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    Lighting a Scene For a Digital Fashion Show With John Waynick
    This tutorial is part of the ArtStation Fashion Week 2023 schedule. Learn how you can participate in our other activities: https://bit.ly/3IwYlOO In this tutorial with Vertex Schools Game Art Program Director and Unreal Authorized Instructor John Waynick, you will learn to light a scene for a digital fashion show in Unreal Engine. Using Unreal Engine John will apply cinematic lighting to a catwalk featuring a character in two different fashionable looks.John Waynick on ArtStation: https://www.artstation.com/johnwaynick Vertex School: https://www.vertexschool.com
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    Visualize Design Assets With Twinmotion
    This tutorial is part of the ArtStation Fashion Week 2023 schedule: https://bit.ly/3IwYlOO ---Twinmotion is a great tool for fashion designers looking to visualize their designs and quickly develop immersive storytelling experiences. In this tutorial you will learn how to use Twinmotions templates, apply materials, and transfer assets from one project to another. Want to customize your own Twinmotion shoe? Follow the tutorial and show us what youve got on ArtStation! To do so:1. Head to your ArtStation Portfolio manager to create a new project. In the Software Used section of the project editor, add Twinmotion.2. Add TwinmotionTemplates to the Tags section of the project editor.---Download Twinmotion: https://www.twinmotion.com/en-US/download Visit the Twinmotion Channel on ArtStation: https://bit.ly/3XSbKpo
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    Short Film Production With Animation Libation Studios
    Learn more about ArtStation Animation Week: https://magazine.artstation.com/2023/06/animation-week-2023/ ----------For this interview host Michael Bonitatis (founder of Animation Libation Studios) is joined by artists Tyler Adams, Rose Kochanek, Robert Curtis, and Edgar Diaz, who each share what it was like to create a unique student short film. Robert: https://www.artstation.com/hawkins5004 Rose: https://www.artstation.com/owlieart/profile Tyler: https://www.artstation.com/tyleradams8/profile ----------Animation Libation Studios is a virtual animation studio creating original content with recent college graduates and industry professionals. Their vision is to go beyond the boundaries of animation, create amazing worlds, and bring to life the unique characters and creatures that inhabit them. ArtStation: https://www.artstation.com/animationlibationstudios YouTube: @animationlibationstudios4087 Web: https://www.animationlibationstudios.com
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    Your portfolio needs to be on ArtStation
    See how @ArtStationHQ has helped artists to showcase their portfolios, discover inspirational art and connect with amazing new opportunities. Watch the full feature here: https://bit.ly/3SqWZsR
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    ArtStation | A community built for Artists
    ArtStation is the leading showcase platform for games, film, media & entertainment artists. It enables artists to showcase their portfolios in a slick way, discover & stay inspired, and connect with new opportunities.Explore ArtStation today: https://bit.ly/49a7Leb
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    Airi Pan: A Journey of Self-Discovery and Artistic Expression
    Airi Pan, who is now a senior concept artist at Blizzard Entertainment, first came across @ArtStationHQ during her early days in art school, when she noticed entrance portfolios of fellow students. In her free time, she would post artwork that she enjoyed the most. Transitioning to art that was more aligned with what she loved, Airi attracted projects that resonated with her passion...See more of Airis work on ArtStation here: https://bit.ly/3SXbxSz
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    Level Development in UEFN | ArtStation Learning
    Out now on #ArtStationLearning: Level Development in UEFN - where industry veterans at Dekogon share their step-by-step process for getting started in UEFN. This comprehensive 10-part video series introduces you to the Unreal Editor for Fortnite, provides best practices for optimization and performance, and walks you through the stages of developing a full scene in UEFN. Get started here: https://bit.ly/3InmAhN #UEFN #UnrealEngine
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    Finnian MacManus: Pushing the Boundaries of Concept Art and Storytelling
    Finnian MacManus, Concept Artist and Founder of Terraform Studios, believes in lifelong learning and embracing different viewpoints. He started Terraform Studios in 2020, focusing on Concept Art for movies, games, and TV. Finnian regularly collaborates on his film projects through connections made on ArtStation, where he finds supportive friends who share his passion for art. Check out Finnians work on ArtStation: https://bit.ly/3wOVltP
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    Meet the Artist: Finnian MacManus
    Finnian MacManus, Concept Artist and Founder of Terraform Studios, believes in lifelong learning and embracing different viewpoints. He started Terraform Studios in 2020, focusing on Concept Art for movies, games, and TV. Finnian regularly collaborates on his film projects through connections made on ArtStation, where he finds supportive friends who share his passion for art. Check out Finnians work on ArtStation: https://bit.ly/3wOVltP
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    Discovering new talent on ArtStation with Aurelien Fournier, Head of the New3dge Concept Art Program
    Aurelien Fournier, Head of the New3dge Concept Art Program, actively seeks talented artists for recruitment. Regularly exploring ArtStation, he is astonished by the discovery of new talent every week.Aurelien in particular is a fan of the ArtStation School directory which facilitates in efficient communication for his hiring processes. For Aurelien and his team, ArtStation offers a more convenient alternative to sifting through numerous resumes and portfolios daily, making talent acquisition a smoother and more effective endeavor.See New3dges portfolio page on ArtStation here: https://bit.ly/4cvwX0P
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    Discovering new talent on ArtStation with Aurelien Fournier
    Aurelien Fournier, Head of the New3dge Concept Art Program, actively seeks talented artists for recruitment. Regularly exploring ArtStation, he is astonished by the discovery of new talent every week.See New3dges portfolio page on ArtStation here: https://bit.ly/4cvwX0P
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    Unreal Engine Creators Showcase at GDC 2024
    Ready to be inspired? Watch the Unreal Engine creators community showcase from GDC 2024! A big thank you to all the creators who responded to our call for submissions over on ArtStation. Feast your eyes on some of the amazing Unreal Engine projects and explore ArtStation for more: https://www.artstation.com/ And for the latest in UE, take a look at our Unreal Engine 5.4 Preview 1: https://forums.unrealengine.com/t/unreal-engine-5-4-preview/1763516 ...#UnrealEngine #ArtStation #GDC2024*Credits*UE5 Oasis | Brandon KnightonThe Hidden Temple Of Itzamn | Milan DeyAncient Temple Environment in UE5 | FreshCan 3DUnreal Engine 5 - Once Upon a Hill | Hussien shalaanJapanese Forest | Pradnya ChaudhariDeep in the Forest | John TeodoroEthereal Realms | Lela TatarashviliWaterways | Jordan ClarryGoliath's Rest | Derek BentleyAdventures with Comfort
 | Victoria ZavhorodniaTortuga Lighthouse | Miha MarukoRiver | Rafail VasilakisDesolate | Steven BongersMech Maintenance | Melhem SfeirPost Apocalyptic Apartment | Jack ChenEarth Defense Force Soldier | ngel GuiraoOld Diesel Power Plant | Orphan GIsland | Stephen Mlop3D Handpaint Scene | Grafit StudioModeng Stylized Scene | ModengLeopard | Upsurge StudiosThe Amarantos Ritual - UE5 Cinematic | Pete Dimitrov, Hayley RumboldGDC 2024 Landscape Upsurge StudiosBuynada Bazar - CyberPunk Environment Nico ClaisseAmsterdam Stylized Map Tuur SangersStylized Valley House | Lorenzo PacePhoenix Treasures | Myron UnzhakovPhotorealistic Environments | RealBiomesPhotorealistic Landscapes / Arid Landscape | ScansLibrarySwamp Haven | Raghav VermaHouse on the mountain
 | Sergey SobinExplorer's Room | Sierra DivisionForest House | IDORUFrozen Moment | Yevhenii MisheninOld Diesel Power Plant | Orphan Galleys | Youssef AdelCorners of Croatia | Giovanna BarcelosMediterranean Village Street | Vivek PandyaLuxury Villa Residence | JamborKitchen Visualization | Justin JagerMoore House in Unreal Engine 5.3 | Studio 3n3Lotus Garden, 1899 | Chae One, KimAntique Shop: Arcade cinematic | Martin Teichmann
