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One of the awesome projects I got to work on this year was a new kid’s book, called Roger Nix, President at Six. The book was written by Nick Daze, who I met through my good friend Meg. It was funded through Kickstarter, which was the same way I self-published Gwendolyn and the Underworld.

The first step for me in a kid’s book project is to design the characters. This makes every other step in the process easier, even if the designs evolve and change a bit over time. Here are some of the very early character designs I worked on:

 

Of course, after all those different tests, we ended up going with the first design! (Trust your instincts, they’re usually right.)


And then on to a final color illustration:

Roger runs for president against Old Man Plee, and these two were the most important to establish. I actually did this character work over a year before starting on the book and before Nick got running on Kickstarter. Once we had these two nailed down, I wanted to figure out what Roger’s imaginary friends Abe and Jack would look like.  (An elephant and a donkey, respectively.)

After the characters were basically nailed down I did a full color “style test” for Nick to use to sell the project on Kickstarter.

When I finally got the text of the book a year later, a couple new characters had been added that needed to be designed. The first was Adrienne Dardenne, Roger’s kindergarten teacher.


Originally, I was leaning more towards a middle aged or old lady teacher, but Nick’s sister is a teacher and he wanted to base the character on her. That ended up being a great idea, because the young teacher provided a nice contrast with the old “Mother Plee” character. I went with a take on “B” and modified her to look a bit more like his sister.

Next was Plee’s mother:

I had a few different ideas here. Nick had mentioned Estelle Getty (the oldest of the Golden Girls) as inspiration, so that’s what you see in A. B was based more on a crazy Las Vegas-loving, RV-driving kind of grandma. C was because I had just watched Downton Abby and couldn’t resist a Maggie Smith take.


I really like the final design, though looking back on it now, I’m not sure the “big head” part fits into the world as well as it could. The next step for me was to create basic turnarounds of all the characters so I could get a better sense of their form and how they would look in different poses/angles.

The final step was to get all the characters in a lineup and make sure they felt like they were all part of the same world. Cohesiveness is key!

 Next up: Part 2 – Page Layout

Roger Nix, President at Six is available for sale from Three Bean Press or on the iBookstore if you’ve got an iOS device.

So excited to invite everyone (well, everyone in the Bay Area I guess…) to my first solo art show!

Opening: Saturday, Dec 1, 2012

Time: 5-10 pm (The early hours are more for kids and book signing, later is more for adults to chillax.)

Runs until: End of January, 2013

Location: Seesaw SF, 600a Octavia St, Hayes Valley, San Francisco

 

The show is dedicated to the art from Gwendolyn and the Underworld, a project I’ve been working on for years with writer Ian Samuels. And now on to some of the pieces I will have at the show…

The first images I put together are some digital prints that I turned into handmade papercut relief pieces. Each papercut also has a pencil drawing on the mat and is signed.

Next, I did three original gouache pieces. If you were a Kickstarter backer of the book you may remember these designs…

And because I’m crazy, I decided to touch oil paints again for the first time in about eight years. I did a couple of oval portraits of Bloria and Gwendolyn. I will have to get some pics of these in their frames at the show. So hard to photograph oils.

Next up are a few of the digital prints from the original book, each embellished with pencil sketches on the mat:

I also went through my OLD sketchbooks (as far back as 2008!) and dug up early development work for the characters. This will be a rare chance to get your hands on this type of original art, many of which are featured in the back of the Gwendolyn book.

 There will be a DJ and book signing and a few other pieces of art not shown here. I really hope you can make it!

 

 

 

 

 

Excited to be headed back to CTN for my FOURTH time! I’ve been doing the show since the very first year, and it’s a really good time. Please stop by Table T-63 (from the entrance, immediately head left to the end of the aisle.) Here is a handy map for reference. I will have Gwendolyn books, pins, bookmarks, tons of prints, holiday cards, and more!

I’ve got a piece in a new group show, coming to Mission Comics in San Francisco on Nov. 17. I will be down at CTN that day, but if you’re in the area check out the show, it’s going to be great! See the flyer below for more info.

Here is my piece:

And here it is in a fancy oval frame:

Dimensions: 8×10″

Media: Gouache and Colored Pencil

And here are some process shots:

 

 

 

In the footsteps of that Pomeranian painting I just did is this new Chihuahua piece:

Also, this weekend, October 13 and 14,  is the Alternative Press Expo in San Francisco. I will have these two new dog prints as well as a whole bunch of other goodies, including signed copies of Gwendolyn and the Underworld. Ape runs from 11-7 on Saturday and 11-6 on Sunday. ($10 admission for one day, $15 for both.) I will be at Table 409, which you can find here on this hand map:

Stop by the booth and say hi!

I’ve done a lot of dog prints for shows in the past (I actually made a whole book of em)…but I couldn’t fit every breed in there. One a lot of people ask for (and one that I love) is the funny little Pomeranian. I will have these at APE and CTN and later on my etsy shop.

 

Hey folks, if you’re heading down to San Diego for Comic Con next week, stop by Small Press table O-03 and say hello! I will be there with a whole bunch of stuff, including:

  • Lots of art prints
  • M is for Mutt“ signed books and prints
  • 100 signed copies of “Gwendolyn and the Underworld” (get to the booth early if you want one!)
  • Gwendolyn bookmarks, postcards, and pin sets (see below)
  • A special Gwendolyn art print (see below)

 

 

 

 

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: