Thursday, August 28, 2014

KG Beast: Concepts to Finish

Initial concept for KG Beast. He was by far my favorite character to design in the movie. I enjoyed the asymmetry in the design, from his gun arm, to his brows and distinct ears. I played with the notion of carrying on irregularities throughout his design.
I made sure to point out that the irregularities were intentional and not mistakes.

Here is my final version. The gun was designed by Andy Chiang, who has done props for practically all of the DTV's. The colors are my own perception and not what appeared in the final movie. I also wanted to mess around with fonts and graphic design elements. I wish I was given the opportunity to do some of the graphics in the film, but I was already a bit behind on design. Curious to see what we came up with.


Wednesday, August 20, 2014

King Shark Development

Above is the preliminary concept sketch roughed by the incomparable James Tucker, who served as producer for this project and all of the latest DCU DTV's. Many of you know his work from 'Batman: Brave and the Bold' and 'Legion of Superheroes.' He's an incredible artist who knows all facets of our industry/craft.
   This was my starting point for King Shark. There were no concepts from the game. I went back and forth between this sketch and the Arkham art trying to figure out which design cues to keep and which to discard.


   I also aimed to figure out how to 'fit' shapes differently. I proceeded to ask prop/bg designer/concept artist Jay Hong for some concept sketches just to see where he would take it. Jay has an extremely diverse and impressive wide-ranging skill set, so I felt he would approach this in a unique and fun way.  Do check out his blog!! In the meantime, here is what he came up with....

From here, again, I went back and forth between this and the Arkham development art. I was also into a lot of the designs from Evangelion, which was definitely on the brain. In between working on this for a little bit as well as the other characters, we finally settled on a design. Here is the rough head turn, which I actually like better than the finish.
I still prefer to draw initial roughs/concept with paper and pencil. When i find a PSD setting or other program that can replicate that utterly satisfying tactile quality of pencil to paper, I will make the complete switch. Until then, this is the way i prefer to do about 85.6% of my turns/roughs.
  I use the grid paper rather than draw out tons of lines to line up the shapes and major elements. Many artists are WAY WAY more precise in their handling of turns, but I try to leverage feel and appealing shapes against dead-on accuracy. I still do not get my shapes right. It's a constant battle.

Thursday, August 14, 2014

Joker First Pass

This was my initial pass on Joker. Generally, I don't have time to do color comps. I am sure this is always good practice, but the rigors of the production schedule can make it tough at times.

Of course it is always fun to COLOR. It probably helps to just get a feel for shapes and whether or not a particular look works.
 
Color is pretty powerful as far as selling an idea, or not. But it adds so much dimensionality and tone and just helps one to visualize what the finished product will look like. It's eye catching. It jumps off the page. It garners reaction rather immediately. Anyways, I digress.

  Producer James Tucker (awesome, btw) felt this skewed a little too old. I liked this as a start. This was my effort to get a feel for what would work for us as far as striking a balance between the Arkhamverse and the story that WE needed to tell.

Harley Concept


Early initial concept for Harley Quinn. I think the difficult part was trying to figure out what to embrace and what to discard from the Arkham universe.
  I loved how gritty and rough the Harley game concepts are. I also looked into the Suicide Squad comics to see if there were any other elements or motifs that I could work into this design to make it unlike any previous version seen in our DCU dtv's.

  I still like this rough. Some elements I would not think to use in animation and I hope to work them into some other design in the future.

assault on arkham!

it's out! it dropped! go buy it! buy it and we can make MORE!

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Real quickly, I must say that I ABSOLUTELY THRILLED with the cover art for this one. I believe it was done by John Paul Leon. If you are unaware of his work, do check it out. Here's a link to his blog.


Updates soon.

Thursday, May 08, 2014

Wednesday, September 04, 2013

Joker Head Turn

a fairly conventional head turn. again, a lot of what defines joker in DK 1 & 2 is his range of emotion. From how we initially see him, subdued and catatonic, to the later scenes where is he psychopathic, what helped define Joker is how far 'off model' we went with the character.

© and TM DC Comics and WB Animation

Joker Expressions


a fun part of the job is doing expressions/special poses for the characters. i think this is of vital importance. the more reference you give the animators, the better the results.  essentially, you are defining the 'parameters' of the character. how far can the character be pushed or contorted? what is his or her range of emotion? what defines this character?
   these were various shots that were called out by director Jay Oliva (please do check out the link. some great exercises/assignments for all you aspiring story artists). the actual model for joker is quite 'plain.'  it was awesome to see how far we pushed joker's range of emotion through the piece. moi animation did a tremendous job in helping the achieve this. it was also fun referencing what was done in the comic, a comic that i drew from when i was much much younger.

© and TM DC Comics and WB Animation

Monday, June 10, 2013

Batman Turn (Dark Knight Returns)


Projects are flying at us so fast. I wish I had time to really tidy these up. I wish I had time to explore even more.
     Strange to think this would be the third Batman iteration I would be involved with. It's always extremely humbling to have the opportunity to create an 'animated shorthand' from some of the most admired and beloved Batman stories. Stories that I loved as a kid.
  I'd love to go back to this and color this turn up, just as an exercise to see how I would fully resolve this model. While I am not completely in love with this turnaround, MOI animation was awesome enough to make me look somewhat competent! They did an incredible job of tackling some of the potential stumbling blocks that were inherent in this design. They made Batman powerful and imposing in some scenes while adjusting him to allow for his swiftness and 'snappiness' in others.

© and TM DC Comics and WB Animation

Thursday, April 18, 2013

Robin (Carrie Kelley)


Such a fun design to work on. I was pretty pleased with how MOI Animation handled the character. Ariel Winter did a fantastic job voice acting.

© and TM WB Animation and DC Comics