This painting was Inspired by the latest DARPA competition and Google's recent purchase of Boston Dynamics, among a bunch more other robotics companies. Here's the design was done in late 2012 (below) and I only just gotten around to working on it.
Main features:
- Advanced A.I. to walk along side troops or piloted
I'm usually not the one to do fan art but for this case, I really felt the urge to revamp Poppy's look and splash image because it just looked so out-of-date, if compared to League of Legends' latest splash works. I've grown to like Poppy's play style and felt visuals needed 'much' love. I kept the left clear for the Login window so it works with the game's current layout - not that Riot's going to use this, but still a fun little exercise nonetheless.
Kudos to my teammates at Behaviour for the hard work on Qualcomm's Vuforia™ Smart Terrain™. We worked on the game demo portion a la rapid art-ed prototype. Now, back to my other two projects. You'll notice in the image where I got the idea for the ground formation from:).
This weekend I had the sudden urge to dig up the old Ratchet and Clank models and finally add them into my website. The ambient occlusion and reflection passes were done separately for maximum compositing control. Here's how it turned out.
When Gallery Nucleus approached me to submit an art piece
for their Star Wars tribute event, it gave me just the right amount of push for
me to express the bittersweet feeling I had towards the Disney acquisition of
Lucasfilm. Personally, I think both parties made the right move. Disney ‘is’
the god IPs and Star Wars needed a revival with a jolt of fresh blood. Episode
I completely killed it for me and I’m sure it killed it for many others as well
(designs were cool though). The hand-off was a shock and kind of saddening, but
I think in the end it will give the extra life the franchise deserves. Thank
you Mr. George Lucas for the many years of happiness you've given me (until Episode I
and beyond), and thank you for passing on the torch to a new generation.
Click here to see the other amazing Star Wars tribute pieces (mine is on page 3). To obtain signed or unsigned prints, contact Gallery Nucleus.
Last night's sketch. My requirements were simple for this one. All I wanted was a tripod robot design, a huge assault riffle, and a pod of rockets (a la Apache FFAR). Good way to wipe out infantry.
... and here's the video of it to show my process.
Balanced Worlds has recently announced Kart Buddies, our next game extending the Buddies brand. Please support us by "Liking" us on Facebook. We make casual-core 3D freemium games inspired by games we grew up playing. Albeit our games are on the kiddie side, but making games for (E)veryone is what we love to do. Here are some concepts I did to get into the groove of things. Designing cars is a highly specialized skill and I have much to learn (as always). FYI, the cooper inspired one was started by my lead artist but I ended up doing some corrections then coloring it.
Here is something for those who enjoy something a bit more technical. Early on, before the PS3 Move was released, the team I was working with were trying to come up with some crazy attachment peripheral ideas for the PS3 Move. I thought these ideas looked fun, simply plug and play, but I can imagine they'd be easier to lose than your TV remote. Fun but not a good idea:).
I recently had the time to go through my piles of Ratchet and Clank ideation sketches so that I can digitally archive them. I know it's like 11 years late but scanning each one of them in would take a significant amount of time. So after a decade of waiting I figured now's as good a time as any to take pictures of them, now that digital cameras exist. Below is the final Clank design. He's been through a pretty rigorous iterative process to get to this point.
Check out the updated Ratchet and Clank section of my website to see how Clank came to be.You'll also see a bunch more concepts and ideation sketches that helped shape the tone of the franchise. These sketches have never been seen outside the walls of Insomniac Games, other than a few class lectures and some folks at Sony, no one else has ever seen these... my fault for keeping them all to myself:). Anyway, I hope you enjoy seeing these as much as I enjoyed creating them. Cheers! John
Here are some new characters myself and my team are working on. Their 3D versions are looking real SWEET and I can't wait to try them out in-game. Our team's passionate at making games for everyone, so please swing by our Facebook page.
So here's what's New... We've got a Zombie Monkey and a Nurse character. More cool looking characters to come. Please let us know what characters you'd like to see in Bomb Buddies. The game's Free-2-Play and Free-2-Participate!:). So Common and Join the Fun!"
We added a new Pre-Alpha video of our latest game Bomb Buddies. It's a Bomberman inspired game made by my team over at Balanced Worlds. We're hard at work polishing and fine tuning every aspect of the game for all to enjoy, so please tune into our Facebook page and hit "Like" if you'd like to know more about it. Closed Beta is coming soon and we wouldn't want anyone to miss out on the fun.
Not that I'm familiar with the Chinese horoscopes, I just figured I would use this 'flaming' opportunity to introduce to everyone what the team at Balance Worlds (where I work) is hard at work on. So with no further ado, I present to you...
"Bomb Buddies is a fast-paced 3d free-to-play game for Facebook, the web, IOS, and Android. Players team up with their friends to blast their foes in fun and frantic dynamic environments. Inspired by the absolute best games in the genre, and then propelled to new heights by Balanced Worlds Equilibrium Engine, Bomb Buddies gives players the highest quality, most social, explosively addicting experience in existence!"
Here's an underwater themed sketch I did just for kicks. My daughter's been watching Finding Nemo for the past few weeks, so I've been brainwashed by her and had the sudden urge to paint something underwater related.
Here's an interactive cake logo I did for one of the Fat Princess' patches. It was done in collaboration with Plastic, the guys who brought you the awesome interactive Santa Monica logo for God of War III. This one, by the way, is also interactive. Additional props also goes to Matt Morton for coming up with the idea, and much props and kudos to myself for previz, modeling, texturing, rigging and animating:).
After five months living in Beijing I finally get a chance to sit down and log in a quick update of what's been going on. The new year in China is literally not only a blast, but a series of EXPLOSIONS! A full week of non-stop industrial fireworks all around the city makes the 4th of July feel like a walk in the kiddy park.
Aside from this week of craziness, the past five months working in Beijing has been an adrenaline rush. The talent here is truly inspiring and I'm grateful to be a part of this new frontier. Work and life has been keeping me quite occupied, but I wanted to say hello to my blog and let it know that I still care and that I'm alive.
Hope all is well with everyone and have a great 2011!
Here are the games I'm currently working on... well the announced ones that is. I started working on "Twisted Metal" (PS3) even before "Calling all Cars!" ever started, which was 2006. Next thing you know, a few years later, I'm back on the project helping out with the project's greenlight pitch and some concept work.
Below on "Sorcery" for the PS3, the game studio The Workshop is doing some pretty amazing things with the Playstation Move. My involvement for this project was to help with the greenlight pitch and provide art direction along the way.
I'm back from a nice long vacation and ready to rock it out with a new group of hardcore concept art enthusiasts. Why hardcore you ask? It's a 10 week course taking place on Saturday nights! Classes start June 5th. Can't wait.