Showing posts with label concept art. Show all posts
Showing posts with label concept art. Show all posts

Thursday, April 25, 2013

Acknowledging an awesome crew at Lucas Arts.

Final Days at the Final Final.  LDAC building F, we'll miss you.
1313 Concept Team photo with our Creative Director Dom, Art Director Christian, and ILM Creative Director Nak.
(Corwin, Nak, Dom, Colin, Christian, Dela, and Myself)


The official Star Wars 1313 Concept Team photo
(Colin, Gus, Myself, Corwin, Dela)
Photo courtesy of VFX Supervisor Joel Aron

I've had an incredible experience working with these guys.  Had a lot of good times designing for Star Wars 1313, and learned a lot along the way.  I'll miss this crew a lot.






Tuesday, August 21, 2012

Star Wars 1313 at GamesCom 2012


The Star Wars 1313 reveal was a success at E3, winning quite a few awards.  I was really proud of the team and what we accomplished.  We finally get to show a bit of Level 1313 which you can see in the new GamesCom trailer.  Also some concepts were released on io9.com, forevergeek.com, and other media websites, as well as on our LucasArts website.


   

I also had the opportunity to shot design and concept the reveal of Level 1313, which you can view at the end of the GamesCom trailer.  Our LucasArts art team did an incredible job executing this in engine.  I feel very lucky to work among some of the most talented and hardworking artists, directors, and vfx supervisors in the industry.






LucasArts released a few new images that include a ton of environment concept designs that Dela, Gus and I worked on.  I designed a variety of things including architecture, props, store signs, advertisments, fliers, surfacing and lighting. I also designed the alien characters seen in the 3d holo-displays.  Dela additionally designed some characters.  And we also had concept support from Brian Recktenwald, Jem Geylani, Matt Burdette, and Matt Koehler.

Sunday, June 3, 2012

Star Wars 1313 Announced


Some stills from Spike's E3 First Look Special which shows concept art and designs that I've been working on, alongside ILM's and LucasArts' stellar art team.  Stay tuned.







Wednesday, March 21, 2012

RIP Ralph McQuarrie



Rest in Peace Ralph.
June 13, 1929 – March 3, 2012
One of the greatest and most influential designers of all time.

I've always been intrigued by the idea of the 'supercommando' stormtrooper, which later became Boba Fett. And Vader originally being sketched and written as a bounty hunter before ending up as the dark knight character. But neither is more fascinating than seeing paintings of stormtroopers with 'laser swords' and shields. Here's to you Ralph.

Sunday, February 21, 2010

dante's inferno concept art







just obliging jehan's request to post up inferno artwork. if you haven't seen his, go check his work from the game as well. i added his link on my friend list.

developing concepts for that game was awesome. exploring figurative elements as architecture, and interpreting visuals from the poem was challenging but rewarding.
i'll try and add a few more later.

Monday, December 21, 2009

dante's inferno



In honor of the demo being released a couple of weeks ago.
(This isn't for the demo, although I did quite a bit of previs for the demo. This is for the 8th circle of hell which was released on Inferno's facebook page a while back.)

http://www.destructoid.com/dante-s-inferno-demo-impressions-full-video-playthrough-157504.phtml

Wednesday, December 9, 2009

shadow run artwork



Shadowrun (Fourth Edition Anniversary Core Rulebook)
© 2007-2009 Catalyst Game Labs

Saturday, October 10, 2009

development process and concept variants









Here are a few concepts that show some development process. It's interesting developing a character from different stages. Sometimes you get a design brief that is extremely open ended, and you spin your wheels developing forever and never seem to hit that elusive target. Other times, the brief may be open ended, but you luckily nail it in the first couple hours, and all the other drawings you did the rest of the week seem completely unnecessary. Then there are times when you get a very specific design brief of an arch-typical character, and you end up honing in on nuance details; ie hair styles, eye configurations, material/texture contrasts, unkempt fur vs slick skin, soft translucent tissue vs crustacean type carapace. Still, these details could heavily change the feel of a character, especially when you are working in a non-fantasy setting. In the end, people don't always see specific differences, but I hope they'll feel the difference.