Apologies for the lack of content for what seems to have been aeons, I've been pretty busy since my last post with my comic projects, game reviewing, job applying etc, but fear not I am back and intend to get a whole load of content out here in the near-ish future.
Specifics wise this means that the blog will finally get its artistic overhaul it desperately needs, a greater emphasis on game reviewing content with the occasional art based posts, along with a contact page so that anyone who wants to hire me to do review, writing or an art commission can do so.
I hope to get all this sorted in the next few months, so keep an eye out guys, chow!
Monday, 2 December 2013
Friday, 10 February 2012
Originality - Why me no famous!?
Well it’s time to have a look at another thing that artists ‘supposedly’
need to have, which is originality, the ability to create something that is so
unique, that it can instantly be picked out of the crowd and says “This is my
work and no way can you confuse it for someone else’s!”
In the art world its considered to be the holy grail, without
originality, you can’t get anywhere in art and I’m sure you’ve guessed that
from the quote marks that I’m not a big fan of originality. And your right I’m
not, originality is pursued by people who want to be rich and famous, sadly it’s
really difficult to be unique in this era.
The big problem behind being able to do something truly
unique, is that art has been around since caveman times, art has been around
for so long that it’s very difficult to do something that other people haven’t
explored at some point. Another thing is that fact that art is no longer a
closed off subject, practically anyone can do art these days and many people do
(not all of it is good, go to Deviant art and you’ll understand), so add up
this timeframe and all these people that practice it and you’ll see that its
practically impossible to do something truly unique.
But why all this hullabaloo about being original? Personally
I think all of this stupid thinking came from the fine art side of art, the
reason being is that so few on that side of art hit the big bucks, they get
stuck being the starving artist, due to the fact that not much fine art is
bought and displayed. That only happens to a very small number of artists and it’s
more down to luck than ability, a publisher may see your work and think “Man
this is awesome and unique!” after which he’ll take you and your art on a
rollercoaster ride to stardom, but when you consider how many people that has
happened to, to how many people do the fine art side of things. Then you get
the idea of how likely this all is.
Another problem is how people learn art, the best way to do
it is to look at the world around you, plus at other artists work, this will
show up in your style of work, so people will say “oh his work looks like
whatshisname.” So of course your style looks someone else’s, so it can’t be
unique blah blah blah. And you know what that’s fine, not everything needs to
be unique, for example I want to be a concept artist, so of course the work I
will be doing will half the time look like something else, because that’s what
the client wants, not something that they can’t visualise in their head.
So why worry about it all, chill out, relax and do the art
you want to, because adding yet more stress on top of what we get normally is
not going to help anyone.
Wednesday, 8 February 2012
Dead Space 2 - Where is my survival horror?
*WARNING: If you have not finished Dead Space and don’t want
some plot points spoiled, then don’t read this review*
Just as a heads up since Dead Space and Dead Space 2 are so similar,
I won’t go over the same points as I did for Dead Space, as I would only be re-treading
ground I’ve previously talked about, instead I’ll talk about other things.
Dead Space 2 starts a number of years after Dead Space, Isaac
wakes in a mental asylum on the Sprawl, a space station near Titan, Isaac has
no knowledge of how we got there, nor how long he has been there, but
thankfully a dude is kind enough to try and rescue us, but sadly he is quickly
cut down while he tries to get Isaac out of the straight Jacket and is
transformed into a necromorph, forcing Isaac to run for his life yet again and
figure out what this whole mess is about, all the while being chased by a
hallucination of his dead girlfriend thanks to marker he found on the Ishimura.
Now I did say earlier that Dead Space 2 is very similar to
its predecessor, but that doesn’t mean that there weren’t any changes at all,
one important one is that Isaac finally speaks and you see his face! After
being mute for the last game, he finally has the chance to shine; which is
great since it gives us the chance to truly bond with the guy and have him
pluck our heart strings a bit. This really comes into play when he interacts
with others and his hallucinations.
And you know that hallucination stuff is another biggie as
you can’t be sure what you see is real, is it a necromorph or a living person? And
if you’ve seen the promo materials then yes Isaac does get a new suit, you don’t
get till later so don’t get your hopes up, but you do get a jetpack for the
zero-g areas so that should get hold you by till you get it, it’s quite fun to
zoom about with it and makes the zero-g parts a lot more fun.
Now we all know that I don’t think that the Dead Space
series is anything like a survival horror, but what is a good survival horror?
