
I know I've been really quiet recently, but that doesn't mean I haven't been drawing my tush off. I've just been too busy to blog about it! But that's changed so let's do some catch up on what I'm allowed to talk about.
<- The Baroness in her Paris outfit modeling (of all things) a tiger camo texture. If you ever fall into a pit of tigers in the middle of a gunfight, this is what you want to be wearing. But beyond its impracticality, it looks bad ass. This whole texture is a homage to Tony "The Tiger" my housemate who coded the game.
My housemate, Tony works for an amazing company called THE VISIONAIRE GROUP (TVG). They're an incredible digital company responsible for a lot of a-level movie websites (Wolverine: Origins, Gamer, Surrogates and the Watchmen Motion Comic). He heard they needed an illustrator so he put my name forward. I did a storyboarding job for an ad for them (something I don't normally do - but this was very fun). Jeff, my contact there is a huge comic book fan so he loves my style and the way I work. The next project was the immense GI JOE FACEBOOK application.

Tony and the team designed the game and it was up to me to design the characters to fit into it. We had a meeting and a thousand and one great ideas were thrown around. The basic premise is that you start with a lowly grunt you can customize them through rewards garnered from successful battles to make a unique unstopable fighting machine. My favourite idea was that the highest level of costume you can unlock was the 1980s original Joe costumes.

Unfortunately the 80s idea got shelved, but the rest of the ideas were put into play. You can choose from either three members of the Cobra team - Baroness, Storm Shadow or a Viper or the Joe team - Duke, Scarlett and Snake Eyes. They start off pretty standard, but there is an insane level of customization. Arctic gear? Sure. What color? What texture? Did you like the outfit from a particular scene in the movie? Chances are it's there and you can make it any color and any sort of camo texture you'd like. Let's not even talk about guns and vehicles.

We had to be smart about this. We had a capped budget so we had to be careful what we did within that to get the biggest bang possible. We quickly determined that if I had to draw each gun for each person, that's six versions of the same gun! I think there are 15 guns all up. So 6x15 is... a lot more than we had the time, money or will to draw. A generic gun arm pose was figured out. You will note that all of the weapon arms sit at right angles to us with the palm open towards us. This way we could draw each gun once and it would fit into anyone's hand.

A huge shame was that they asked me to draw the likenesses for the actors, and I think I did a really nice job. I've included them here so you can see them. But unfortunately there was some clause somewhere that the actors (or someone) needs to approve every likeness that's drawn or painted of them. Somehow that couldn't be done. It was either time or cost prohibitive.

If you look at the actual game they've stuck new heads of previously approved artwork on top of the bodies that I drew. This was less than ideal, but it was the solution we all had to roll with and I totally understood why they had to do so. I was told that Paramount absolutely loved my rendition of the characters, and that many of the women especially loved what I did with the Baroness. It's a shame that the original heads didn't get used in the game, but you can see those original heads here.

I think TVG did a great job of compositing the new heads and you would never know the difference if I hadn't pointed it out.
Another thing that I did to make the characters all look like they're occupying the same space was to add a fill light. I picked the fiery glow from the promo posters that were released. It added a sense of urgency and danger. I personally love a good fill light. It can add an extra level of dimension and round out images that seemed flat before.

The huge irony of working on this project is that I never got to see the damn film! I mean, it's not like it would have cost me anything. I could have claimed it on tax. But I dragged my poor, supportive but ultimately suffering girlfriend off to the Arclight. We got there five minutes late and they refused to sell us tickets. I mean, what were we going to do, ruin someone's enjoyment of the ads or a random trailer they could catch on the Quicktime site? Seriously people. I think we need to stand down a moment.

NEXT: More GI JOE
1 comment:
The great thing about the Arclight is no ads and only a couple trailers. The movie really does start when its supposed to.
Post a Comment