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    Discover the Marvelous Designer Community on ArtStation
    The team behind @Marvelousdesigner uses ArtStation to build community and discover amazing artists using their 3D sculpting and texturing clothing tools. Want to jump into using Marvelous Designer but not sure where to start?Head over to ArtStation for more inspiration and discover amazing projects! https://bit.ly/3VZNN1O
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    From Portfolio to Production Company: Pedro Conti's ArtStation Journey
    Meet Pedro Conti, a talented Freelance 3D Artist, Director, and Storyteller from So Paulo, Brazil.In our latest creator spotlight, Pedro shares his journey in the international animation industry, from working with top studios to running his own production company, Flooul Animation. Get inspired by his passion for character development, lighting, and rendering, and how he tells relatable stories with heart. Explore his amazing portfolio on ArtStation! https://www.artstation.com/pedroconti ...#ArtStation #VideoSpotlight #PedroConti #Animation
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    The Creative Process of Rafael Grassetti: Art Director and Digital Sculptor
    Meet Rafael Grassetti, an accomplished Art Director and digital 3D sculptor with over 20 years of experience in the entertainment industry. In our latest Creator Spotlight, Rafael shares his journey from traditional sculpting to Art Director, and how ArtStation continues to help him stay inspired and connected with the community. Watch now and explore his incredible portfolio on ArtStation! https://www.artstation.com/grassetti #ArtStation #CreatorSpotlight #RafGrassetti #3Dart #DigitalSculpting
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    Fab Content Marketplace Launches in October; Publishing Portal Opens Today
    Last year at GDC, we announced Fab, a new content marketplace that is a successor to Unreal Engine Marketplace, Sketchfab, ArtStation Marketplace, and Quixel.com, built to serve all digital creators across industries. Were excited to share that Fab will launch in mid-October. Fab will be a one-stop destination where you can discover, buy, sell, and share assets. It will offer an 88/12 revenue share that puts creators first, enabling them to build real, sustainable businesses on Fab.To prepare for launch, were opening the Fab Publishing Portal in two phases: starting today, we invite Unreal Engine Marketplace creators to migrate their products to Fab using the Fab Publishing Portal. In early October, well invite new publishers to sign up and begin uploading their content and well release a migration tool for the Sketchfab community to easily move their licensable content to Fab. ArtStation Marketplace will continue operating as it does today with the goal of enabling creators to move their products to Fab in 2025.From Fabs launch until the end of 2024, Fab publishers will earn 100% revenue share on sales of Fab Standard-licensed products. Additionally, as part of a launch promotion with Adobe, users who publish a Fab-licensed product or make a minimum purchase of $25 will be eligible to receive a free 6-month subscription for Adobe Substance Painter and Modeler. Well share more information on this when Fab launches.Learn MoreThe post Fab Content Marketplace Launches in October; Publishing Portal Opens Today appeared first on ArtStation Magazine.
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    Bungie 10 Year Destiny Art Blast
    A world you want to be inThis was one of the original creative pillars of Destiny, and remains my favorite to this day. A world you want to be in is also one you want to create for. It was an honor and privilege to create this world alongside so many passionate and talented artists. It is humbling to reflect on the vibrant gaming community that shared it with us for the past decade. Mike Zak, Art DirectionTen years of creativity by our talented team of artists and it never ceases to amaze. Exploring the cosmos and everything in between has been such a fun and wild ride with our artists and the gamers. We hope this look back into the visual time capsule recaptures those moments of excitement for you. Eyes up, guardian! Shiek Wang, Art DirectionAt Bungie, weve been lucky to witness what happens when a group of talented people combine their passions to build amazing experiences together for our community. Players will sometimes tell us about adventures they had, or a particular memory from our game which had a profound impact on them. Being able to create these for our players and share these experiences with them is probably the best part of our jobs.What a great thing to celebrate this journey together and reflect on the paths we forged. Rob Adams, Art Direction Concept Artists Root of Nightmares raid space vista shot, presented to the player after turning the first corner. Was an absolute pleasure working with so many incredibly skilled individuals and teams in order to bring this experience to life. Jacob Gonzalez Concept Artist Bungie I chose this image to showcase because of all the early concept work that I did on The Final Shape, I felt that this concept was the one that had the biggest impact on what the world was going to look like in game. There are moments when playing the expansion where you can almost see the concept directly translated into the world, and as a concept artist having something like that happen is always special. William Kalkanis-Ellis Staff Concept Artist Bungie This concept piece delves into the design of a Hive bridge structure, created when Hive environment art was still emerging. The objective was to experiment with various architectural structures that fit within the Hive aesthetic palette and offer the Environment Art team innovative ideas to align with level and gameplay design intents.Bungies stellar reputation for exceptional artwork inspired me to attempt to make even my preliminary sketches stand out as accomplished pieces of art, whenever possible. With that goal in mind, I aimed to ensure my initial sketches exuded a traditional feel, meticulously emulating the look of conventional tools, though created entirely digitally. Of all the art I contributed to the Destiny Universe, I believe this piece best exemplifies my goals in that it had a significant impact on the Hive palette while reinforcing the companys heritage of quality presentation. Darren Bacon Senior Concept Artist These designs hold a lot of personal meaning as they were some of the very first works of mine to go live in game. After dreaming of working at Bungie for many years, it was a truly unforgettable moment. Now, nearly ten years later, I still feel the same excitement any time I see people interact with something I was fortunate enough to contribute to. Dima Goryainov Senior Concept Art Lead Marathon Bungie This piece came from a time of blue-sky exploration, where we concept artists were playing with what Destiny could become. It probably popped out thanks to some fun with Photoshops scatter brusheshappy accidents! Later, during Destiny 2, I explored pyramid ship designs, leaning into fractal nanotech and triangles. Before moving on, I explored a more trapezoidal language, mixing in organic elements. The amazing D2 artists brought it all to lifegreat work everyone! Dorje Bellbrook Principal Concept Artist Bungie Environment design for Destiny 2: Curse of Osiris, specifically Mercury Past, inspired by Dorje Bellbrooks landscape design. Art Direction by Shiek Wang. Fan Gao Concept Artist In this painting I tried to capture a mood of lively celebration. I worked hard on it, and it seems to have resonated with players over the years. Jaime Jones Concept Artist These early explorations for Hunter capes are a good example of starting to realize the potential of fashion in the Destiny U. Joe Cross Franchise Art Director Marathon Bungie Prototype design has always fascinated me in terms of the raw concept of design. The look of unpolished is a pleasure to see especially if people know the end product. I had the great honor of working on this Sparrow for Destiny 2 Muh Dipo Concept Artist The artistic work created for the Destiny brand has always been a huge inspiration for me. Therefore, when I was asked to contribute to the Grimoire Anthology, I was ecstatic but also a little fearful. The quality of art produced by the studio and others is so high that I knew I needed to produce my very best work. Richard Anderson Illustrator Capturing a serene world where the life once touched. Its a moment we introduce the greatness of the Traveler and how it