This series of illustrations shows several stages in the design process. The character was the main player character for the canceled "Tiberium" game. This all transpired around May or June of 2007...
I use a lot of digital tools in my work, however it is all based on drawing. That is my training, and I draw on paper every single day - especially when I wish to be very deliberate in developing a specific design.
On the left you see the very first "scribble" that seemed to show some promise - one of a mountain of such sketches.
In the center is a more refined sketch, but it is still quite impressionistic. This is a Prismacolor drawing with some quick tone applied in Photoshop.
On the right is the first attempt to execute a finished color painting of the character, incorporating various feedback from others on the team. You can see at this stage, the shape of the helmet was still in flux, as well as the specific details of the suit.
The final concept is also posted in my gallery. It's always interesting to develop something like this, and these illustrations are just a handful of everything generated during this process, which took a month or so due to all the considerations that had to be factored in
I do too! I eventually brought the design back toward the first sketch.
As with any commercial project - there were many voices clamoring to be heard. The round helmet was done at one point to alleviate "concerns" some people had with the less conventional angular shape.
Making artwork is the easy part! Making everyone on the project happy - now that's the real trick! Sometimes, you just have to incorporate an idea to make everyone feel that they are "included" in the design process.
That's why I continue to do my own art - nobody to please but myself!
It's funny you should say that. In my area happens exactly the same, but I always thought it would be a typical problem of my country. It seems that the client's discomfort in dealing with novel ideas and different is hard to accept. In the advertising creative is something called "swallowing frogs" and over the years I've swallowed too much frogs.
I think it's similar all over the world! The only answer to "swallowing frogs" is to keep a space to do your own art - at least that's my solution for this problem!
its very exciting to see the process of such an artwork, and your comments are always very interesting to read. And the final work is just..incredible wow..
As with any commercial project - there were many voices clamoring to be heard. The round helmet was done at one point to alleviate "concerns" some people had with the less conventional angular shape.
Making artwork is the easy part! Making everyone on the project happy - now that's the real trick! Sometimes, you just have to incorporate an idea to make everyone feel that they are "included" in the design process.
That's why I continue to do my own art - nobody to please but myself!
In my area happens exactly the same, but I always thought it would be a typical problem of my country. It seems that the client's discomfort in dealing with novel ideas and different is hard to accept.
In the advertising creative is something called "swallowing frogs" and over the years I've swallowed too much frogs.
lol someone voted mad for some reason