Posts Tagged ‘Art’
From Sweden MS WP7 conference…with love
Alright, i’m officially pumped right now. Simon, our master developer and international genius went to the MS WP7 conference today, and got some amazing feedback on our current development. Without giving away too much (before he posts), I can easily say he was extremely effective. I guess being international can certainly have its advantages
To say the least, we have MS themselves looking at our game–Kinect and Mobile–interested in what we’re doing.
Big, big UPS to Simon for going out and getting it. I couldnt help myself and had to give a precursor here. Pics and much, much more info to come soon. Oh yeah, The Hearts of Men: Throne of Deceit is in peer review, so if you are on it, please test for us so we can release for the Holiday 2011!
NEW ART! 3d fun
It’s good to have lots of art you forget about–and even better when you find it because you kept it
Here, we have a nice little 3d model I was working on back in 2009 that I stumbled upon last night whilst making trees in 3d!! How I got from trees, to searching my “sort” folder is still a mystery, but a nice find regardless!
NOW…we must finish “The Hearts of Men” (yes, finish it, for we have great ideas on the way), so that we can jump right into our next game, which will be going back to 3d!
NEW ART: While we’re prepping our announcement…
I hate to keep everybody waiting for sooooo long, but, we’ve been really, really busy! This is good though, because what was a game that was getting some pretty solid feedback, has now turned into a full on MONSTER!!!
Honestly, we can’t wait to share what we have planned, and we will quite soon. But, while we are holding off just a bit longer, here’s a bit of art I created recently for some game you’ll probably never hear of!!! I was thinking about giving this a few different color treatments still and tucking it away into our portfolio–I mean it’s silly to waste quality inkwork

Art Double Dose – 2 time lapse drawings
Alright, now, we have submitted the game for a final time (at least using XNA 3.1), so we are hoping to get the PASS on peer reviews…Good News is, we have 2 of the 4 needed already!!!
So in celebration of this, here’s a super double deuce dose of art deliciousness–in time lapse format at that! Why look at a picture when you can see it be created!?!
First up is my most recent work I did…yesterday. Took me around 3 hours, luckily I got every stroke on cam. This is the final boxart for The Hearts of Men
http://www.youtube.com/watch?v=Rc3xiFx-JBs
And below is the link to the in game art you’ve been seeing plastered about the blog lately. It took me a bit longer, and I only got half the process, but still a fine viewing I’ll say
http://www.youtube.com/watch?v=XO3Jwjy34HU
Much, much more to come…let’s hope we get those other 2 passes..then we can breath again
The Hearts of Men Comic Art – Final
And the finale to this tale of art, I’m calling this one finished. Yes, I could spend another 4 hours painting, but I like where this is at, plus I have so much more to draw for this series. Do you like it?? Then click the “Like” button and tell your friends to like it too so we can build up to release!!! You’ll be able to get the full story in the game, which we are planning on submitting for the final peer review today, and hopefully we’ll pass with flying colors and be working hard on a press release tomorrow! So get your 80 MSP and thumbs ready for “The Hearts of Men”
The Hearts of Men Comic Art – Ink Final
Finally, after cobbling what hours I could together, the piece I have been doing for The Hearts of Men is complete, ready to go in the game, which means–we’re about ready to release:) I have to finish writing the 5th chapter of this series tonight, which is the story block that will be inserted into the launch version of the game, along with the final render of the art you see here. This will serve to set the story up proper, and I just can’t wait to tell each characters story in comic format. It’s thrilling because this is a short series of comics that we will insert into the Deluxe version of The Hearts of Men, and thus far, Simon has been excited to see these things moving on screen–meaning he’ll be enthused to support my cinematic requests
. The next step will be bringing in multiple moving parts and really creating some visual in game treats. Until then…
The Hearts of Men Comic Art – Ink
As previously mentioned, to fully flesh out the story of The Hearts of Men, we’ll be creating a 6-8 series web comic, describing the events surrounding the game. After getting a halfway decent concept (seen below)–I knew what I had to do–make it more than a concept! So i started the inking process and got about 3 hours in.