brought each unique life forms in each different planet. Sung Choi Senior Concept Artist One of my personal favorites to have worked on! Being the first of a new combatant faction representing the Darkness and the Pyramid ships teased since Destiny 1 with tons of narrative and lore implications, it felt hugely significant and impactful to be able to help define the visuals and thematic elements for our first Disciple as well as to lay the groundwork for future Disciples like Nezarec, Calus, and the Dread! Tobias Kwan Senior Concept Art Lead Marathon Bungie Character Artists This was a super fun set inspired by 80s, gundam, and mecha. I chose this piece because I think it turned out really sleek, and I believe it represents all Id learned during my 4 years at Bungie. I got to get really into the smaller, granular details and it resulted in a clean and enjoyable piece to make. Its been a joy watching Bungies quality bar increase over the years and I feel this piece met the new bar. Cherylynn Lima Character Artist Bungie There were so many pieces it was hard to pick one to share. This is the Lightfall Titan Thunderhead set. It was a very fun piece to make, with some novel challenges as well. It was an honor to see it front and center in marketing material for such a big release! I put as many bullets onto this thing as the polygon budget would allow. Lexington Dath Character Artist Bungie By far my most favorite exotic Ive worked on. I had to delicately balance the details to keep the foliage as lush as it could possibly be, and I am insanely proud of the result. This also had a lot of collaboration between design, VFX and QA to make sure the flowers convey subclass information and is informative for all aspects of gameplay. Alexandra Jackson Senior Character Artist Bungie The Witness is by far the largest and most complex character I have ever contributed to. And what an honor it was to have the opportunity to help bring to life one of the biggest baddies Destiny has ever seen. Seeing players fight the Witness in Salvations Edge and Excision, bringing a close to the Light and Darkness Saga has to be among the highest highs of my career. Dewey Bonczyk Character Artist Bungie Palette Artists Ive enjoyed helping to create the natural side of many environments in the Destiny universe, but the original Tower Tree is closest to the hearts of many guardians, including myself as the artist. Steve Klipowicz Staff Palette Artist Bungie Kevin Whitmeyer Staff Palette Artist Marathon Bungie World Artists The Landing is an environment worth exploring due to its lushness and captivating nature. I meticulously crafted every detail of this landscape as a Senior World Artist. I am deeply grateful to the talented designers, artists, and musicians, whose remarkable skills brought this collaborative vision to life. Julio Juarez Senior World Artist Bungie I had the pleasure of being the World Art Owner for The Lost City in Destiny 2: The Final Shape. This project was an incredible experience, and I was fortunate to work with many talented individuals to bring this vision to life. I guided the visual and experiential development from ideas and graybox models to a fully playable environment, collaborating with the Narrative and Activity Design counterpart, Daniel Grafstrom. Special thanks to everyone who contributed to making this expansion a huge success! Omar Mazin World Artist Bungie Retribution was the first PvP map I worked on as the map owner. It began life in the distant past as a Cabal Space Elevator in the clouds of Jupiter (to come out around the time of Taken King) but morphed during D2 preproduction into its current theme. Looking back on it now, the huge underside of the massive Cabal ship with an animated skybox and flak explosions going off around the playspace is awfully epic for a single pvp map but I couldnt be happier with the amount of action, animation and solid vibes we managed to achieve. Alex May Staff World Artist Marathon Bungie The Leviathan embodied exploration, aspiration, mystery, and gluttony. The elaborate, gold clad staircase and multiple secret entrances keystoned by a front door passing under the open maw of an enormous statue of Calus head immediately established the tone of extravagance and interconnectivity within. Between multiple Raids and a uniquely twisted Season, its labyrinthian halls played host to numerous unforgettable moments in Destiny history. Working with the insanely talented team that brought the Leviathan to our players is among the most humbling and proudest achievements in my career. Andrew Hopps Creative Lead Bungie I joined Bungies Raid and Dungeon Team after spending thousands of hours falling in love with the game. All great stories have their climatic moments, and the monolith of a raid that became Salvations Edge was just that. This raid easily had the highest stakes and expectations of players, including myself as a fan. For those who have experienced it, the Verity Encounter is one of the most difficult, influential, and unique raid encounters ever made. To me, thats what Destiny Raids are. The peak of gaming. The pinnacle of puzzle solving, teamwork, build-crafting, storytelling, and art. Christian Chojnacki Senior World Artist Bungie The Final Shape strike, Liminality, was my first major contribution to Destiny my favorite franchise of the last decade. It was an absolute blast working to visually realize the many stories and themes throughout the experience while helping to create such a fun and enjoyable activity. The image I chose is the culmination of so many of those little stories and lore bits I contributed to and a space I collaborated with activity design endlessly on to make it an incredibly memorable encounter. Craig Mesaros Staff World Artist Bungie The Almighty was pretty impactful for me as an artist. It was one of the first times that I was given free roam to own a high profile mission line in collaboration with an awesome designer (Daniel Grafstrom). I was pushed to deliver on an over the top explosive journey, and I felt that we all delivered on it. Overall it was one of my favorite things that Ive ever worked on, and everyones contributions just clicked. (Mick Jundt, Mark Goldsworthy, Eric Cassels, Ryan Kamins, Andy Xiao, Jeremy Baldwin, Andy Kreutzer) Ed Brennan Staff World Artist Marathon Bungie Having the opportunity to help build the Shattered Throne was a special highlight for me as an artist in my career at Bungie! I still remember the first time Brendan Thorne, the lead designer of the experience, was approaching people about this new idea he had to introduce dungeons as an activity to Destiny 2. I was so excited to flesh out this unique vision and was given a level of creative control over the visuals and layout that I had not yet experienced at the time. This was an incredibly daunting challenge to me but our excitement going into this project and our shared love for difficult games with puzzling spaces and mechanics really synergized and ended up being one of my most fondly looked back memories working on the franchise. Eve Astra Staff World Artist Marathon Bungie Savathuns Hive have stolen the Light. We must invade her Throneworld and take it back.That was the pitch. Throneworld was such an exciting idea, and the creativity and freshness the team was able to produce still astounds me.Seeing the bell atop Savathuns palace, fighting to the summit, and being greeted by silence, except for the ominous tolling overhead; out of so many iconic moments, this one is my favorite for how simple but impactful it is.It took a whole team of talented and passionate developers to make this release so special. Im proud of and grateful to everyone involved. Marc Thompson Staff World Artist Bungie Working on Warlords Ruin felt like a love letter to the fantasy aspects of Destiny. From the start it seemed to strike a chord with the RAD team, inspiring so many talented people to cook up something special. I was responsible for spearheading environment art for the dungeon. From building the mountain castle, and sending players to jail, to the surprise blight traversal. Im proud of the RAD team and think we made a memorable experience for players. Ryan Baker Senior World Artist Bungie I spent some time modeling the mountain itself and tweaking its shaders. I also ended up making a climbing puzzle that players would soon find and climb half way up the mountain. I believe there was a collectible up there, and then they could jump off to the social space below. The art of the easter egg wouldnt come to fruition until released into the wild, when you could be in the social space and see and hear a player every once in a while comically fall to their death. Tyson Allen Staff World Artist