Well Dead Space is a good one with a few changes, for starters the enemies need
to be more daunting, the necro could look totally disgusting and be several
buildings tall, but it won’t frighten you if you can easily chop it to pieces.
“But what about the new fangled multiplayer!?” I hear you
cry? Well I’ve yet to truly try it out properly and what I have was confusing
and most certainly not newbie friendly, so we’ll be ignoring that, but if I
ever do try out the multiplayer a bit more I’ll be sure to write about it at some
point.
Or we could do some Dark Souls…Yeah Dark Souls sounds a lot
better.
Monday, 6 February 2012
Paul Richards - Cartoony Fantasy
Paul Richards in my books is a great concept artist, he’s a
guy that realises that while reality is all good, it’s more about the feel that
the characters, environments and objects give off than being stuck to be absolutely
confined to reality.
And the best place to see his work is from the games that he
has worked on, having been at studios like Vigil Games, Raven Software,
Blizzard and now 343 Industries, he has had the chance to work on Darksiders,
Jedi Academy, Quake 4, Singularity and even the latest Wolfenstein, of which he
has brought his varied styles into play.
But what are his styles? For one if you look through his
work on both the blog and his portfolio site, you’ll see that he has 2 main
styles, a cartoon style, where he exaggerates the proportions of characters and
objects, but he also has a clean, digital style that’s similar to the work of
draftsman of yore. He mixes and matches his styles depending on what is needed,
for example he will over exaggerate some the human elements of a character, but
when working on the armour he may make it nice and clean. Described as Pixar
but filthy by a friend of mine, looking through the more cartoonish work that
there is a similarity to the work by Pixar, although I doubt Pixar would do
naked chicks in their films.
Tools wise Paul is more of a sketch and Photoshop kinda guy,
he’ll use various pencils and markers to do sketches, which he’ll scan into Photoshop
to do a final. But not all work is done from a sketch; he also does a lot of
work straight into Photoshop, where he will add highlights and shadows to a
mass of a mid-range colour to create shapes and objects.
And while his work includes lots of monsters, robots, guns
and swords, he does do a large amount of pinups, of which most you’ll find in
another blog called Babe Lab, exceedingly NSFW, it contains various images and
tutorials based solely on how to draw the women.
Now for those of you who do a lot of art, or are interested in
getting into the games industry then there are a couple of features you will
want to look at on the portfolio site, Thumb War and Hints and Hacks.
Please note that both the portfolio and the blog contains
NSFW material, the portfolio has less of that, while the blog is practically
crammed with the stuff.
Sunday, 5 February 2012
Update Schedule
Hey everyone here's an update on what will be up on the blog for next week.
For the artist I will be looking at Paul Richards a concept artist in the Games Industry, who for me is kind of the opposite to John Howe, yes he isn't as good as rendering something as near to life as possible, but he is damn good at making the work be as expressive and mood inspiring as possible.
The next game to be reviewed will be Dead Space 2, since the 2 games are very similair to each other, rather than go over the same ground as I did for Dead Space, I'll be having a closer look at some of the different areas in the game.
And for the Oddball I'll be talking about originality and why I hate the term as it stands in art today.
For the artist I will be looking at Paul Richards a concept artist in the Games Industry, who for me is kind of the opposite to John Howe, yes he isn't as good as rendering something as near to life as possible, but he is damn good at making the work be as expressive and mood inspiring as possible.
The next game to be reviewed will be Dead Space 2, since the 2 games are very similair to each other, rather than go over the same ground as I did for Dead Space, I'll be having a closer look at some of the different areas in the game.
And for the Oddball I'll be talking about originality and why I hate the term as it stands in art today.
Friday, 3 February 2012
Creativity - Green is not a creative colour
Creativity is one of the 2 main things that artists say you
must have, to be successful in anything creative which is very true, (the other
is originality, which is for next week) you need to be creative if your job is
essentially taking ideas out of your head and making them real. Problem is that
you can be very creative and not creative as well.
Not creative is usually due to you jumping at the first idea
that pops into your head, for example you think of this awesome idea for a
pirate, so you jump straight into making a large fully finished piece, but when
you look at after all that work, you realise that you should have done it in a
different pose, then you think that the beard should be longer, then you think
ect ect.
So instead of jumping straight in and doing something at a
final piece quality, take your time to do some concepts, explore the ideas you
have, until you feel that you’ve exhausted all avenues, then pick one concept
and do a few more concepts, except this time it’s more about the small details
than the big ones.
