"All men dream but not equally. Those who dream by night in the dusty recesses of their minds wake in the day to find that it was vanity; but the dreamers of the day are dangerous men, for they may act their dream with open eyes to make it possible." T E Lawrence
I've spent most of my recent time on the project digging out referenced research (yes, even in my made-up fantasy construct, I've done a good deal of research) from a stack of books filled with bookmarks. I've been either adding the references to the wall, or into the Scrivener project. I have to say, this feels like work. Very little creativity involved here, just trying to collocate the reference with the material it will be used in.
The good part though, is that this week I had one of those epiphanies where I realized that I had this great set of parallel metaphors sitting around just waiting for me to see it and I think it will help make for a dramatic opening to the story and then have a profound resonance later in the story. I know that doesn't do much for anyone reading this, but it felt good to have it arrive on my doorstep.
Next step is a bit more research. The story opens in the early 17th century and involves the ocean voyage of a group of English settlers headed for the New World. I want to get the details of that part right. After that, things open up and my imagination takes over, so hopefully less research and more creativity. Though I have to say that I like to weave references and allusions into this stuff, so you can be sure that there will be more discussions of my side adventures into the realm of research.
I wrapped up the reconciliation of my notes and the outline! A major milestone in the process, but really just means I can begin for real. The Scrivener file still needs a ton of cleaning, but I will do that as I write otherwise I'd be weighed down with editing for the foreseeable future. I have what I need to mover forward and that's good enough.
I really hoped to get through to the end of the notes today, but there is just too much to cover and reconcile yet.
Another day of digging through old notes and material, shaping them into a coherent whole has been an amazing process. It's remarkable how much material I've generated over the years. Because of the separation in time, the dislocation of various notes (Google docs, loose post-its, Scrivener files, and random thoughts as I go) and the somewhat stop and start approach I've taken to this project, I've found it fascinating to see how some material supports other parts created at very different stages, how crazy deep I dug and how many cool little details I jotted down here and there. Like finding buried treasure with every shovelful.
Appropriate to the day, it's like finding a roomful of presents I've left for myself. I've spent my morning opening them with deep gratitude to myself for having taken the time to do the work, to save the inspiration for this moment.
I doubt that this protracted, even stalled method of story development is the recommended or "best" practice, but in this case it's been like marinating a stew or aging a wine. I've found deep value in letting this story accumulate and self-select rather than to have tried to sit down and force it to life. It's organically grown- deeply rooted in my psyche, fed with time and imagination and watered from the common well of myth. The first shoots of green are promising what could grow to be a mighty tree. I'm excited.
I will take tomorrow off, so to those who celebrate it, a Merry Christmas. To all, a joyous celebration of the return of the light, the turn of the season and renewal of your spirit and the bonds of family and friends.
| Sorry about the blurring -just not at a place where I'm ready to share the raw notes! |
| Post-it Key: yellow=plot, green=notes, red=problems, blue=to-do tasks |
I've been inspired by Teri Windling's recent posts of various people's work spaces . I captured my man-cave in a panorama. Of note is the my completely ordinary drafting table that is special only to me because I've had it since the 8th grade in 1980. Also of note is the chair by the drafting table which was liberated from the University of Maryland computer lab sometime around 1985-6. Not shown is the walk-in closet (behind the closed door on the left) that I converted into a walk-in library because my book collection just got too big to keep in the room itself.
Today a few more leaders were released as DLC for Civilization V, so I thought I'd share my concepts for them. I think these two leaders were among my better paintings. I freely admit that the lighting I suggest in them is challenging, and sadly I wasn't around to advise on the implementation for these 2. You can decide for yourself how well they translated: http://www.civilization5.com/#/community/dlc_december
Wow, I actually had enough time today to work on a piece for myself. It's been a really long time. I think I have a long way to go yet to get where I want to be ( this is a bit generic, a bit stiff, and not quite the "me" I know is possible), but at least I finished a drawing. I'll be doing color on this sometime soon. I'm trying to commit to a 100% natural media approach (though a few Photoshop tweaks are reasonable).
Well, the fruit of over 2 years of my life (10% of my career!) shipped today. It was also the first title I've worked on that I didn't get to see through to launch. Kind of bittersweet. Still, the game looks great and all who worked on it can be proud of that.