Bungie Vista Artists Weston Jones Vista Artist Bungie This was a really fun piece to create. Wondering what lead to the abandoned buried city and combining that with the austere frozen world of Europa really connected for me. It is a place I want to spend time in and explore. It was especially fulfilling to then finally realize the concept in the Beyond Light vistas. This has made and continues to make Destiny so compelling to work on in how the relatable is mashed with the alien. Mark Goldsworthy Vista Lead Bungie Pyramid ship interior skybox for Vow of the Disciple, one of my all-time favorite backgrounds. Eric Cassels Staff Vista Artist Bungie Lighting Artists The Moon will always hold a special place in my heart. After shipping Forsaken in 2018, I relit a few areas from Destiny 1s Moon destination as a prototype. My goal was to prove that a fresh coat of paint, or in this case Lighting, could bring the location up to current day standards. As images of these re-lights began to circulate around the studio, excitement grew about the potential of bringing the Moon back in a future release. This work eventually evolved into the Shadowkeep release. Ive carried this with me over the years as a personal win and evidence of the power of Lighting in games. Mike Poe Senior Lighting Lead Bungie Getting to collaborate with the talented Dungeon and Raids team on Duality was a privilege taking an existing palette set like the Leviathan and running with the dream logic of the space was a ton of fun as we thought about how to represent the character of Calus in an untraditional space. It was a highlight of my time at Bungie, where the skill, enthusiasm, and ingenuity of my teammates I worked with really fueled my excitement to help create something unique and memorable for this season! Adam Alexander Senior Lighting Artist Bungie Im proud of a lot of the work I shipped with The Final Shape but this room feels notable in that its where a lot of the early ideas for how wed approach shape language with lighting really came together for me. From here, a lot of the ideas for the rest of the strike began to click into place. I also do have a personal connection to caves with my background in spelunking when I was younger and getting to work in some caverns for this release was a real highlight. Danny OHailey Senior Lighting Artist Bungie I loved lighting the aquarium HELM wing in Season of the Deep. This HELM wing was a particularly complex collaborative effort between lighting, world art, design, VFX, and NPCs. (Environment art by Todd Juno.) Fans positive reactions to the aquarium truly made my day. I was greatly inspired by the aquariums in Mass Effect 2 and Animal Crossing. Its an honor to have added another aquarium filled with collectibles to video game history. Heather Parsons Lighting Artist Bungie I really love this piece and composition of the frame. Pulling the player forward and down into a space that is reaching up towards the player. As a final secret activity line for players I was excited to help establish the visuals for the space, and make it a memorable moment for the expansion and Destiny 2. Justin Mayle Senior Lighting Artist Bungie I chose this image from the Macrocosm environment in the Root of Nightmares raid. RoN was truly a visually beautiful raid. Raids and Dungeons have been both challenging and exciting to work on as a lighting artist. Its always exciting to see what new content and theme the team have come up with. Every time Im impressed by their ideas and new visuals. Ive gotten the chance to work with many amazing artists, designers, and other collaborators along the way. I always look forward to watching the World First Race for each raid release. Lani Ming Lighting Artist Bungie In Shadowkeep we introduced the long-teased Pyramids, and I was tasked with lighting its cryptic halls. We had a very truncated timeline to explore the art style of this brand new species and we knew it needed to make an impact. There was no prior art for the space, so I collaborated closely with super-talented world artist Marc Thompson in finding the environments voice. Im incredibly proud of the stamp we were able to place on the beginning of the climax to the Light and Dark saga. Madison Parker Lookdev Lead Marathon Bungie Hows your sister? Cayde-6 Ryan Kamins Lighting Lead Marathon Bungie This gorgeous environment created by the Raid team, gave me a chance to do something uniquely interesting with the lighting. I imagined that the room would have been brightly lit from the center of the ceiling until the Taken Blight absorbed most of the light, and then diffracted what remained into a small portion of the visible light spectrum. It sticks out in my memory because it was bonkers, and fun to do! Thad Steffen Senior Lighting Artist Bungie I had the honor of lighting part of the Cayde-6 and player reunion cinematic for D2s The Final Shape expansion. Being the first shipped cinematic I worked on at Bungie as well as my first annual expansion, I never expected to get the chance to light the legendary Cayde. I found this shot of his familiar frame against the distinct landscape of the Pale Heart destination impactful and it could only happen through the combined effort of many different people and disciplines. Tho Tran Associate Lighting Artist Bungie Hard Surface Artists Probably my personal favorite weapon I made for Destiny 2. I felt I had a lot of creative input to make the idea more of my own on this one, as well as having more affinity for conventional/historical weapons. Elliot Davis Hard Surface Artist Bungie The Theoretical Endothermics trace rifle was one of the first ornaments I had the pleasure of creating. For me this encapsulates an artistic journey from my early days here at Bungie all the way up until now. Having the opportunity to be a part of such an incredible art team as ours is nothing short of a dream come true. Chase Markham Hard Surface Artist Bungie I chose Buried Bloodline because not only was it my first exotic weapon I had the privilege of working on, it also remains one of the more novel-looking weapons in Destiny. It has a very understated, ancient, almost medieval look to it that I really love. Max Osta Hard Surface Artist Bungie I had an opportunity to work on Winged Wolf skimmer, which was a new vehicle type introduced in Destiny 2 during Guardian Games 2024.Since Winged Wolf skimmer was the first skimmer we had developed, not only as an artist but also as a game developer, it was a memorable experience.Artistic choices I had to make and personal input I gave on this skimmer, I cherish the experience, and I am proud of the result.And I will never forget our players first reaction when we announced the skimmer. Thank you. Ryan Choi Staff Hard Surface Artist Bungie Animators I had the honor of working with Design and VFX to create a Last Stand performance for Crota as part of the Crotas End Raid Reprise. Originally a callback to Crotas iconic kneeling pose, we pivoted towards an animation demonstrating his mastery of the blade. After consulting with animators who worked on the original Crotas End and Kingsfall raids, I believe the shipped content tells Crotas story as the son of Oryx and provides a memorable experience for both returning and first-time raiders. Brian Wang Animator Bungie This piece is the Prismactic acquisition moment. I chose this action because its one of the most visceral and powerful moments of our player gaining an ability that we have ever attempted. It was an intense collaboration between every team involved in our sandbox development, and is something we are incredibly proud of. Animation by Doug Magruder with FX by Jay Bakke and Camera by Sam Dunn. Doug Magruder Animation Lead Bungie While I was working in the NPC space for Lightfall, I had the opportunity to help out on some finisher content. Strand was coming out that year and already had some amazing visual language set by the team, so I wanted to make sure I delivered on that fantasy. Thread the Needle is personally special to me because it was my first player sandbox animation, which eventually led to my decision to join the team. VFX by Ben Platnick Gretchen Grasshoff Animation Lead Bungie I chose this performance because it helps stage all other emotes while putting yourself into the fun! Jacob Hinds Staff Animator Bungie Forsaken was a special moment in Destiny Caydes death became the catalyst for a memorable player journey, but also our first opportunity to tell an evocative, meaningful story inside the game. And for me, this release meant supporting our cinematics team as we delivered visual storytelling that set a high mark for the franchise. Nearly every cinematic artist contributed to Caydes final moments, along