Sunday, July 29, 2012
Skrejgib anatomy
Having finally hit a direction I'm happy with, I expanded the bust into full body studies of Skrejgib anatomy.
Before I did the bodies, I tried a quick color test, concluding that I need to do more of those, and tried out the "fool the Captain into doing our bidding" expression.
I also did some concept art for Scrappy over the past week, experimenting with terraforming as per our new background story.
Saturday, July 21, 2012
Skrejgib bluesky
I started tackling the main antagonists in Captain Comic, the foxlike Skrejgib.
Tried out a few different techniques to come up with ideas, at first trying to design them clothed.
These felt too much like sticking fox heads on human bodies, so I tried to focus on their bodies, but got a similar result.
Switching technique to a shaky line drawing type deal, focusing on the bust, yielded much more interesting results, which I will expand to the whole body.
I gleaned some nuggets from all of these studies.
Less than 2 weeks to go, finish as much as possible and get it printed for an update to the portfolio, take out things I've done in school.
Sunday, July 15, 2012
Monument Valley
Pushed the concept I thought fit best to the point I felt I was just noodling with the details of the rocks, which had little effect on the overall impact.
Also felt I had lost clarity in the direction of lighting.
Next one I do will be better, right? ;)
I think I have less than 10 hours total on it. I don't see how I could put as many hours as I do with traditional media, but I know some people do.
I think I'll go back to the Blastola Cola Blaster next.
Finish as much as possible before I fly off to Toronto and later Germany. I've been approved as CA for GDC Europe. It's going to be great. :D
Labels:
art,
captain comic,
concept art,
digital art,
environment,
Europe,
fog,
game,
GDC,
Germany,
valley
Friday, June 29, 2012
CC: Surface Color Studies
Getting back to working on Captain Comic.
Now that I've actually seen the complete (sort of) walkthrough of the game, I learned that it ended with the Skrejgib stealing the Captain's space cruiser and the treasures onboard, living him stuck on a planet without space faring technology.
They do have the time machine the Captain built, and he uses it to travel 1000 years into the future, hoping the technology has advanced far enough to let him leave.
No one else who tried going through returned, which makes us suspects something's up.
Accordingly, I have changed the name of the project to "Stranded on Chronia" and have to consider this back story in future work, which isn't a huge stretch really.
On to the art: Picked my favorite bits and pieces from the value thumbnails, and tried some color studies out.
Color picking always seems to work better than trying to come up with my own palette, just like using any other kind of reference in that regard, but less awkward. ;)
Labels:
art,
captain comic,
color theory,
concept art,
digital art,
environment,
game,
jungle,
photoshop,
sketch,
study,
tower
Wednesday, June 27, 2012
Cliff Castle
Remembering that I had few business cards left, and that I have yet to create a new back for them, I took a small detour to make this.
Unlike my former effort, this environment should get a good read without me being there to explain what it is, and also works to show off what I can do in the area concept artists are most needed and often reluctant to do.
Wanted to go the fantasy route this time, and keep plenty of space for writing things down. I also thought it would be a good idea to make it a cover photo for facebook, google+ and this blog, so I made it extra long, which caused me some trouble later on, and I eventually created different configurations for each application.
Tuesday, June 19, 2012
CC: Plant Enemies
Taking a break from the environments so I can look at them later with fresh eyes, I shifted towards drawing thumbnail silhouettes of walking plants, inspired by the first enemies you see in Captain Comic 2.
The first 3 are based on the in-game sprites.
For the rest I have been thinking about the plant life cycle and how it might play if combined with animal locomotion. I was also thinking about jungle life, to fit with my initial environment studies.
Labels:
animal,
art,
concept art,
digital art,
enemy,
game,
monster,
photoshop,
plant,
silhouette,
thumbnail
Sunday, June 17, 2012
Captain Comic: Planet Nrober value studies
The first step of tackling the surface of Nrober is creating value studies in thumbnail size.
I have been focusing on leading the eye through the jungle to a tower in the distance, the way the player would travel through the jungle as the captain.
I challenged myself to do more of these then I do, and I think I've came up with some interesting ideas as a result.
I'll let it rest for now though, work on something else, and see it with fresh eyes for the next steps.
A month and a half before I leave the US, probably with a short visit to my aunt in Thornhill, Ontario (Toronto suburb) before I fly out to GDC Europe in Cologne.
Signed up to be a CA on the very first day the form was up, and with my experience as volutneer at GDC Online, I think there's a good chance I'll get in, but I won't know for sure until July 6th, I believe.
A month and a half before I leave the US, probably with a short visit to my aunt in Thornhill, Ontario (Toronto suburb) before I fly out to GDC Europe in Cologne.
Signed up to be a CA on the very first day the form was up, and with my experience as volutneer at GDC Online, I think there's a good chance I'll get in, but I won't know for sure until July 6th, I believe.
Labels:
art,
captain comic,
concept art,
digital art,
environment,
jungle,
photoshop,
study,
tower,
value
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