![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO9Ng2xHgidUnT-ulBQpUnLOL0d7DeFH9fZZD07lyW83mVfxBhcjKOWuEOp8avCNlZ4JMsM1mmJkOg3jMYUWlY92q_h-LkhWR2dtltWGYfUlBbK7_ehdmYJ56WGwyxuh2v2W9X9mctbns/s400/ScoobyDock-013d.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidWeboonNwHEHGYPCtBfcxmu17CLOPTPOaeKgNi8M4OodK69n2-TEC4MUvdj6jgGm1IAw5e688tkvorqumP1ZxShaN9Ugqd_h5kYMpjeuqdNZB6sPozpbY9boavfnRLBiyhwmtZNncP5E/s400/ScoobyCliff-023d.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVGeHpWV01AC0RvBwssTo_eMNDgJz7nAW6b-_u0S2tccpvakl0XDINchu_102IVUMjEfEhkzGuiuDcQwOKEKo_QOZfIJgE3xJ2ZnJIZGACGtXFAxf-GYDnPGHDWYQ0rL2dpM1k4gPVGL0/s400/ScoobyLiteB-023d.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuzo5WmepoFOaDG7eHINocOc09gAh5f9_sPp6hWBji90S1cW9D3iywCbPW30qcJNKz7kWw7uhEEajiWX3GORdDWXJI21w8h9aEBPuUGI0O3iz00QskpTzjHHOznh7gm4-5hQJzG_i8_v8/s400/ScoobyGraveyard-013d.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV2vAtToUj_E2TqL7MC3JllN9R9jNQSIvftVv8_M4_hiWZV68O-7PNOUIQdgQSy0QAcnWD3XaEn8nfvesWqHpTTqX7p9PCAZFsdta59GflYY3dA-Q_Ebi5OMc6RLUwn9W_5xBOlGnqT5s/s400/ScoobyCata-023d.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmir7YZN4ca3NqEpZCXPkQAjf1XKSNlN9IvMHEOb7s-1hyNdrDqWKr-1N2UJSiRa0T7xT1u4Xl28ZufkPAavJsiK2hkInYZhmxypHCdBQJOZGlu-CVJDV4Vj4GUz_RAHldGaIAtFXfNzg/s400/ScoobyLAB-023d.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTH59d0MCrn2qlbPJLGcZvUyFtuAz2a9tQ2bY7OcAhqLaGYFdnTbMAqbNPuEkL3bNY8W_h1kvNAQTJyZaMLXzohgsAhNBlaczQOsH0Mde3n52SCcAzkpnWDSTnIRK45UvX6QTi1Cz5FEI/s400/ScoobyShips-023d.jpg)
Client: THQ-Heavy Iron Studios
Art Director: Jeff Berting
Project Date: Fall 2000
I was hired by a fellow ex-Disney Interactive Alumni Jeff Berting, whom I had worked with prior to this at DI in Glendale CA in 1996-98 to conceptualize a bunch of locations for the game.
These concept sketches were used by Jeff as the layouts for his color keys for the game artists and modelers to build from. I did various locations, yet the budget was small so each sketch was broken up into two distinct stages.
First stage was to block them out in a rough sketch that I used as an underlay for the final. As a 3D Designer knowing the end product would be real-time 3D environments the sketches were done proportionally accurate for construction.
Second stage, was to flesh out the sketches, scan them into the PC, and colorize and stage them a bit in Photoshop. I had lots of fun doing this project, and the added challenge was I had no more than 4 Hrs per environment to do these, so I locked in at 1.5 Hrs for design and comp stage, and 2.5 Hrs for the finished pieces.
Cheers, THOM
No comments:
Post a Comment