Here's a few production sketches from the game Turok I slipped in a couple years back.
Did not get much of chance to get involved with this project for I was dedicated to another at the time, but was always down to lend a hand during slower times at work and jam with my co-workers who were setting the production design for this project.
Shouts to Micheal McCartie, Chad Smith, and Daryl Mandryk! These guys made my time at Propaganda Games one of the greatest experiences of working in the field with other concept artist's locked in a room, while listening to the Conan soundtrack on repeat and attacking each other with outlandish caricatures :)
Saturday, November 29, 2008
Friday, November 28, 2008
Resorted to Drawing
Found a few odds and ends from a few years back.
The days when everything I worked on started with pen to paper, and rendering in Photoshop slightly with out confidence.
Always been connected to drawing due to classical animation back in school days. So when digital painting was first introduced, I did not know what the heck to do with it. Always found myself resorting back to a drawing/sketch to hold the image together. What's telling is the style creeping in to the sketches back then.
Fun times :)
The days when everything I worked on started with pen to paper, and rendering in Photoshop slightly with out confidence.
Always been connected to drawing due to classical animation back in school days. So when digital painting was first introduced, I did not know what the heck to do with it. Always found myself resorting back to a drawing/sketch to hold the image together. What's telling is the style creeping in to the sketches back then.
Fun times :)
Thursday, November 27, 2008
Need for Speed
The most recent shipped game I helped work on just released, Need for Speed Undercover. This title being my first full production cycle working as a concept artist at EA in years, while previously only being involved in pre-production or pitch phases of ideas/New IP.
The experience was definitely an eye opener to what goes down during a NFS production cycle.
Much props to the art hero's I worked with on this team, Alan Jarvie, Rose, and our fearless leader Dave Taylor.
Here's a Art dump of some of the many concept sketches I've provided during this production. I used mixed media in Photoshop to best execute for this type of product. Photo stitching and paint over, ultimately allowing anywhere between 2-6 hours from thumbnail to completion.
Much props to the art hero's I worked with on this team, Alan Jarvie, Rose, and our fearless leader Dave Taylor.
Here's a Art dump of some of the many concept sketches I've provided during this production. I used mixed media in Photoshop to best execute for this type of product. Photo stitching and paint over, ultimately allowing anywhere between 2-6 hours from thumbnail to completion.
Anyhow, here's some images! :)
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