Thursday, June 28, 2012

More beasts!

Yup. Done.



Also :) 




And the most beautiful game ever made (don't mind the commentary): 


And maybe this:

Wednesday, June 27, 2012

Beast and Brawl

Working on it :D Don't want to render these further as I'm trying to put the drawing in the spotlight. Three more to go.


Of course for a game similar to this ;p (One of the best games of all time!!!)


Wednesday, June 13, 2012

Rough Sketches

Here are some more animal characters dudes. Using Bristol paper, with 0.7 orange color Eno mechanical pencil with a kneaded eraser for underdrawing, and then a regular HB pencil for final lines. The kneaded eraser works like opacity in photoshop :D


Sunday, June 10, 2012

Behind the Scenes

I've learned to become more patient with my designs since when I started drawing. I used to think what would define me as a good designer was how easy it would be. It seems to be the other way around, I've never found design as difficult as I do now. There are so many factors to consider. Color composition, shape design, straight vs curve,  readable silhouette,  weight, spacing of parts, anatomy, functionality, uniqueness, technical aspects of final format, story, mood, attitude, appeal etc.  Arriving at a drawing I like is damn frustrating, and takes many attempts, and still, when I look back at the final result in retrospect, there's always something that could be done better. I think one of the hardest things is to accept that I'll probably fail, but still dive into each drawing with passion and the hope that it will turn out alright. If I don't invest, the drawing is doomed from the start. Well, here are a few attempts.


Thursday, May 31, 2012

Lady Vicious

I was very close to scrapping this one, then I decided to man up and finish what I started. Some things different from the Thumbnail-stage. I think it's good to be a little bit flexible with the design, it's difficult to nail everything from the start. I like to let the design evolve a little bit during the process.


Erratic Gif-time! 



Wednesday, May 23, 2012

Thumbnail sketches

When creating a design, I find it beneficial to make a few different versions. My aim here is only to clearly communicate the general aspects of the design. I'll use big blobs of color, lines, shadowshapes, technique doesn't really matter. I'm not thinking about communicating the attitude or story of the character through the pose either, that comes later. My major concern is the gameplay, and how the character can enhance that gameplay, and if he or she will be distinguishable from other elements of the game. I'm thinking about visual identity in regards to other games and movies too. I see many artists do this step in grayscale, but in my experience color is almost as important as silhouette, and in general should not be omitted at this stage. 10-30 minutes each is a pretty good time for me to do these. Usually 90% of what's produced in this step will go in the trashbin, so it isn't very cost effective to make them any prettier. If me and the AD can see what my intention is, then I've achieved my goal. More to follow.

Tuesday, May 22, 2012

Fun With a Ruler.

Working on bringing together some assets for a game-play mockup screen. Using a ruler for some straight lines. My visual library is definitely limited when it comes to architecture, but I figured if I don't make this, no-one will :) Fun!



Rough gameplay screen!

















As an additional note, I've begun looking for a full-time studio job again. Want to work with cool people and make cool things :) If you've got a lead, please feel free to pass me a mail or comment.  Cheers :D