I've been updating my website, Behance portfolio, Artstation site, social media, etc. pretty regularly and in the midst of all that activity, I forgot to keep up with this blog. I apologize. I'll get caught up and return to making regular updates.
The work below all appeared in the Hearthstone: Witchwood expansion released earlier this year. The three tree creatures represent different iterations of the same creature.
Showing posts with label card art. Show all posts
Showing posts with label card art. Show all posts
Thursday, August 2, 2018
Tuesday, August 1, 2017
Hearthstone: Corpse Raiser
Here's another new Hearthstone illustration, painted for the Knights of the Frozen Throne expansion.
I've included step-by-step process images below, beginning with my preliminary drawing.
Steps 1 and 2:
Sometimes the process for creating an image is pretty straightforward but there are times when a painting goes through a considerable transformation from start to finish. That was the case with this one. As usual, I began with a drawing, pictured below. I knew I would be dealing with complex lighting on this piece so my next step was to focus on value and I began building the picture in gray tones. Since I was painting a necromancer casting a corpse-raising spell, I wanted the piece to be dark and moody.
Step 3: After establishing some of the value structure, I began applying color on layers (I should mention that all of this work was painted digitally, in Photoshop).
Step 4: The drawing was superimposed over the painting and I started working out some more details, separating forms, etc.
Step 5: More details were added. Forms were refined and I continued pushing value and contrast.
Step 6: The figure was more or less completed and the values established. However, my initial plan of creating a dark, moody piece with a focus on the necromantic spell had gone a bit awry. The picture was too dark for it's intended purpose (card images are small and usually need more contrast) and I was gently reminded by art director Jeremy Cranford that this image wasn't for a spell card so there should be more focus on the character than the spell. That sound advice led to...
Step 7: In which, working on layers (including some Screen and Lighten layers), I seriously re-worked the values and adjusted the lighting to make it a brighter scene. The hands bursting up in the background had become a compositional distraction so landscape elements were painted over them. I was asked to add some spell energy coming from the necromancer's hands so that changed the lighting too. I tried to subtly work more color into the piece and push the focus upward, to the character's face and hands. This stage led to the final art, which you can see at the top of this post.
It was quite a journey, more involved than usual, but I was happy with the final results and, as always, when painting, I learned a few things along the way.
Sunday, February 5, 2017
More Ink Characters
Here are a few more animal characters drawn in pen and ink. All of these drawings so far have been made in india ink on bristol board, using micron pens.
Thursday, August 11, 2016
Hearthstone: Broom
This is my favorite of the pictures I painted for the new Hearthstone expansion One Night in Karazhan. It was a chance to get a bit silly and I love it when I can really embrace a humorous approach to a painting or a character design. In this case, I was able to paint a mean-spirited, magically-animated broom! It was a good time from start to finish.
I've included my initial concept sketches for the broom at left.
I've included my initial concept sketches for the broom at left.
Tuesday, August 9, 2016
Hearthstone: Protect the King!
Here's another illustration for the new Hearthstone release One Night in Karazhan. This one was a real challenge. I needed to depict chess pieces with no legs in motion. Eventually, I needed to work magical energy into the picture without creating chaos. Both the composition and the color scheme went through some big changes.
As you can see below, the original composition was more expansive, showing more of the pieces on the board. A decision was made to zoom in on a section of the composition so it would read better at the size of a Hearthstone card. From there, I did a complete value study in black and white to clarify the picture before adding color. I rather like the image this way, with black and white pieces actually painted in black and white. I wanted to preserve some of that feel so my initial approach to the color scheme was to use analogous colors (colors next to each other on the color wheel—in this case, blues and purples).
Ultimately, the final art had to be much more colorful than that and I needed to work in magical energy so the pieces became a warm purple and ochre and I introduced red and blue energy. I think it works and in the end, I have a nice example of just how much color can change a piece even after most of the values have been established.
