Friday, 27 March 2015

Runepaw with James Henry

For the last few weeks we've been lucky enough to be working on a project with writer James Henry. It revolves around some of his pitch ideas - one of which is called Runepaw. This idea is about a bunch of viking mice learning navigational skills for a young audience.
As part of our pre-production we've been producing concept art including character and background designs to match the ideas.


My initial character designs - trying out various shapes and armour/weaponary ideas (use of bottle caps as shields). Plus a rendered version for fun.


Concept design. I figured that the elements could all pop up like wooden scenery (the clouds are held up by strings), complete with a frame, whilst myths and legends are told. 


The northern lights could be a beautiful part of the scenery. This design style might be too 'grown-up' for the target audience though.


A younger style. It'd be pretty cool if the mice lived in a viking helmet.


Concept art for location. Again, possibly too 'grown up' but perhaps elements of this style could be used in a more toned-down way (especially the clouds).
 

Tuesday, 17 March 2015

Pier concept art for 'The Reel'

This concept piece was pretty fun to work on and a nice break from all of the other work I have to do. It took a day to do the line art - starting from scratch. Again, my obvious influence for this piece is Monkey Island, however as one of my friends had been playing a game called 'Deponia' a lot, the style of that game unconsciously seeped into the design for this (most noticeably in the air vents). 
Oh, and the reason for all the 'big sign's is that the director has a graphic designer keen to do those so I didn't have to worry about them.




Here's the coloured versions, it's quite rough and this is an area I'd like to improve on in my art. I particularly like the lighting on the air vents, fence and kiosk walls. The second one uses more neon colours as suggested by the director. I'm really looking forward to seeing this modelled in 3D.