Saturday, May 26, 2012

Vector Project. Sega Master system

This was my final for my Illustrator class. The Sega Master system released in North America back in the 80s was a system that I later greatly got attached to after owning a Nintendo Entertainment system. It was games like Monster world 1-3, Fantasy Zone, Megumi Rescue and the ground breaking Phantasy Star that made me want to own the system and still play it to this day. I kept thinking about the systems actual physical design and thought it would be a good piece to base my final on. I am fairly still sort of new to Illustrator so I tried to make things as manageable as I could. Therefore, I had to modify the design motifs found in the red area. Transforming and distorting these motifs and have them be consistent is challenging and is something I will practice with more. I made a silhouette out of the image of Alis Landale found on the back of the Phantasy Stars Japanese game box and implemented that into the red area on the Master system. I would love to saturate several real master system with designs from  Monster world 3,Phantasy Star and Fantasy Zone eventually in real life.


Saturday, March 31, 2012

Snake Eyes re-design COL


And here is Snake Eyes colored. I wanted to play with some of his signature colors that he had, other then straight black. So dark "SWAT-blue" was something I wanted to toy with. The sub-machine-gun was grayed out since I am still not fixed on it and may change it, but Snake Eyes himself is done.

Thank you Clement Sauve for the inspiration. Rest well sweet prince.

Snake Eyes re-design


This is my re-design for GI-Joe's Sanke Eyes. I have always loved pushing shapes and re-designs. After
discovering Clement Sauve right after his sad passing, I was inspired to re-design some of my fave Joes. With
Snake eyes the key thing that makes him snake eyes is the commando/ninja idea. Snake Eyes started out as
a commando and was itterated into the series as one Storm Shadows main rivals, later turned into one of
Snake Eye's former clansmen from the same martial arts clan. So after years Snakes eyes design changed and
started catering to the idea that he himself was a ninja. Hasbro started incorporating more swords and
blades into his design. Here is where Clement came in. His design for many of the Joes are incredibly strong
and even though the toys are fantastic, they don't do justice to Clements designs. Clement hit the nail on the
head by keeping it simple. He gave Snake eyes a tight body suit with commando pants, and it reads incredibly strong and does a great job conveying Snake eyes commando feel through the baggy pants and ninja feel
through the body suit.

I wanted to fallow in a very similar way with the commando pants and ninja tight suit. I did use some
body armor, none metal, high poly urethane type of plating on his shoulder and chest. I think with every
Snake Eyes whats going to make it or break it, is the iconic visor, which Clement did not stray away from.
So I wanted to re-design his visor and still get the feel of Snake Eyes across. On the left was the 1st ver,
and final one on the right

Wednesday, December 28, 2011

Gathana the satyr

And here is my protagonist for my character design project at school. This was my attempt to give satyr's a fighting able edge. "Gathana"is her name, I want an 1980's approach with the theme. I always hate satyrs in movies. They always seem weak and lame, just not appealing a lot of the time. I really thought about their key features which are their legs and instantly reminded me of Final Fantasie's Dragoons. I instantly revolved my character around that idea and really went hand in hand for me. I normally do not color like this and actually content on how it came out. I still know I can do better! I will definitely use this piece in my board game.

Matharuk

This was my Villain that I did for a character design project I had in illustration class. I was inspired by the 1980's dungeon crawler board games, The Shining serie's Dark Sol,  and wanted something that felt similar but still entirely different. I really did want to show more as far as interior of the cloak and accessory's. I totally forgot to showcase his massive overshadowing wings (major fail) but I do plan on using him again and will show his massive wings next time around.

Friday, July 29, 2011

Ren, one take out of couple.

So I finely finished "Ren's" line work and took a shot at the rendering. I re-worked his head and gave it more unique shape along with the addition of a pot-mark on his cheek. He does look a little older then I intended, but not enough to be close to Ioz's age. I really want that contrast in age between Ren and Ioz. I honestly had no intention of taking this to a finished state since at the moment I am a little blind to some painting methods I have used long ago. I will however take another shot at Ren with a different approach.

Saturday, June 18, 2011

Castlevania/Steampunk


I have always been a big fan of the Castlevania series and even dabbled extensively with the imported versions of the series, Dracula X being my all-time fave!
A few years back Konami made efforts to capitalize in the hand-held market with the Castlevania series and released some really good renditions of the game on the DS.
There was one very major thing that bothered me and that was who the games were being geared towards, young teens!
The series had taken a major Down-fall in terms of the output it once had art direction wise. Ayame Kojima’s beautifully mesmerizing Gothic paintings was no more the icing on the cake. Instead it was brightly colored characters and displayed very minute and average detail. I understand why they did that but can’t say I fully agree with it and then again I know that at that time Nintendo’s user base for its DS
was mainly teens and kids. So I thought a lot about making my own vampire hunters and how I would give them a much more serious edge. Aside from that I thought about a strong setting which Castlevania never really exploited, which was Steam-Punk. So I began with my first character. Tight black leather, white fur on the collar and buckles and chains were the call of the day on this one. I love insignias a lot and so I gave him one on the right shoulder and made him feel as if he was part of an order and there also would be a good opportunity to play in some extension there.

The other character on the right was being designed for a game I had in mind that takes place in a steampunk setting and also deals heavily with dealing with ghouls and the undead. I really wanted to play in a Victorian/Aristocratic look, throw in a nicely decorated chain sword inspired from Final Fantasy 6’s Edger. Now my decorated character is ready to shread through the ghouls and attend lavishly Gothic meetings at night. I still plan on making analog and digital versions of that game.
The last one has more of a Belmont feel. I did this sketch right before Order Of Ecclesia came out. I wanted to really push a front leather piece that covered Belmont from color bone to the mid-section. I wanted a few pockets on it and eventually worked a relic cross bound to a small chain on his chest armor and that has to be my favorite touch to the whole piece. I will eventually redesign these guys now that I have a lot more knowledge on design and definitely have some more appealing faces. I still would like to push that 80s industrial glam rock the hunter on the far left has.