Of course I’m sure you’re wondering “Do we have to do this
all the time, for every piece?” Which is no you don’t, if you’re not going to
be doing something to a high quality level, then don’t bother, let your pencil
wander and see where it takes you.
Now are there any taboos in creativity? Well kinda, there
are some topics in art that are considered uncreative, fantasy and science
fiction are considered to be 2 of the most uncreative genres in art when
designing characters, as the genres seem to be composed of guys in hulking
armour, babes wearing practically nothing and monsters composed of claws, teeth
and not much else. Not all fantasy and sci-fi art is like this, if you look
around hard enough you will find stuff that tends to break the themes, ironically
Dungeons & Dragons is a good place to start for good fantasy artwork, while
sci-fi is best found on Deviant Art, sadly you will have to wade through the
rubbish/porn/sanity destroying horrors that are on there, but there is some
great pieces on there if you can find them.
Want some tips to help you be creative, well here’s a list
of pointers that I find helpful.
For starters figure out what you want to do and what you
don’t want to do, if you can cut down the avenues to explore, you can cut down
the time it takes to do concepts, plus you’re more likely to think of ideas
that meet the criteria for what you want to make.
Look at other artists work, look at real world examples,
different cultures, history, watch films, play games, read books, read comics, just absorb as much knowledge you can and if
possible, keep references that you can easily get at, so you can go back and
look at any details you may want to use in your own concept. One thing to keep
in mind is not to let your reference completely lead you, so if you have to
copy things only take small details not big ones.
Can’t think of anything? Come back at a later date, take a
break, play a game for 30mins, watch tv, go for a walk or run, do something
that does not involve trying to think of ideas for your project.
Got questions? Comment on this post and I’ll be sure to get
back to you at some point.
Wednesday, 1 February 2012
Dead Space - Terror? What terror?
Now before I start reviewing this sucker, let’s have a quick
excerpt of how it is to play Dead Space.
“Doot de doot, oh scary music time must be a necro around,
ah there he is the strange dead body on the floor, give me a sec whilst I fire
up the death ray *SHAZAM*……right lets oooh look the most difficult enemy in the
game! *SHAZAM* right let’s get going”
And that is pretty much how your Dead Space experience will
be, Dead Space a sci fi Surival Horror game, suffers from 2 things, theres no
survival nor horror! Now while it sounds like I hate the game, I actually quite
like it, it’s just a shame that it suffers from a few problems, so we’ll get
through the bad and then on with the good.
Now for a survival horror game, there is very little
survival and very little horror, since you pretty much trip over ammo and
health packs that there is very little need to conserve what you pick up, hell most
of the money you use to buy upgrades, is gotten from selling the stuff you
don’t need and boy is there a lot. The horror isn’t effective either, well
during the first 5mins you will crap yourself, but only because you have no
weapon and your new to all the tricks that Dead Space uses, after 30mins in
however you will be immune to all the shock tactics used, because they are repeated
again and again throughout the entire game. Another very big problem is that
the weapons are not balanced for a survival horror experience, the first weapon
you pick up can easily kill anything, so the stronger weapons makes a complete
mockery of the game, with the strongest enemy becoming a complete pushover.
Now for the good, for starters the monsters in Dead Space
look fantastic, necromoprhs (not to be confused with Xenomorphs) are
essentially amalgamations of dead human bodies transformed due to an alien life
form, this has been used to completely change the shape of the human body, with
arms being turned into scything blades, ribs and skin into wings and even
multiple bodies fused together to form creatures many times the size of Isaac.
And because of this they aren’t easily killed with normal weapons and so have
to be cut into pieces before they die, this brings up strategy, cut off the head
and it can’t see you, cut off the legs and its forced to crawl, of course all
of this depends on the monster you face.
Another thing that’s great is the UI in the game, all of it
has been designed so that it will appear on or near the character, but in a way
that makes sense for the character using it, health appears as a bar on the
spine of Isaac to show others his general health, when aiming a little hologram
shows his remaining ammo, a map appears in front of him allowing him to see
where he is and when contacted, his wrist display will create a hologram
showing the face of the speaker. None of this gets in the way of the game and
it makes sense in universe as well.
The audio is exceedingly creepy and by using this special
feature called Fear Emitter they can actually have the music can creepier and
creepier the closer you get towards the monsters, sadly this is over used and
essentially becomes a kind of radar of how close the bad guys are.
This game while it has its flaws, has an excellent story,
imaginative bad guys and fantastic UI design, I would certainly recommend
playing it, but if you’re looking for scares, this aint the game for you.
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