Blog

It’s been a while since I redesigned my cards. Had fun doing this last night:

Front

Back

There’s spot gloss on the front and back, too! Exciting!


In the fall of 2010, WonderHill was acquired by Kabam. I had mixed feelings about this. At that point, WonderHill was in a weird place, and I think a lot of us thought the company was on the brink of going down or being bought…luckily it was the latter and no one lost their job. We did end up all moving over to Kabam, a company known then only for their Facebook game, Kingdoms of Camelot. Kabam was in a period of massive growth, and was launching projects left and right. In that first year that I was there, we grew from about 50 people to 500. There were multiple office switches, management switches, and games greenlit and shut down.

Kabam showed an interest in WonderHill because we had created Dragons of Atlantis, essentially a clone of Kingdoms of Camelot, but built on a Flash engine and much more versatile. The same engine would go on to be used for a few other games, so Kabam got a pretty good bang for their buck on the WonderHill acquisition. All of the artists from WonderHill continued to develop Dragons of Atlantis, while I was asked to be Art Lead on a new game, (at the time codenamed Galactic Conquest) which became Edgeworld. I was hesitant at first, because I knew that Kabam had a reputation for a highly realistic “core” art style, something that no other Facebook game company was trying at the time. It was also a style I was very unfamiliar with, coming from cartoons and kid’s book illustration. Luckily, I was told this would be one of Kabam’s more cartoony games – not casual in gameplay, but it would have an appealing exaggerated look.

I immediately got down to work on concept art and a style guide for the game. I was the only artist on the project for about three months, during which time we were looking for a few in house artists to help me out as well outsource studios we might use. Here are some of the VERY early designs I did for Edgeworld, which if you have played the game, ended up going in a very different direction. But more about that later. All images copyright Kabam.

 

I think this was one of the very first things I drew on EW. I was trying to get an idea of the sort of shapes and characters we would have in the game. Silhouettes are always a great place to start for that sort of thing.

These were some early alien designs. At this point we didn’t really even know what they would be for – we knew there would be different military units in the game, but they had not been defined. The first unit we did define was a generic “space marine”:

Another unit decided early on was the  Zerato – later changed to Rhino.

I attempted some early mech unit designs. It was around here that I was realizing, “Oh man, I have never drawn mechanical things in my life. Crap.” You can get away with fudging a lot of the details in a cartoony style…but as you go more realistic it becomes a lot harder.

Can you tell that one of our style points was CreatureBox? Those guys are so frikkin’ awesome.

We had a few NPC’s that needed to be designed to flesh out the world a bit. One of them was Zoot, a galactic trader and daily lotto chance game character. I had a lot of fun with him:

The final look of Zoot in-game:

The next NPC was KIRA (“Knowledge Intensive Rational Array”)…probably the most important character in the game, as you see her head floating in the corner of the screen at all times, telling you what to do next. She was also probably the hardest character to design. When I left Kabam over a year later, we were still in the process of re-designing her. That’s the weird thing about social games…they are never really finished. You can just keep on redesigning things forever.

This was my initial “brain dump” for KIRA. I was still thinking very cartoony here, and I had just watched TRON.

Starting to think about a full-body version. She looked a bit too superhero here.

Short Hair?

No hair? Cyborg?

Or what if she were a he? KIRO?

There’s a lot of things wrong with this image, but it’s interesting to think what KIRA’s clothes would look like. Cause she ended up not having any. (I basically designed her face here, but it was painted by the uber talented Eli Maffei.)

Here’s sort of where she ended up, painted by Eli, mostly:

A couple of other NPC’s, including The Executrix and Admiral Tenmu:

I was looking at Victoria Beckham for these, because she is great alien-human reference.

The game only had so many characters to design, but there was a whole lot of other stuff that needed to be done as well. This included mechanized vehicles, terrain, and lots of structures. Most of these ended up being translated to 3D. Back when I was the only artist, I attempted to learn how to draw some mechanical things. My first step was to analyze other people who were really good at it.

Some Paul Richards studies.

Some Paul Felix studies. (Maybe I should just change my name to Paul?) The one in the lower right is Jake Parker.

More mech part studies.

Some random construction equipment studies. I should have done more of these.

So, like I said, there was a bit of a change in the style of the game a few months into development. As we fleshed out the art team, the direction kept going more and more realistic with the structures and vehicles and illustrations…then we decided to slowly redesign some of the characters and items, and overall go very far away from “cartoony”. This was a huge challenge for me, but eventually I (sort of) picked up the style.

The redesigned Zerato/Rhino unit.

Spectre Unit

Raider Unit

Some Battle Reports:

Eventually I animated these in After Effects…will have to post some of my animation work from EW in the future.