Friday, June 17, 2016
Skylanders Battlecast: Food Fight and Coldspear Cyclops
Here's one more from Activision's Skylanders Battlecast, a frozen scene depicting the character Food Fight and a Coldspear Cyclops!
Thursday, June 16, 2016
Skylanders Battlecast: Crypt King and Bad Juju
Here's another painting for Skylanders Battlecast, this time featuring the characters Crypt King and Bad Juju. The latter is in the background and he's trying to control the actions of the former.
Sunday, June 12, 2016
Smash Hit: Process
As I mentioned in my previous post, this painting went through some interesting changes during the development process. Here are some of the steps along the way.
1.) My preliminary sketch.
2.) Working in Photoshop, I blocked in basic colors and values and started developing a few details. The latter were only added after the blocking-in process but alas, I didn't save a version of the painting with just the basic colors and values in place.
As you can see, I also added a texture over the ground using a transparent layer.
3.) More development: At this stage, I had begun working on the girders in the background and I shifted the color of the cement-slinging vehicle from orange to a bright red. Most of the work was done with the Hard Round brush in Photoshop, or with a brush named "Airbrush Pen Opacity Flow".
4.) The color of the girders in the background was changed from red to a cool blue to push them back and keep them from competing for attention with the foreground elements. Texture and detail were added to the vehicle.
5.) Next, I began developing the character by adding details and refining shapes. I also did a bit more work on the background.
6.) Having completed the central elements of the picture, I refined and developed the rest of the background (and the actual ground) and the picture was finished...
7.) ... or so I thought! It turned out that the girders weren't an appropriate element for the game setting so they had to be removed. They were replaced with more clouds and stacked bricks and then the picture was truly finished.
I actually prefer the version in step 6. I think the strong vertical lines of the girders really added something valuable to the composition but hopefully, both versions of the picture are successful.
Questions are welcome!
As you can see, I also added a texture over the ground using a transparent layer.
3.) More development: At this stage, I had begun working on the girders in the background and I shifted the color of the cement-slinging vehicle from orange to a bright red. Most of the work was done with the Hard Round brush in Photoshop, or with a brush named "Airbrush Pen Opacity Flow".
4.) The color of the girders in the background was changed from red to a cool blue to push them back and keep them from competing for attention with the foreground elements. Texture and detail were added to the vehicle.
5.) Next, I began developing the character by adding details and refining shapes. I also did a bit more work on the background.
6.) Having completed the central elements of the picture, I refined and developed the rest of the background (and the actual ground) and the picture was finished...
7.) ... or so I thought! It turned out that the girders weren't an appropriate element for the game setting so they had to be removed. They were replaced with more clouds and stacked bricks and then the picture was truly finished.
I actually prefer the version in step 6. I think the strong vertical lines of the girders really added something valuable to the composition but hopefully, both versions of the picture are successful.
Questions are welcome!
Skylanders Battlecast: Smash Hit
This painting for Activision's Skylanders Battlecast game features a character named Smash Hit and a cement-slinging machine he's invented, Designing the cement slinger was a hoot and I had a great time with this painting as a whole. It went through some changes along the way so I'm going to share the process for it in my next post.
Saturday, June 11, 2016
Skylanders Battlecast: Grave Clobber
Here's another piece I painted for Activision's Skylanders Battlecast. It's one of my favorites. The character, Grave Clobber, has just been dumped out of a water pipe and he's feeling a little stunned.
Like all of the Battlecast paintings I've been posting, this one was painted digitally, in Adobe Photoshop.
Friday, June 10, 2016
Skylanders Battlecast—Cali
I've been given permission to post some more Skylanders Battlecast art so here we go...
This painting features Cali, an explorer/adventurer in the Skylanders world. She's being airlifted away from a group of green Chompies!
I've included my preliminary drawing above. All of the images I painted for this game are intended to fit into a card format that, in places, intrudes slightly into the picture. Consequently, there's usually a bit of extra space around the perimeter of each composition to allow room for those elements.