In celebration such as it is, here are a few new pieces. I can't wait for the DLC stuff, as I think some of what they have planned was some of my better work.
Seems a lot of my artist friends are doing this. I found it really interesting to try to filter it down to those artists who really influence me (as opposed to ones I admire or like, but don't necessarily find to be an influence). Size to some extent in the image reflects degree of influence, but I only really have a limited scale here, so don't give it too much importance (Mignola should have a bigger square, so should Man Arenas, Miyazaki and and Moebius).
Well, looks like I landed a job! So I hope now to convert this blog into what I always wanted it to be which is a home for my work, not the work I do for others. I am proud of what I've done and continue to do for my employers, but rarely are my job and my personal inclinations in sync. Stay tuned.
Wow, I'm pleased that some of these have been given to me to show. I've been working on Civ V for a long time and I believe I've made some big strides in technique and abilities. These specific pieces were designed to visualize the leader's appearance and setting. Further work (orthographic drawings, detail drawings and reference samples, character studies) was developed to guide modelers and animators in translating these looser images into specific characters and environments. As the release of the game comes closer, I should be able to show more. Stay tuned!
The danger of digging through the archives is in finding old work that still holds some appeal, or that you feel expresses some aspect of your abilities that hasn't been demonstrated. As this blog is both a portfolio and a bit of an opportunity for me to tell the story of my career, I thought it might be fun to at least include something from my days at Sierra. The following are from my character designs for King's Quest 7 -our first "fully animated" game. These designs are the closest to my roots in traditional hand-drawn animation. They are specifically designed for others to draw and animate rather than to be translated into 3D models. A different kind of design thinking goes in to these kinds of characters. Simplicity, animatable forms etc are vital components. Please forgive the quality of the scans, I don't have the originals and these were provided from another source. I decided to leave them with all the warts -gives them a bit of that vintage flavor.
I can't think of a project I have worked on that was more controversial than Civilization Revolution. The idea was to take all the fun of the series and distill it to a simpler, but equally challenging presentation for play on consoles. The art style followed suit by pursuing a more simple and stylized (dare I say Warcraftian direction). Of course this made the rather conservative and die-hard fans of the series LIVID. I think in the end we showed them how much fun could be found in the Civ franchise beyond the core game.
In my own work I think my newly found love of digital paint and the fairly rapid growth in my painting skills (take note, prior to this I was using markers almost exclusively) lured me into greater complexity in the images. Maybe overdone for Civ Rev, but certainly layed the foundation for my much more realistic and complex work on Civilization 5.
A long time ago I bought a suite of tools from Adobe. Mainly for Photoshop and After Effects, but they threw in Illustrator as well. I had had a really frustrating time years before with Illustrator, so I kind of "forgot" that I had it. A few years later I saw some Illustrator workby an artist that I admired that seemed to mesh well with where my personal work was going at the time -all flat and stylized. So I busted out Illustrator to see what I could do with it and to my surprise mastered it very quickly. I did a lot of personal work with it and continue to hold it in my arsenal today.
One place I really got a work out was in doing forum avatars for my guild's website. It started by making images for me and my wife, but then everyone wanted one. So I ended up doing toon versions of somewhere over 60 guildies. We even opened a Cafe Press shop so we could buy mugs and tshirts. It was a lot of fun. I did a few custom pieces as well ranging from illustrating a crafting guide to a few special tshirts.
If Pirates was a character-driven feast, Railroads was it's antipodes. Nothing but terrain, buildings and trains (I should say that there were a few characters to put together, but I will give credit to Dennis Moellers for really bringing my rough drawings to life). Still, the challenge of working with nothing but hard-surface designs was a pretty big change for me, and one that although initially challenging, made for a great education and in the end, a very satisfying result.
The most complex challenge wasn't so much in the drawing but the ideation. The buildings had limited and uniform foot-prints yet had to telegraph their identity clearly at a glance. There were also numerous technical challenges to work out in the design from how buildings mapped-out to create unique towns and cities as well as how the trains interacted with many of the buildings. Beyond that, I wanted to capture the flavor of a charming table-top railroad with iconic and toy-like designs.