with friends in character art, lighting, and audio. Caydes last words remind me that my work is made better by collaborating with others and that were only as good as the way we treat one another. In the end, all we have are the people we love. Jim Levasseur Incubation Art Lead Bungie Primary Animator for Hive Wizard 2013. I chose the Hive Wizard out of the past 14 years because combining animation layering, posing and runtime information with throttle, velocity, and acceleration inputs changed the way I think how to create a cohesive character. This led directly to more complete and responsive characters, player abilities and vehicles like the Hive Wizard, Cabal Warbeast, Guardian Movement Modes and Abilities, the Players Sparrow, Skimmer, Cabal Interceptor and Fallen Pike. Matt Kelly Principal Technical Animator Bungie Bosses & Combatants Animation Lead-2023Im excited to share this early exploration of the Witness Raid boss in The Final Shape.Early on in developing the Witness Boss, a big challenge was how will this large and powerful boss interact with players? Wed been exploring the Arms coming through a portals, but this was the first exploration transforming the Arm into something more abstract.Using several versions of our Arm rig I tried to imagine this kaleidoscope and fractal inspired transformation. This piece really resonated with the team and it wasnt long before we hard a 6 arm rig to make this real in game; and its really neat seeing how many of these ideas made it to the final product. Nathan Ross Animation Lead Bungie My shots from the Season of Dawn campaign in Destiny 2. This being one of the few cinematics we did with motion blur in post, it was a lot of fun. Nick Whitmire Cinematics Animation Lead Bungie VFX Artists The Crux of Darkness is a large, inverted pyramid object which mysteriously appears on Europa. To add to the mystery of this hulking, static object, I wanted to add a unique res-in and res-out treatment. After using a standard dissolve and some GPU particles, I decided to add a random little shimmer of particles along the sides to add more interest and mystery. Once I saw how similar the Stasis locks were, I knew those had to have the same res-out treatment as well.As a recognizable shape in the skies over Europa, I feel the crux appearing and disappearing is an iconic part of the Destiny lore. Eric Greenlief VFX Discipline Lead Bungie A confluence of Light and Darkness mixing together into something new a well of Prismatic energy. The main challenge was mixing three very distinct visual languages and making sure they all belong together and feel balanced. The well and the rest of the subclass acquisition performance was a huge collaborative effort involving VFX, world art, lighting, UI artists, designers and more, overall taking us more than a month to get just right. Artem Sorokin Senior VFX Artist Bungie Most of my time working on Destiny has been in the player abilities area as a Visual Effects Artist. This compilation focuses on the pivotal moments when players regain their powers in Destiny 2. Creating this cinematic was an incredible opportunity to reimagine gameplay visual effects with greater detail and unique performances. Collaborating with team members to bring these powerful moments to life has always been a rewarding experience. Dave Samuel Art Director Bungie This was the first big raid asset I ever worked on and I MAYYYY have put more time into it than I should have. I learned so much while making this and it really set the foundations for all the work Ive done for raids and dungeons. Plus, all that extra time just made it look so cool! Dillon Herick Senior VFX Artist Bungie Riven is an amazing boss full of memories for me from both a VFX and engineering perspective. I think back to the team and how we gave it our all to make something so over the top and special. And through that process, I made some lasting friends as well. Glenn Gamble Staff VFX Artist Bungie This is the prismatic acquisition performance. The goal of this was to channel the raw power of both light and dark energy, harnessing it within the player to form a new type of energy called Prism. This utilizes particle effects, distortion and lighting techniques. It required a very close collaboration between VFX, animation and camera design. Credits: VFX Jay Bakke, Animation Doug Magruder, Camera Design Samuel Dunn Jay Bakke Staff VFX Artist Bungie I chose for my featured piece Destinys first exotic weapon, Thunderlord. When approaching the treatment for these hero-class assets, we didnt exactly know how wed portray their benefit or difference over other weapons, only that they had to be extra, and that each would receive special treatment whether that be through design, hard surface, animation, audio, visual effects, or some combination.Ten years and 120+ exotic weapons later, Thunderlord represents the cornerstone in an ever-evolving arsenal filled with magic, science fiction, and firepower. Mark Flieg VFX Art Lead, Rewards Bungie Reflecting on years of working on Destiny and Destiny2, it is the shield pop and health states that stick in my mind. The video is from exploratory work on the shield pop for D2. I start to write out all the details and realize I need to summarize: At the time this video was taken we did not yet have technology in place to draw particle vfx attached to the 1st person view. The exploration in the video was a workaround. In the video the guardian walks backward as the 3rd person vfx performance is dropped into view. I remember trying this and being surprised. Thinking: this looks cool! Immediately wanting to share it and find a way to make it real. Matt Dudley VFX Art Lead Bungie Vault of Glass has always held a special place in my career. Prior to Bungie I didnt have experience with creating VFX. I took an interest to the work happening around me and started asking questions about how some VFX were being made. The VFX artists were kind enough to answer questions. This all eventually led to being trusted with creating shaders of my own. One of those shaders being the backdrop to Vault of Glass. This was a turning point for me. During the work on this VFX artists started asking me how it was being made and it felt great to be able to give back to all of those who helped me. Mike Stavrides VFX Lead Marathon Bungie Right from the start, Song of Flame was meant to be a nod to the old Sunsingers Radiance super, while still being something fresh and exciting, so we traded the wings for a solar eclipse style halo effect to create its new signature look. The warlock is no stranger to summoning elemental allies, so we leaned into that idea of being this kind of fiery falconer, adding burning wings to the new grenade that would swoop about the battlefield, divebombing your foes. Zach Jaquays Senior VFX Artist Bungie On Curse of Osiris, one of my tasks was making the portal into the Infinite Forest. I created some cool motion via vertex animation (with the help of Glenn Gamble) that felt both organic and mathematical at the same time. It ended up becoming the key art for the expansion release and we even made a t-shirt with the portal design on it that I wore proudly! Id never made anything that was directly turned into posters and t-shirt designs before! Sam Arguez VFX Art Lead, Activities Marketing Artists In 2019, when Bungie became a self-publisher, we seized the opportunity to bring our key art creation back in-house. Over the years, Ive had the privilege of both art directing and crafting key art for Destiny 2. One of my favorite projects is the key art for The Witch Queen expansion. For this piece, I utilized 3D source assets, Quixel, KeyShot, and Photoshop to bring the vision to life.The artwork tells the story of three Guardians immersed in the swampy terrain of the Throne World, surrounded by the ominous presence of Savathn and her Hive Guardians.Take a look at the behind-the-scenes breakdown to see how it all came together. Joseph Biwald Marketing Art Director Bungie UI Artists Working on UI/UX makes it difficult to encompass your efforts into single images but one of the areas I felt where my impact was left on the IP long term was the style of 2D iconography which I helped define when I joined the UI team way back in 2012. The subclass ability icons had to play on a mix of simplicity for readability at small sizes but also to bring in the minimalist graphic design principles set by art direction. Its cool to still see these in use 10 years later and have current visuals designers riff off of them and expand on the language I tried to bake into each element/class. Ryan Klaverweide Lead Visual Designer Bungie The post Bungie 10 Year Destiny Art Blast appeared first on ArtStation Magazine.