Saturday, June 4, 2016
Green Thumb and Machinecraft
Here are two more card paintings for Activision's new game Skylanders Battlecast, Green Thumb and Machinecraft. These are simpler compositions than the multi-figure scenes I've posted the last two days, although they both presented challenges of their own. For example, I wasn't sure at first how I wanted to paint Broccoli Guy's head in Green Thumb. It took a bit of experimentation to arrive at an approach I liked.
The holographic belts and gears in Machinecraft were a challenge too. They needed to read very clearly but they were also supposed to be slightly transparent. Creating the "factory" background was a challenge too. There's quite a bit going on back there.
Friday, June 3, 2016
Regurgitech
This one has a delightful title, eh? It's another of my favorites among the paintings I did for Activision's Skylanders Battlecast. The little blue creatures with the glowing eyes are called Chompy Rustbuds!
Thursday, June 2, 2016
Hoist of the Century
This is my favorite of the Skylanders Battlecast cards I've done so far. They've all been fun but this one provided an opportunity to do a scene with some real depth and multiple characters. It was difficult but rewarding!
Wednesday, June 1, 2016
Skylanders Battlecast
Last summer, I was fortunate to get involved with a new game, Skylanders Battlecast, which has just been released. It's based on the popular Skylanders video game universe and published by Activision. I encourage you to check it out! It's a free mobile game. The game itself involves cards and battles. You can buy actual, physical cards, digital cards or both!
Now that the game has been released, I can finally share some of the art I've been doing for it. I'll "roll out" some new art every day for the next few days so if you like what you see, please keep checking in.
The first two pieces I painted were Finishing Blow (which features the eagle character Jet-Vac) and Skylithium Scale, which features a gem dragoness named Flashwing.
Both illustrations were painted in Photoshop.
I have loved working on this game so I hope you enjoy the artwork. I'll post more tomorrow!
Saturday, April 23, 2016
Hearthstone: Blood to Ichor
Here's another painting for the new Hearthstone set, Whispers of the Old Gods. Conceptually, this one started off from a slightly different place than it ended up. Originally, the slime creatures emerging from the ichor weren't a part of the picture. The wounded figure in the foreground was simply supposed to be "bleeding" green ichor. Then, the art description for the picture shifted and the green slime creatures were actually supposed to become the focus. That was tricky since it wasn't quite how I had originally conceived the artwork. Ultimately, with the help of art director Jeremy Cranford, I think I arrived at a pretty good solution. The green slime things were a blast to paint!
I'm including the original sketch below.
Friday, November 13, 2015
Earthen Statue
Here's one more illustration (and one more statue) painted for Hearthstone: League of Explorers. I've included more process imagery this time because I thought the process behind this one might interest a few of you.
As you can see below, I began, as usual, with a line drawing. From there I began blocking in values, in gray, and building up the picture, all while knowing I intended to throw a spotlight onto the statue in the foreground and blur the partially carved statues in the background.
I began adding color and light, going with a very warm, yellow and brown color scheme. It's not a color scheme I use often and I thought it would be a challenge that would also suit the picture. At this stage, Art Director Jeremy Cranford helpfully suggested softening the rays of light so they weren't so distinct from one another (that helped the picture tremendously), adding some motes of dust (another good idea) and creating more color contrast by adding more cool color. That warm/cool contrast can really help a picture pop on a card.
Those suggestions led to the blue and gold version you see at the bottom of this post and, ultimately, to the final art you see above, which pushes the contrast between warm and cool colors even further. I'm still not sure which of these last two versions I prefer but I think the final art reads best in the Hearthstone card format.
Some pictures require the artist to go on a longer journey than others! I hope some of you find this info about the process behind this one interesting. If you have any questions, please don't hesitate to contact me.
Thursday, November 12, 2015
Giant Stone Statue
Here's another piece for Hearthstone: League of Explorers. The working title for this one was Giant Stone Statue. I think the final card is titled Investigate the Runes. Unlike the statue in the previous painting, this one's not moving but hopefully it's nice and imposing!
I've also included my value study in grays.
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