As you can see, the style evolved and changed a lot over the course of a year and a half. If you’d like, you can play Edgeworld here. I learned an incredible amount while on this project. Not only about art technique and the sci-fi genre, but about hiring, management, planning, and organization. I recently left Kabam to start up a small mobile games company here in San Francisco with some friends. It’s gonna be a wild ride…

Last week I was lucky enough to attend a talk by the incredible Shane Prigmore, just down the street from my house at UC Berkeley. Shane talked about Character Design and Visual Storytelling, using tons of great examples and showing a lot of his work from films like Coraline, How to Train Your Dragon, and some stuff that hasn’t hit theaters quite yet. He left us with an assignment, which was to design Ebeneezer Scrooge from A Christmas Carol. Dickens has some terrific character descriptions in his books, and Scrooge is no exception. Here’s my take that I pooped out in an hour:

 

You may have been wondering why there’s been such a lack of posts over the past year…aside from my full time job, I have been hard at work on a 64 page full color children’s book called Gwendolyn and the Underworld. It was written by the incredibly talented Ian Samuels, long time friend and author of M is for Mutt.

Gwendolyn and the Underworld is an illustrated storybook about a young Pet Reaper (think Grim Reaper + dead pets) who ventures to solve the mystery behind her Overworld roots.  She uncovers a rotten conspiracy with her corpulent corpse aunt, a sidekick Peacodgehog, an army of Skellies, and slew of part-this and part-that creatures.

Work on the book actually started about four years ago, and was an incredible learning experience. (In the span of those four years I also illustrated two other children’s books on the side.) From the outset we knew that we were going to self-publish the book, possibly in just a small run for our friends and family. As the project grew and grew, we started to think a little bit bigger. When Kickstarter came on the scene, we saw an opportunity to raise money for a larger print run of 1000 copies.

We were blown away when we reached our goal of $8,000 in the first week! We’ve now entered the final week of funding, which is really just pre-orders for the final book. If you want to be one of the first to get your hands on a copy of Gwendolyn, head over to our Kickstarter right now! If you visit this page, you can see a full preview of the final book. Here are some images from the book:

Thanks for supporting our project! We look forward to sharing the book with everyone soon.

versus_th

It’s been a while since I participated in a group show, so I was happy to have the chance to join in for VERSUS at Mission Comics. Mark your calendars for the opening reception on February 4, 7-10 PM. Hope you can all make it out! Here are my pieces:

And in case you’re thinking of buying some original art, here they are framed:
  
  
**********************************************
Group Exhibition: “VS: A Show of Opposites”
New Works by SF and LA Artists
February 4, 2012 through March 3, 2012
Opening Reception 2/4/12
7pm-10pmAnand Duncan                  Emma Sancartier
Alina Chau                        Liana Hee
Ashley Fisher                    Karen Krajenbrink
Bill Robinson                    Ryan Hungerford
Cat Maske                        Shiu Pei Luu
Chris Vear                        Sho Murase
Daisy Church                    Sherry Delorme
Denise “Dee” Chavez        Steph Laberis
Erin Leong                        Wednesday Kirwan
Katherine Waddell

Mission Comics and Art is pleased to announce “VS: A Show of Opposites”, curated by Daisy Church. The show will feature new art and illustrations from over 18 different San Francisco and Los Angeles area artists. The theme of the show is “versus,” and features artwork exploring the ideas of contrasts and opposites.The opening reception will be held at Mission Comics and Art on Saturday, February 4th from 7-10 pm. Hor d’oeuvres and complimentary drinks will be served (wine will be available to our 21+ guests). The exhibition will be on display through March 3, 2012 and is free and open to the public.Mission Comics is a fantastic retail and gallery space run by SF local Leef Smith, who combined a comic book shop with an art gallery in a fresh, exciting way while drawing on the unique strengths of the Mission District. The gallery and retail space also helps facilitate a greater cross-pollution between the worlds of fine art and commercially produced sequential art. Hours of operation are Tuesday thru Sunday, 12pm-8pm, or anytime online at www.missioncomicsandart.com.

When:
Opening Reception: Saturday, February 4th, 2012 7-10 PM, Multiple artists will be in attendance.

Where:
Mission Comics and Art
3520 20th St. Suite B
San Francisco, CA 94110
Ph. # 415-695-1545

ctnfeat

Hey folks! I will be exhibiting at the third annual CTN Animation Expo in Burbank, CA this weekend. Swing by Table T-71 and pick up a signed copy of my new book, M is for Mutt! I will also have plenty of art prints, mini sketchbooks, and two new holiday card sets that you can grab. There’s going to be some very cool workshops and presentations happening, as well as the boatload of talent that will be exhibiting. Hope to see you there!

A sampling of things I will have:

 

 

 

 

 

 

 

misformutt_204x124

I’m really excited to announce my new children’s book, M is for Mutt and Other Tails. It is an alphabet book, with each letter representing a different dog breed. (And some very fun text written by my friend, Ian Samuels.) I will be premiering the book at the Alternative Press Expo this weekend in San Francisco. I will be in the back corner, Table 651. Come on by and pick up a copy!

Here’s a sampling of some of the pages:

After APE I will try to put some copies up for sale online! 

tyruswong_290x150

As some of you may know, I am what my girlfriend affectionately calls a “Disney nerd.” I don’t deny it. Especially when it comes to the classic Golden Age films of the 1940′s and 50′s. That was Disney at its height, and their most beautiful film of that time was arguably 1942′s Bambi. Much of the beauty of that film comes from the gorgeous impressionistic backgrounds – based on the work of the incredible Disney Legend, Tyrus Wong.