While my results are coming along as they usually do, I wasted time on this (as is common when I forget about what direction I’m heading). I always have the tendency to disregard all of my training and just start painting. This is great, and something that should be done (when the time calls for it), but when I’m on a razor thin time budget, we need to be quite efficient to get the results. Generally, anytime I do comic work, I NEVER use a conceptual painting, but instead work very traditionally, first building up the shapes and composition I’m after, then refining that. The biggest difference is that there is no color, which for me, tends to get in the way of the linework (Once I actually start production on the web comics, I will be discussing in depth my process). Anyways, spent too much time on the color, which disillusioned my linework…not happy about that, but what do we do? Oh, that’s right, think about the process before we dive in would be a good start ;D
2 hours in Unity gets us…
Last night, I finally sat down and opened Unity to do some work. I’ve had my license for a few weeks now, but just finally found the time–it’s a bit depressing really. Until I saw what I could do in my first 2 hours using the system. All of a sudden, I’m forcing myself to goto bed! Ok Unity, you have found a top spot within COLTRAN studios(above UE3, mind you, which I’ve worked in for 3 years)…now, when oh when, do we get the ability to deploy to 360????
ART: Military Inspiration – Updated
Since we’re about to drop a bomb on the game world with our next offering, it seems only appropriate to pull some fun drawings that fit the theme. Let’s have a look at a few different rounds of military characters i’ve created. Up top, you can see a bunch of characters I created for a motion comic that fell by the wayside.
Below, you can check out another set of military dudes I created for the pitch to a squad based game back in 2008. When I considered how to approach 4 playable characters, I wanted to make them all defined and unique, and able to fit within a real group mentality. To accomplish this using visuals, I thought about the characters, and what would allow them to be separate and play off each others attributes. The first thing I thought of is some archetypes that could show up in such a group, and their dialogue with one another. Creating characters is about understanding what drives the characters. In order to do that, you really have to investigate why this character acts the way they do–what motivates them. Check out the image, what group dynamic do you see happening there?
There’s alot happening here already, just from the picture. I’m not speaking of animosity or any such emotion, but just looking at the characters, it should be clear they all have a different sort of mentality. The fact that they all carry the same gun, and wear the same uniform allows us (the viewer) to understand they are part of the same team, but the fact that they all have their own personalities allows a larger investment on our part. I sigh, as I’d love to keep going, but I’d also like to keep interest! And in such a fashion, I’ll say that coming up next, I’ll break down each character, along with line drawings to further the ideas of character development!
…you know what, I just can’t help myself right now! I have to talk about the first 2 guys and how they came about. We’ll start with the big guy. This guy, to me, had to be here–I guess upon thinking about it, because he was what inspired me! No other reason, I went with what came to me. 
Here we have who I termed “Southern Fried”…but to start, let’s get some more details on the game. It was about Ex NAVY Seals, and they have to go save the world. The base information is these guys are highly trained Seals, and a group of 4. Now, some people would automatically start with a robotic group of space marines, and I say go for it. Here, the first thing I thought is about the world I see around me, and what most images really bring up when discussing our modern day heroes. Obviously, my design here is not a machine, he’s a real person. He is also a trained killer, but you wouldn’t know that by looking at him (in street clothes). And for the most part, you wouldn’t know that by looking at anybody! Beyond that, his physical shape is there to start to tell his story, without him having to (obtrusively)–tell his story!! I don’t need to hear some guy rambling away about how he loves chicken wings, it doesn’t add to the gameplay! But, I have no problem coming up with that story myself through quick comments that are made by the character. I’m going to take this one step further, and share the true inspiration for this character–an NFL defensive lineman!! Look at his body type and at first you say there’s no way that guy could catch a criminal etc…but lets consider that most defensive lineman in the NFL run a 4.5 average 40 yard dash (the fast ones I’m thinking of at least), so it’s not out of line for our character to now seem a bit more acceptable as a Seal. Add to the fact he loves chewing tobacco, is southern so his voice has a drawl, and is quite easy going but can erupt like a volcano if pushed. We’re getting complex, and I like it. Let’s add another layer, by adding another character to the dynamic.
“Gung Ho”, I still don’t know what that truly means, but I know what it implies, and this guy is it! All about efficiency and any means necessary, I felt this guy did actually fit a more pumped up aesthetic and attitude, so I was glad to be able to incorporate such a character. The fun came from exploring the polar opposites of these 2 characters, and envisioning how their dialogue would work.
And thats what we should consider about our characters…how do they work. What makes them work? As a character artist, these are the questions I ask, especially when dealing with group scenarios for a game setting. I’ll bring up the next 2 guys soon, and how I related them to these characters, and once again to the overall group.











