Tuesday, November 24, 2009

Zipper Interactive - dedicated people...

I must say that the developers at Zipper are extremely dedicated.  Some of the debates centering around tactics, the look of the game, game play, how weapons should act and what should be in MAG are simply incredible - they live this stuff....

Friday, November 13, 2009

MAG Asset Design: Modular Security Fence

Much of being a Concept Artist is designing objects or characters for production - it is inglorious but enjoyable just the same.  Creating multiple thumbnails quickly, trying to make each one unique is a fun challenge, after ripping through 30 or so I find I have to tell myself to stop.  This one fulfilled a requirement for a portable reactive armor fence for the RAVEN faction displaying the  different types of panels.

Wednesday, November 11, 2009

Automatic Mortar Systems - Pencil Thumbnails Drawings

They wanted some faction based automatic mortar systems so commanders could call in strikes. These are some of the thumbs I provided for direction. Something like this would take a few hours to do and are straight forward.

MAG Alyeska Terminus Thumbnails

Here are some thumbnails I did for the Alyeska level for MAG.

Thursday, October 22, 2009

MAG Syr Darya Uplink - Rocket Hanger

I did this for a game that I was working on, I have a bunch of these on file and I think I will show them off.

Wednesday, September 23, 2009

Cartoon Street

Just having fun. This was for another game, based on a toon theme...


This was part of a proposal for a new game. I enjoy painting this sort of thing, placing the soldiers where I think they should be according to some loose strategy - like toy soldiers. I always admired the National Geographic map illustrations and always thought it would be amazing to try one.

Thursday, July 9, 2009

Monday, June 22, 2009

Need For Speed: Underground 2 - Original Intro Movie

Here's a throw-back to my NFS: Underground 2 days. I created the graphics on the cars used for the trailer. I was working late on concepts like I usually did at EA when some marketing executives came running up to me (I was the only guy there.) They told me they needed some car graphics for a promo and they needed them yesterday! I quickly put a package together while the guy stood around and waited, I don't think anyone else knew about it until the trailer came out.

Friday, June 19, 2009

Mechanical Steampunk Spider

In an effort to update my website i have been painting and refining some artwork like this Big One Armed Steampunk Spider. Here's some of my process. -D

Monday, May 25, 2009

Massive Action Game Trailer

This is the MAG Trailer that I created the storyboards for and did the animatics to be sent off for post production. The location was changed at the last minute entailing a 23 hour remake - it was a long and lonely night working on this thing but it got done 15 min before presentation the next day. It has changed somewhat from my original but not by much. The original did have some very cool heavy metal music by RATM that went well with it but I understand why Sony toned it down - go all out and let them pull you back... :)

Now imagine it with this music:

Tuesday, May 12, 2009

Video Game Resolution

Over-all the resolution of video game graphics have advanced tremendously to the point that we have gone too far. I’m referring to the hyper realism that video games have adopted, and developers have been encouraged to do so in order to push the video game experience to new heights.

Try doing this: close your eyes. Do you notice the ‘snow’, that fuzzy ill defined chaff that moves around in your vision? Now open your eyes, you keep on perceiving it don’t you? I refer to this as ‘Dynamic Afterimage.’ I believe it is caused by contrasting light and dark objects being momentarily burned on your retina as you move your eyes around – sort of like seeing multiple spots after you look at the sun but more subtle. Essentially your eyes are creating texture, and it is one of the things concept artists try add to create realism. The problem is that games have been polished too much and they are looking sterile because of it – people are starting to realize this and are adding film grain to make a game look ‘gritty’ when all they have to do is turn down some of the resolution, and maybe save some memory in the process.

Or they could follow standard practice and hide it all in desaturated grey or turn the levels way down to make things dark. :) 

Monday, May 4, 2009

Starting up.

I have decided to go with the google blog since the one that comes with my site doesn't always work the way I want it to. So to start, here is the image that I am working on that I have been trying to upload. dmc. I try to weave as much of my own stuff in as I can with many of my life's commitments.