes and light sources. From there I did a clean line drawing (my favourite stage). Finally, I just spent some time moving around the image, cleaning up the values and adding little details.
Monday, January 20, 2014
This daily upload of poor quality photos from my sketchbook is not to last. I'm coming to the end of my brief paternity leave (now a proud father of daughter number two). It's been a rare treat to find this much personal drawing time, and here I've been using it to study instead of have fun (it's still fun). Thanks for lookin' and stuff. This is just a random smattering of whatever reference material I had handy.
Sunday, January 19, 2014
Friday, January 17, 2014
It’s easy to design a character after you’ve seen their whole story arc play out, witnessed the nuances of writing, acting, animation, even their contribution to the overall atmosphere of the final product. For us, character design is done in the dark. We have descriptions, plans, and vague gestures, all of which will change, many of which will change BECAUSE of what we design.
So, to me it doesn’t feel like a “sporting chance” to redesign someone else’s finished character. They couldn’t see what you see now. They didn’t know that twist was planned, or that they’d get an extra season, or that marketing would favor an unexpected character.