The interview itself has hints of excitement – there’s a misbehaving wall tool and automated door placement which sounds like it left you with a door-infested house with portals lurking in odd places. Alas, EA does not fancy sharing these monstrous houses and the interview itself is rather flat. BUT we have studies and swatches to look at which make me happy in a peaceful, diagrammatic way I remember from when I used to look at architectural floor plans as a child.
Posts Tagged ‘concept art’
By Duncan Harris on February 5th, 2014.
This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.
With the galaxy’s biggest sci-fi movies using ever more effects houses and artists, it can be hard to pinpoint today’s Ralph McQuarries and Ron Cobbs. They’re out there, though, often known more by work than name. At the top of the pile is Stephan Martiniere, one of those illustrators and art directors whose work is so envied by just about any sci-fi project going that’s he levelled up to ‘Visionary’. Put simply, people want the stuff in his head on their books, in their movies, at their theme parks, and, as luck would have it, in their games.
Examples? In movies, Martiniere’s applied his signature style (eye-popping ‘Golden Age’ snapshots of civilisations in overdrive) to the worlds of I, Robot, Tron: Legacy, Star Wars Episodes II and III, Star Trek, The Fifth Element, the Total Recall remake, 300: Rise Of An Empire, Guardians Of The Galaxy and The Avengers: Age Of Ultron. *and breathe…* Read the rest of this entry »
By Craig Pearson on October 17th, 2012.
My eyes might be my favourite part of my body. I tried touching this concept art for the Guild Wars 2 Halloween update, but all I could feel was a flat monitor and dried snot. I tried listening to it, but it was cunningly silent. Upon sniffing it all I managed to ascertain was that I needed a shower. Tasting it was utterly pointless: it tasted of light and electricity, and nothing like a richly designed concept art I was licking. No, the eyes have it. I’m currently attempting to go without blinking, so I get maximum use out of them. A nano second of darkness is waste when I’m trying to absorb all this.
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By John Walker on May 15th, 2008.
There’s 11 new pieces to oogle, along with intricate commentary from concept artist, Adam Adamowicz, if you’ll only click here. It’s much more interesting than the usual concept art dump, with stories explaining each piece, entertainingly writte. Such as: