Monday, December 12, 2022
Starflight
Friday, December 9, 2022
Back to the Drawing Board
The tough part about this sort of revision is that usually with a few months of space between the creation of a piece of work I can see the flaws that I was happy to ignore at the time, and while this can be a little frustrating and also generates a need to quickly touch up endless amounts of work, it's also satisfying because it feels like this is the right mindset for growing & learning. I've got a couple of months of pretty hefty study planned to fill in some of my massive weak areas, especially after a year of pretty solid production work, and my brain has never felt more ready to tackle some specific elements of technique & knowledge that have intimidated me in the past. By the end of a study block like that I'm always absolutely ready to take a break from learning things and just get down to production, too, which is also a great thing.
For now, here's an old study piece I did a couple of years ago that I liked well enough to touch up just a tiny bit tonight. Been too long since I did this sort of thing. Thanks for all the support this year, and here's to a wonderful 2023 for us all.
Wednesday, November 23, 2022
MEAT
Thursday, November 17, 2022
Re-Imagined
One of the most fun personal projects I had this year was taking inspiration from a variety of games that I love the world/characters/aesthetic of and seeing how they'd look in the style of adventure game that I'm used to drawing. I already posted about the process behind one of these but it seems sensible enough to collect them here as well for posterity.
There's a couple of reasons I loved doing these. One was that I got to play for a little while in these other worlds, settings that I don't normally get to experiment with, and that's always wonderful. Especially as I'm an epic sci fi/fantasy kind of guy, and rarely get to draw that sort of thing. Another great aspect was trying to take design cues from other artistic sources and incorporate them into my own work. Amazing what you can learn doing this. Finally, and probably the best of all, it's just nice to do tiny projects, things that can be finished in a single evening or two, especially these days when the games I work on are always getting bigger and more complex and everything takes years to do. It's a huge boost to just finish something small and put it out there into the world. There were a bunch of other games I would love to do this for - Anachronox, Omikron: The Nomad Soul, The Outer Wilds, Caves of Qud, Planescape: Torment, the list goes on and on. Maybe someday I'll do some more.
One quick note - I never ended up posting the scene from Command & Conquer: Red Alert because I finished that one on the 23rd of February 2022, and posting it at that time seemed to be in very poor taste. I'm putting it up here for posterity, nothing more. I only ever showed it to about three people, but I had a good time looking at Mønsted's snow and trying to figure out how he did the colours. I'd do it slightly differently looking back at it now, as would I put more detail on the tank, etc, but such is the nature of hindsight and rushed personal projects.
Thanks to everybody who boosted these back when I was doing them, the response to this project was so encouraging.
(Update 20 June 2024 - added The Witcher 3)
Wednesday, November 9, 2022
Six!
Sunday, November 6, 2022
Class: Cartographer
Might & Magic I may be the perfect game for someone like me. To clarify, it is perfectly suited to someone who loves drawing maps, loves making careful notes, loves playing with a sheaf of pages by the keyboard that need to be referred to constantly.
One of the best things about playing this game as an artist is that I can bring my interests to the experience. When drawing maps I am thinking of ways to make them look nice, or inventing simple ways to draw icons for things I want to highlight. When making notes I am using my skills in round hand calligraphy to invest in the theme of a sprawling fantasy RPG. It’s the kind of game that requires me to pull equipment out of my drawer in order to play. Some might say that’s how an adventure should be.
But best of all, I’m actually doing something. Cartography and chronicling is a massive part of this game, perhaps a good half of it, and the game is well set up with neatly divided maps and careful orienteering tools to aid in your mapmaking. Every map is the same size and shares a coordinate system. The world map that comes with the game has features shown on it that you will actually encounter, so when you see that sector E-4 has the “Perilous Peaks”, you know that you can name that sector of your map that. The presence of a sea monster or a giant scorpion on the map similarly warns the attentive player: here be danger.
There is plenty of danger, too. As is to be expected, one must use heroic might and powerful magic to overcome the various opponents in the game. But combat in RPGs is never amazing for me. There’s usually too much of it, it’s usually either too simple or too complex, and mostly I appreciate its presence as a way of making the exploration varied, tense and challenging. I like having to protect myself from fire against dragons, or use turn undead on skeletons. But I can get that in any game.
The true challenge, the true wonder of this experience is the exploration - I consider exploration as a vital form of gameplay, that complements gameplay like combat, puzzle solving and resource gathering. Finding stuff feels great, and Might & Magic I has me poring over my maps, looking for clues in the structure of dungeons or studying the layout of features to work out mazes (which are wonderful to solve when you’re drawing every single square in a grid out clearly anyway). There are jokes, tricks, puzzles, traps and patterns hidden in these maps, and it’s a joy to uncover them, to mark them out, square by square, and to unravel the secrets of this world. Better than waggling some imaginary sword in some virtualisation of a combat experience, better than picking spells that obviously counter the spells of my opponents (and let’s face it, game magic is usually so elemental, so rule bound), here I’m genuinely interacting with the game world, line by line.
My party of adventurers are knights, clerics, sorcerers. But without me, their trusty surveyor and scribe, there’s no way they can prevail. I’ve never felt more important in a game.
Friday, February 4, 2022
Process Breakdown - Using 3D as a base for a low resolution scene.
I've had a few different people ask me about my process for using 3D and for painting low resolution scenes, lately, so I've been sharing a basic step by step of this recent tribute to Heaven's Vault that I drew. I'm posting it here so that I can link people to it whenever they ask.
Step one is to gather reference files. Especially important because I'm paying homage to someone else's vision, and I want to try to be reasonably accurate. I have a mix of screenshots, concept art, pose references, anything that I think might be important. I use PureRef for handling my reference images, a wonderful free tool that I recommend to everybody working with reference material.
From this point on, it's just careful painting work, tweaking colour values, adjusting things for balance, and constantly checking my reference when adding detail to things like the ship and the buildings. Very few secrets here, just painting to the best of my ability and patience. Eventually I reach a point where I'm tired of painting detail, and any further painting is just fiddling, and I call the piece done. I then like to wait a couple of days, just to catch any stupid mistakes that I made because I was tired of working on the piece and rushing to get finished, and then it's finished for real. As soon as I show it to everybody, I notice all the mistakes, and vow to learn from these for next time.

