One of the final BG's from Bambi.

Yesterday afternoon I was browsing Facebook updates (while I should have been working) and stumbled across Nancy Beiman’s update that Wong was going to be at the Disney Family Museum in San Francisco that day. “WHAT?!” I said to myself. You see, Wong is 100 years old, and likely the only surviving Bambi crew member. Honestly, I didn’t think he was even still alive. I was delighted to hear otherwise, and immediately looked up tickets – to an event that started in exactly one hour. I purchased my ticket and dashed out the door, across the Bay Bridge, through San Francisco, and was the last person to arrive at the event just as they were closing the doors to the auditorium.

Unfortunately, Wong was not actually speaking at the event, though he was in the front row of the audience with his daughter. He had come up from LA and spent the previous day wandering around Pixar. (I heard he was so impressed that he asked for a job.) I understand that he was not up for speaking in front of a crowd (I was amazed he was there at all) and we were extremely lucky to have Charles Solomon as a moderator and Paul Felix (Art Director of BOLT) and Ralph Eggleston (Art Director of Toy Story and Finding Nemo) as guests.

Lucky for you, I live-tweeted the entire event over on my Twitter. Here are the highlights, with some of Wong’s work interspersed.


Wong is HERE in the audience. He just stood up and waved. Lots of clapping. He looks very humbled and friendly.
@flimflammery
Bill Robinson

It’s true – Wong got a standing ovation and looked very happy to be there. During the Q&A at the end, multiple people thanked him for his work on Bambi and the effect it had on them as children, as well as on their own children.


Solomon is discussing the differences between western and Chinese art. Chinese art tries to convey more of feeling than a representation.
@flimflammery
Bill Robinson

Solomon also mentioned that in most Chinese painting, as in Bambi, human presence is insignificant. Nature really takes center stage.

Art by Tyrus Wong for Bambi


Wong helped Felix understand how to show or not show, or merelysuggest things in a painting. It was art school in a collection of thumbs.
@flimflammery
Bill Robinson

Eggleston added that “what is left out is just as important as what is left in.” It’s not a lack of detail, it’s a suggestion. You should often ask yourself, “Where can I get away with less?” Wong organizes things tonally and in an abstract pattern very well. His skill lies in playing warms against cools and use of neutral colors.

Art by Tyrus Wong for Bambi


Wong creates a stage out of nature. It’s an art that supports the story and the emotional content of the story.
@flimflammery
Bill Robinson

Eggleston explained that a lot of the detail in the midground is lost – the are that would usually frame the characters. More detail can be found in the foreground and background elements and help directs your eye.

Art by Tyrus Wong for Bambi


Wong did thousands (!) of drawings and pastel studies for Bambi. Script would say “morning. Mist. Deer on the meadow.” he would interpret.
@flimflammery
Bill Robinson

These studies are pretty small – just a few inches square, but packed with beautiful composition, color, and energy.


Felix: his color is amazing. The temperature differences and where they show up…it’s so satisfying and personal.
@flimflammery
Bill Robinson

I thought Felix’s comment about personal color choice was great. Wong’s work is very obviously his own, but has gone on to inspire other generations of filmmakers. Eggleston showed a variety of clips from Finding Nemo where he tried to apply things he had learned from Bambi to the underwater world. The challenge is that the computer creates perfection, which must be fought every step of the way.

Art by Tyrus Wong for Bambi

Felix presented a few images from Bambi development art before Wong was involved. The style was much more like the classic storybook look of the day – what you would see in Pinnochio or Snow White. Wong went in a completely different direction. Soft, misty backgrounds that relied on tone and color shifts over line.  His artwork was mostly done in pastel, but the final backgrounds for the film were done in oil, a time consuming and difficult technique that was quickly abandoned on other films.

Felix talked about the effect that Bambi had on other Disney films, most notably in the art direction that Hans Bacher gave to Mulan. Look closely and you will see some incredible similarities, which makes sense for a story set in China.

Layout to Final BG, image courtesy of Hans Bacher

It turns out that Wong only worked for Disney for about 3.5 years, and that Bambi was the only animated film he spent much time on. He left for Warner Bros, where he spent his time doing preproduction art (in vastly different styles) for live action films. Wong was inducted into the Disney Legends program in 2001 for his work on Bambi.

The talk was terrific, and a once in a lifetime opportunity to be in the same room with that level of talent and history. On a side note, if you have never been to the Disney Family Museum in San Francisco, you really should try to make it. It’s a great place to learn about Disney history, as well as see events like this one. They have rotating art in some of their galleries, with a display of Wong’s work on Bambi currently up in one of them.

If you’d like read more about Tyrus Wong and Bambi, Frank and Ollie wrote a book about the making of the film. Also, Hans Bacher has multiple posts about the backgrounds and this terrific one on style.

 

Also, the museum has Mary Blair’s painting desk!!! (And a crazy hat?)

Mary Blair's painting cart thing!!

animalgest

Did some quick animal gestures this morning using this great tool.

A sneak peek at some designs that will be used in my upcoming kid’s book. Hint: There is a lot of action that takes place in a graveyard.