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    Fourteen Job Hunting Tips for Animators From Our Annecy Panel
    Looking to land your first job in the animation industry? Check out these top tips for job-seeking animators.Taken from the Epic-hosted panel From Pixels to Paychecks: Crafting Your Portfolio to Land Animation Job Opportunities at Annecy International Animation Film Festival, this blog offers invaluable insights on everything from what hiring masters are looking for in portfolios to the best ways to impress at interviews.PanelistsDave Mullins, CCO of ElectroLeagueJimmy Calhoun, Chair of 3D Animation and Visual Effects at the School of Visual Arts, New York CityCamille Eden, VP of Recruitment and Talent Development at NickelodeonTip #1: Get a foot in the doorYou might land your dream animation job as soon as you leave college, but its unlikely. Opportunities in the industry can ebb and flow, and you could enter the market in a lean period.So it can be worth taking a tangential role, particularly if its at a company youd love to work for.VP of Recruitment and Talent Development at Nickelodeon Camille Eden recounts how she got a job coordinating security at ILM. It wasnt the art director role she had her heart set onbut the role did see her liaise with people from across the business.Building those contacts eventually led to an opportunity to try out as a production assistant, and she was in the game.Getting a foot in the door is only a viable strategy if you put in the hard yards outlined in the next tip, however.Tip #2: Network and communicate your intentCamille didnt get a job in the security department and leave it at that. She networked tenaciously with employees in other departments across the businessparticularly those in which she was interested in working herself.Critically, she was curious, she asked questionsand she let it be known that she wanted to work in production.A foot in the door gives you an opportunity. To capitalize on it, youve got to put yourself out there, build the right contacts in the right departments, and make it clear where you want to be.ArtStation Portfolio of Hugo Aubert, Freelance 3D character artistTip #3: Show passionParticularly for folks early in their career, recruiters are looking at more than just the quality of your work.More than anything, theyre on the hunt for candidates with passion. Camille explains that while its important to have the skills to do the job, its not just about being the most artistically-gifted candidate.Hiring managers are looking for you to demonstrate problem-solving, showcase your aesthetic, and prove you have the eagerness to learn.You might not have a ton of work on paid jobs to show in your portfolio, but you can show passion by including projects youve done off your own backparticularly those that demonstrate a particular skill or art style youve been trying to master.Jimmy Calhoun, Chair of 3D Animation and Visual Effects at the School of Visual Arts in New York City, adds that your portfolio is a way to showcase your personal journey.If Im putting my work in front of these people, this is my chance to tell them who I am, what Im passionate about, and what my visual thinking process is, he says.Tip #4: Ideas are more important than pretty picturesUnderstandably, animators starting out can have a tendency to have laser focus on producing beautiful final pictures.If you end up there, thats great. But of equal value to hiring managers is to get an insight into your working process.We really want to see how you got the picture, says Camille. What did you think about? Did you have thumbnails? Did you sketch? Did you draw it out?Demonstrating your process is important because it sheds light on the layers underneath the final resultand in a studio environment, where youre required to take direction and refine your work, that iterative process is a big part of the job.CCO of ElectroLeague Dave Mullins makes the same casepretty pictures arent the be-all and end-allbut from a different angle. He says studios are on the lookout for great ideaseven if the execution is a little rough.What we were looking for at Pixar was, is there a spark of an idea here? he explains. Is a personality on screen? And it could be super rough. Pretty pictures are great, but an idea is better.Tip #5: Try to find the right fit for youWhen applying for roles, do your research: find out the type of work that studio produces. Focus on the places that are the best fit for you: those that align with your visual thinking process and passion.Its fine to be all about blood and gorejust dont apply to Disney or Pixar and expect a phone call.ArtStation Portfolio of Pablo Munoz Gomez, Concept artist, 3D sculptor and educatorTip #6: Check your ego at the doorYouve finished your portfolio, impressed a recruiter, and bagged an interview. Congratulations! Now the hard work starts.Dave reveals that the number one factor they looked for at Pixar in interviews was what the person would be like to work with. There are so many incredibly talented people that we turned away because we just didnt want to work with them, he says. We wanted people that are going to work together as a team.As well as being a team player, theyd look for people with a desire to learn who could leave their ego at the door. If its somebody thats hungry, theyre eager, they want to learn, they express thatthats the best thing when youre hiring. That wins the day, over anything.Camille adds that when it comes to the sorts of people hiring managers are looking for on their team, its people who can work with other people, who can communicate, and who can listen.So to smash the interview, think like a team player, show your enthusiasm to learn, and be humble.Tip #7: Teamwork experience is as important as artistic experienceTalking a good teamwork game in an interview is one thing, but being able to show evidence of it is another level.While in education, you can build a wealth of teamwork experiencewhich you can and should pull out of your back pocket in interviews. Its important to find your people, be collaborative, do projects together, and learn what its like to work on a team, says Jimmy.For introverts, this is an opportunity to practice putting yourself out there, communicating, and building connections.Extroverts might find the initial social aspect of project work easybut should take the chance to practice not being the one to dominate the room (remember: interviewers are looking for team players).As Camille says, youre creating your first network in education; she got her first job at ILM through a friend from film school.Tip #8: Nailing the pitchAt some point in your career, you might have to pitch a story.With over 30 years experience in the industry, Dave Mullins has pitched many. In the early days, hed put together a big pitch deck and try to get every word right.Inevitably, the pressure of pulling this off perfectly often led to him messing it up.His top tip for nailing pitches is to write the script, put the deck together, and read it through until you know it inside out. Then, delete all the text except for a keyword or two on each slide and tell the story in the moment while youre presenting.I dont worry if I get every detail right, he says. I tell it. And if I forget something, I just go, oh, I forgot a thing.Tip #9: Embrace the critiquing processAs an animator, your work will regularly be picked apart, and youll be offered suggestions for improvements.New animators can sometimes find this process difficult.Jimmy urges new animators to remember that supervisors and colleagues are critiquing the worknot you personally. Its not about you, he says. Its about improving the work. And everybody there has the same desire of helping you make the work better.It can be hard to catch everything when youre receiving feedback on the spot. Write notes down so you can remember it all later.Analyze the problems that have been identified in your work and think about how you can solve them. Often, people will suggest solutions to the issues they might have spotted.You dont have to accept the solution suggestedbut its worthwhile thinking about what theyve seen and how you might find your own way of addressing it.When it comes to critiquing the work of others, approach the situation with kindness and sensitivityand remember that offering feedback is a good way to improve your own craft, too.Constantly thinking about what you like and what you dont like helps you hone your animation instincts. What worked? What can you borrow for your own process?Tip #10: Putting forward your own ideasWhen a supervisor asks you to make a change to your work, you should do it even if you have a better idea.One thing you want to be really careful about is, if you get specific direction and you do something completely different because you think its a better idea, it might appear that youre not following direction, says Dave.He explains that when hes been in this situation in the past, hed first do what the director had asked and hit all the notes.Then, hed do an alternative versionmaybe one shot, maybe three different iterationsand provide that alongside the version the director had asked for.It was really great for the director because they go, OK, I see that you got my note, but this thing is really cool over here. And this is actually a better idea, says Dave.He points out that these can just be sketches and rough ideasit doesnt have to be perfect.ArtStation Portfolio of Zacharias Reinhardt, 3D Artist / Founder & Lead Instructor at CG BoostTip #11: Consider small studiosand elsewhereThe animation industryand the wider entertainment in generalhas gone through a tumultuous time over the past year. Weathering strikes, layoffs, and canceled productions, the industry feels in a state of flux.Dave says that out of this difficult period, one positive development is that a number of smaller studios are starting to bubble up. These studios need animatorsand theres still an insatiable and ever-growing appetite for animated content.So while it may look hard to win a place at one of the bigger studios, its well worth looking at smaller studios and cutting your teeth there.Camille goes a step further and encourages graduate animators to think outside the box entirely. Think animation-adjacent, she says. Dont just focus on the big studios. Look at advertising. Look at consumer products. These are all roles that have creative opportunities or businesses that have creative opportunities where you can hone your skills and keep practicing your craft.Tip #12: Be chill with recruiters when sending in portfoliosBe respectful of boundaries when youre waiting to hear back from recruiters. Avoid emailing and phoning every day to check on your applications progressthe hiring manager can have thousands of portfolios to go through: theyll get to yours.If you get an interview, be aware that the studio might be meeting a number of other candidates alsoit can take days, weeks, or even months to be called up for your turn. Its OK to reach out a week or two later, but not every day, says Camille.Lastly, do not reach around and try to obtain the contact details involved in the hiring processits not a good look.Tip #13: Approach unpaid internships with cautionUnpaid internships are a tricky subject. The general consensus on the panel is that if you do take them, it should be for a limited time.You are worth money, says Jimmy. You have value. And you dont want to undervalue, because that just hurts all the other artists.Camille advises that graduates shouldnt feel awkward about discussing remuneration. Dont be shy to talk about money, she says. Be upfront about it.Sointernships for a limited time, and then dont give your talents away for free after that.Tip #14: Getting onto a specific projectFound a project youd love to be a part of? When applying to the studio working on it, it can be a good idea to include elements of that project in your art.Dont only include work in that style howeverthe studio will want to see that you can produce a range of styles (or once the projects done, what are they going to use you for?)Looking for your first job in animation? Start building your portfolio today on ArtStation. Get started here.The post Fourteen Job Hunting Tips for Animators From Our Annecy Panel appeared first on ArtStation Magazine.
