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Game Artisans has a yearly "Comicon Challenge", where you take a comic book action hero or villain that already exists, and you do your "take" on that character. After a lot of prodding from a co-worker, I threw my hat in the ring with Annihilus, an old Fantastic Four villain. This is the initial sketch I did for that character. I ran out of time because of my work schedule ramping way up, so I did not finish the character for the challenge. But I will finish him and post the results on this blog for my own amusement.
Well, sometimes I do little quick sketches in Photoshop too. This is one of them. Just some silly blue ogre with crazy hair. All blue ogres have crazy hair you know.

Right at the end of the time I was at 5000 Ft., we were working on some pitches for various games. One of those pitches involved some classic Universal movie monsters. The top image, of Frankenstein here was drawn by my Art Director at the time Tomas Sisneros. He had me do the paint over on top of his sketch using an interesting and quick technique in Photoshop where basically each layer is a solid color, and then using a mask, you reveal color in the places you want it to show through. At any rate, the technique had me pretty jazzed, so I went home and painted up the Fly on my own accord, essentially using the same technique, although I did not start with a drawing as a base to paint over, just went straight for color from the get.
Although I was not on the Aqua Teen Hunger Force title officially after we received the project, I did get the chance to do a little work on it here and there. A large part of the game was based around golf, and so I created this scorecard that was to be part of the UI for the game. Too bad I couldn't keep Meatwad's disgusting paws off it.
While I was at 5000 Ft., I had the opportunity to do these 3D concept models. Either in an attempt for us to land the project, or just after we did land it, I don't remember which. It's always an interesting challenge to take 2D characters and turn them into 3D game models, while keeping them "on model". I feel these were a pretty successful translation at any rate. I had a lot of fun "researching" these characters, in other words watching those insane cartoons over and over. Master Shake still makes me giggle.



Here's another round of random sketch work. The chimp was actually a ball point pen drawing, which I've become addicted to doing in the past couple years. My friend Will would have a fit every time I'd do a little doodle, then casually tear it up and throw the pieces in the trash. Hey, if I kept all those I'd have a mountain of post-its with doodles on them, and who wants that? Truthfully, I find it helpful not to get too attached to drawings, because they can always be done better, and by me not considering them precious, it allows me to work a little more freely, and do better stuff. Of course, I do and should keep SOME stuff, so I can show it here, right?

Some environment work I did while at Legacy Interactive in Hollywood. We had the Law and Order license and i was tasked with doing a bunch of things, including some environments, props, etc. In the end, this stuff was pre-rendered, and made into a vrml kind of set up with hot points you could click on while searching a room for clues. This is the locker room where the body of the victim in the game was discovered, and the attached bathroom that went along with it.

This is a model I did some years ago after thinking about some concept drawings I had done in the past, when we had our own studio. We had the license to do a Cthulhu title, and I did a ton of drawings for it, along with about 80% of the game design (on paper). Anyhow, a few years later I felt the desire to do a 3D version of this poor thing, giving myself a medium to low poly count restriction and this is the result. Kind fun, but the blood need a little more work to be convincing.
Here is some of the UI and 2D work I did for the PPG Gamecube title mentioned in the previous post. Some of those icons had interactive uses, some were for mini-games within the main game, and some are just character health bars. The image in the lower right hand corner is one of the backgrounds done for one of the mini-games.

While I was at Sennari Interactive, I worked on a few different Power Puff Girls games, both for the GBA, and for the Gamecube. These two sketches were concepts done for the Gamecube title. The game featured different ages ruled by all the major PPG villains, each having their own age. These were for the Mojo age, in which most of the world had been overgrown by jungle, except for the 60's high tech capital city, ruled by Mojo Jojo himself.