Although I did work on Civilization III, my contribution to it was small. Civ IV however marked my transition to full-time Concept Artist. I pretty much pioneered the position at Firaxis and I like to think it was my success at the job that demonstrated its value and lead to the hiring of many more concept artists, making the position as foundational as any other game development position at Firaxis.
I did TONS of unit and leader designs for this project, here is a small sample.
To this day, this is the game I am most proud of. I came in as lead in a time of development crisis. The project was being redesigned from the ground up and needed a visual design to reflect the new direction, but we also wanted to salvage all we could from what had been done to date. I had a very short time to re-vision the project, work up a style, re-organize the art staff and get the project back into production ASAP.
Talk about wearing a lot of hats! I was the art lead, the concept artist and the user-interface designer and implementer -and I still got home in time for dinner!
I didn't know it at the time, and I took some flack for it, but I was on the same design-philosophy track as the Team Fortress 2 guys were. I was trying to find ways to get over a classic illustration look in our pallette and rendering, while working with friendly, stylized forms. We did pretty well considering this was Firaxis' first real foray into real-time 3D, and we knocked it out in record time with a lean staff. I still feel that this game is a great example of what solid game design and hard-nosed determination can get you.
Here's a heavy dose of Pirates!
A number years ago we joined our local CSA. One day while out picking tomatoes with the proprietor, Rob Wood, Rob says to me "I hear you can do art on a computer...". Well that was the beginning of a fruitful and gratifying relationship with Spoutwood Farm. I have volunteered my spare time and abilities to help get out the word about the CSA's offerings and mission. I've been their web master and advertising designer for the last 3 years or so. My work for Spoutwood has given me a nice balance in my creative endeavors, working with a subject and tone that is very different from my day job. Here's a small sample of some of the work I've done for them.
I've been in games a while now. I got hired originally because I am a classically trained animator. Hand drawn animation was the state of the art at the time. Over time things changed and I changed with it. I made the transition into 3D with everyone else, but I found the one edge I still have is my roots. My training and experience in drawing, painting and design have served me well and made me a useful guy to have around.
Over the years I've been called on to design and implement interfaces and to lend a hand to marketing when packaging, advertising or web content was needed. The following are a few samples where my illustration skills, my 3D skills and my 2D design skills all had to work together in an area other than "in-the-trenches" game development.
Artist by vocation and avocation, I spend my time imagining, visualizing and bringing stories, characters and worlds to life.
I gingerly straddle the worlds of Art, Design and Engineering trying to make the User's experience enjoyable and easy, while at the same time making my work invisible.
Volunteer position. I do what needs to get done to support the farm's various projects, programs and festivals whether it's designing and illustrating advertising campaigns, creating publications, building and designing websites, creating logos and informational graphics or other needed print materials.
I illustrate and design a wide variety of print, film and interactive media projects for self-publication and for clients.
In my time at Firaxis, I performed a wide range of duties from straight production artist, to Marketing support (graphic design), storyboard artist, prototype pre-vis, concept design and Lead Artist on Sid Meier's Pirates!
As Senior concept artist I worked closely with the game designer(s) and Lead Artists to explore and define each projects visual style as well as help to codify it's visual vocabulary. Once that was accomplished, I designed a wide variety of in-game assets from characters, to interface to terrain and environments. I also worked closely with the modelers and animators to ensure that the intended concept was carried through to it's final presentation in the game.
Lead artist on Sid Meier's Pirates! as well as a few un-published projects.
Managed teams ranging in size from 6 to 30+ artists on a variety of projects including the production of fully animated 2d and 3d assets. Also contracted and oversaw the work of several out-of-house animation studios while simultaneously managing all in-house art production. Acted as production designer designing characters and environments for a number of interactive titles.
Acted simultaneously as both Game Designer and Lead Artist on several projects for Sierra.
Swept-hilt Rapier Text by Tobias Capwell Sword dating: circa 1605 - 1615 Culture: Hilt ~ England; blade ~ Germany Medium: Steel, gold, silver and wood, blackened, encrusted, and damascened Measurements: Length: 114 cm, blade; width: 3.3 cm, blade, above the ricasso; weight: 1.29 kg; length: 130.6 cm, width: 17.3 cm, guard; balance point: 15.6 cm, forward of the guard block Inscription: ‘·SANDRINVS · SCACCHVS·’