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    Ubisoft Skull and Bones
    It is an immense privilege to represent the incredibly talented art team behind Skull and Bones as we embark on this exciting journey. Crafting a visually stunning and immersive pirate world has been a labor of love for each and every member of our team. From the initial spark of an idea to the final polished asset, every artist has poured their heart and soul into bringing this world to life.Our goal was to create a world that not only looked stunning but also felt authentic. We wanted players to be immersed in the brutality of pirate life while also experiencing the thrill of the unexpected. Working with experts, we researched historical details and blended them with fantastical elements to craft a truly unique world.We brought to life characters that are both formidable and relatable, ships that are as functional as they are beautiful, and environments that are as treacherous as they are alluring.With the launch of Season 3: Into the Dragons Wake, were thrilled to showcase the evolution of our art style and the expansion of our world. This Art Blast is a testament to our teams dedication and creativity. We invite you to explore the depths of our artistic process and discover the stories behind the visuals.Lets celebrate together the culmination of countless hours of hard work and artistic expression!Live long and long live piracyAndie SulistioArt Director, Skull and Bones Art Direction Kobe Sek Yong Kai Expert Concept Artist Ubisoft Singapore Concept Art Liew Yu Liang John Concept Artist Ubisoft Singapore Tan Guang Yu Senior Concept Artist Ubisoft Singapore Gerald Recidoro Concept Artist Ubisoft Philippines Harshanand Singh Senior Concept Artist Ubisoft Mumbai Jason Foh Xik Yang Concept Artist Ubisoft Singapore Long JunHong Concept Artist Ubisoft Singapore Gabriel Loo-Carre Zheng Long Junior Concept Artist Ubisoft Singapore Li chun lei Senior Concept Artist Ubisoft Shanghai Jillian Young Concept Artist Ubisoft Philippines Ren Gomos Concept Artist Ubisoft Philippines Patricia Kate Cruz Senior Concept Artist Ubisoft Philippines Yashaswi Karthik Senior Concept Artist Ubisoft Mumbai Francis Goeltner Associate Art Director Ubisoft Mumbai Simons Saha Concept Artist Ubisoft Mumbai Subashri Ravilla Concept Artist Ubisoft Mumbai Sina Hayati Senior Concept Artist Ubisoft Cheng Du Character Artists Kaori Furusawa Senior Character Artist Ubisoft Singapore Ali Jalali Senior Character Artist Ubisoft Singapore Wu Danhui Senior Character Artist Ubisoft Shanghai Sharad Jaiswal Senior 3D Artist Ubisoft Mumbai Rochelle Siqueira Junior Character Artist Ubisoft Mumbai Aditya Dornal Character Artist Ubisoft Mumbai Rahul Solanki Character Artist Ubisoft Pune Akriti Ghosh Junior Character Artist Ubisoft Mumbai Mark Kenneth Hitosis Lead Character Artist Ubisoft Philippines James Nikko (JN) Dizon Associate Lead Artist Ubisoft Philippines Rafael de los Reyes Character Artist Ubisoft Philippines Megan Lee Junior Character Artist Ubisoft Singapore Ship Artists Jia Jun Haw 3D Artist Ubisoft Singapore Eileen Liu JieYi 3D Artist Ubisoft Singapore Jewell Koh 3D Artist Ubisoft Singapore Choon Hian Loh Procedural Artist Ubisoft Singapore Francis Faurillo 3D Artist Ubisoft Philippines Nico Saberon Artist Ubisoft Philippines Joshua Malanyaon 3D Artist Ubisoft Philippines Environment Artists Audrey Wong Lead Level Artist Ubisoft Singapore Alejandro Jareno Lead Level Artist Ubisoft Singapore Nicole Phang Level Artist Ubisoft Singapore Nicholas Dinesh Junior Level Artist Ubisoft Singapore Nicholas Wong Junior Level Artist Ubisoft Singapore Jed Pascua Associate Lead Artist Ubisoft Philippines Nissi Gatan Associate Lead Artist Ubisoft Philippines Warren Libod Junior 3D Artist Ubisoft Philippines Bhaskar Saikia 3D Artist Ubisoft Mumbai 3D Artists Tyler Pinchart Associate Lead Artist Ubisoft Philippines Mark John Solver Junior 3D Artist Ubisoft Philippines Rikki Mae Moreno 3D Artist Ubisoft Philippines Dominic James Barrios Junior 3D Artist Ubisoft Philippines Allan Raymond Tan 3D Artist Ubisoft Philippines Nika Perez 3D Artist Ubisoft Philippines Riggle Sun Xiao Yu Junior 3D Artist Ubisoft Singapore Al Lopez 3D Artist Ubisoft Philippines Aditya Joy 3D Artist Ubisoft Mumbai Samar Sonone Senior 3D Artist Ubisoft Mumbai Dnyandeep Popatkar Senior 3D Artist Ubisoft Pune Mayuresh Sawant Senior 3D Artist Ubisoft Mumbai Dipika Patil 3D Artist Ubisoft Pune Jijo Thomas Lead Artist Ubisoft Mumbai Mridul Sharma Expert 3D Artist Ubisoft Mumbai Nirmit Garg Senior Character Artist Ubisoft Mumbai Veerendra Deshpande Lead Artist Ubisoft Pune Rohit Vedula 3D Artist Ubisoft Pune Saprem Kini Level Artist Ubisoft Pune Sarosh Chinoy Junior 3D Artist Ubisoft Pune Balwant Dewasi 3D Artist Ubisoft Pune Dong Nguyen Minh 3D Artist Ubisoft Da Nang Dat Nguyen Xuan 3D Artist Ubisoft Da Nang Khanh Dang Huu Hoang 3D Artist Ubisoft Da Nang Diep Ngoc Tran (Zee) 3D Artist Ubisoft Da Nang Texture Artists Russell Benjamin Chua Senior Texture Artist Ubisoft Singapore Vishal Deokar Senior Texture Artist Ubisoft Pune Chun Wei Ong Texture Artist Ubisoft Singapore Lighting Artists Krystle Yeoh Lead Lighting Artist Ubisoft Singapore Wei Jian Wong Senior Lighting Artist Ubisoft Singapore Leow Zi Ting Lighting Artist Ubisoft Singapore Christina Mong Senior Lighting Artist Ubisoft Singapore VFX Artists Yuki Zeng Senior VFX Artist Ubisoft Singapore Charis Boh Kai Ling VFX Artist Ubisoft Singapore James Ow Junior VFX Artist Ubisoft Singapore Brand / Illustration / UI Artists Deepak Mahakad Senior 2D Artist Ubisoft Pune Julian Kok Joon Wen Art Director Ubisoft Singapore Jasmin Tan Marketing Artist Ubisoft Singapore Gek Luan Koh Junior Marketing Artist Ubisoft Singapore The post Ubisoft Skull and Bones appeared first on ArtStation Magazine.
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    Rocksteady Studios Suicide Squad: Kill the Justice League
    Suicide Squad: Kill the Justice League is a game about unlikely characters taking on an impossible mission in an iconic city thats been ravaged by an invasion. Building our version of Metropolis was one of the most intricate and rewarding aspects of the project. A location that has existed in popular culture for close to 85 years, the City of Tomorrow has been realised in the game with a significant level of scale and detail. Our Metropolis is the culmination of years of work and many talented artists and designers who crafted our skylines, filled the world with DC history, and fused architectural styles to create a sense of timelessness. As a game environment, we built this city to flow and act as a playground for the Suicide Squads chaotic personalities and their uniquely powerful Traversal Gear.At the heart of the experience is the Suicide Squad. Our lovable group of DC Super-Villains find themselves tasked with taking on the Justice League, who have been corrupted and turned against the planet they once swore to protect. In an effort to capture the emotion and humour of our conflicted cast, we felt compelled to push our character models to the limit. Facial rigging and animation, photogrammetry, and our own bespoke texture layering system all combine to create incredibly detailed representations of these characters. The volume of art that we make for games on this scale is truly humbling when we stand back and look at it, and we are thrilled to be able to share this document of the project with our community. We hope that you find inspiration somewhere in the many thousands of hours of care and dedication that went into this game. From David Hego, Albert Feliu, Glen Saberton, Andrew Stewart, and all of us on the Art Team at Rocksteady Studios. Seid Tursic Lead Character Artist Rocksteady LTD David Richardson Advanced Character Artist Rocksteady LTD Pablo Hoyos Isusquiza Advanced Character Artist Rocksteady LTD Lois Starkey Character Artist Rocksteady LTD Faye Meadows Character Artist Rocksteady LTD Matthieu Chollet Expert Environment Artist Rocksteady LTD Mathew Ho Advanced Environment Artist Rocksteady LTD Danny Hull Advanced Environment Artis Rocksteady LTD Chase Long Senior Environment Artist Rocksteady LTD Davide Beghetto Concept Artist Rocksteady LTD Harry Rowland Concept Artist Rocksteady LTD Aleks Jankowska Senior Environment Artist Rocksteady LTD Nic Belliard Senior Environment Artist Rocksteady LTD Samuel Trumper Senior Environment Artist Rocksteady LTD Sebastian Bubu-Oppenheimer Environment Artist Rocksteady LTD Shawn Spetch Lead 3D Artist Rocksteady LTD Pawel Ptaszynski Senior 3D Artist Rocksteady LTD Abelardo Polonio Expert Lead Lighting Artist Rocksteady LTD Ashley McKenzie Advanced Lighting Artist Rocksteady LTD Catalin Bercea Weapons and Props Artist Rocksteady LTD Emilia Pitkanen Junior Weapons and Props Artist Rocksteady LTD Niklas Heller Advanced Weapons and Props Artist Rocksteady LTD Airam Hernandez Advanced Weapons and Props Artist Rocksteady LTD The post Rocksteady Studios <br/> Suicide Squad: Kill the Justice League appeared first on ArtStation Magazine.
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    Remedy Entertainment Alan Wake 2 Art Blast
    Returning to the world of Alan Wake has been a shared dream across the team at Remedy Entertainment. When we finally got the chance to make a sequel, we poured everything we had learned during the wait into it, and weve all been thrilled by the enthusiastic reception of this strange and ambitious game.Atmosphere is everything in a horror game, and in a good work environment. In addition to the incredible individual skill on display here, it requires deep collaboration across various crafts for everything to come together successfully. This believable but quirky and supernaturally scary world is a testament to the creative collaboration and culture of trust within the team. Thank you to everyone who has been part of this.In the spirit of our games themes of creativity, we hope this behind-the-scenes glimpse will inspire you in your own upcoming artistic pursuits!Janne Pulkkinen Art Director Juhani Jokinen Senior Concept Artist Oliverdmark Senior Concept Artist Markus Luotero Senior Concept Artist Jenna Seikkula Concept artist John Crossland Principal Character Artist Olga Kotiukh Principal Character Artist Ankush Khare Senior Character Artist Mateusz Doktor Senior Character Artist Maiju Hrknen Character Artist Elias Frenckell Character Artist Daria Merkulova Gameplay Animation Ron Frlich Principal Hard Surface Artist Sebastian Schulz Senior Hard Surface Artist Pedro Amorim Senior Hard Surface Artist Maren Gerbach Senior Hard Surface Artist Alexandr Savciuc Hard Surface Artist Ciara Creagh-Peschau Foliage and Photogrammetry Artist Nazareno Urbano Lead Environment Artist Benjamin Lindquist Principal Technical Environment Artist Raja Ghosh Senior Environment Artist Anne-Lynn Sottas Senior Environment Artist Ajita Roy Senior Environment Artist Masao Ogino Senior Environment Artist Jeremy Cerisy Environment Artist JoseZapata Environment Artist SamuliJolkio Environment Artist Maikki Harju Environment Artist MatthiasPatscheider Environment Artist Sergei Panin Environment Artist Alex Schwartz-Rudd Environment Artist Mikael Kivi Junior Environment Artist AbigailJameson Junior Environment Artist George Phillips Senior Lighting Artist Geoffroy Calis Senior Lighting Artist Andrea Migliazza Lighting Artist Matija Maek Junior Lighting Artist Johannes Richter Lead VFX Artist Daniel Koczyk Senior VFX Artist Eline Slingerland VFX Artist John McKenna VFX Artist Pol Rius Casanellas VFXArtist Axel Furuvik Junior Technical Artist Anna Starosta-Muikku Graphic Designer / 2D Artist The post Remedy Entertainment Alan Wake 2 Art Blast appeared first on ArtStation Magazine.
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    ROCKFISH Games EVERSPACE 2 Art Blast
    Humankind has told stories about the stars for as long as weve looked up at them. Weve spun tales of the gods who walk there and heroes immortalized in these shining pinpricks of light. As our technology has grown, so have the bounds of our imagination and while we cannot yet reach the star systems that grow clearer with each advancement, science-fiction artists, writers, and game developers bring us joy by using their craft to speculate what wonders are out there among the cosmos.What you see here only scratches the surface on the art created for our space adventure. Development on EVERSPACE 2 began over six years ago as we first started putting together amazing concept art, cinematics, illustrations, and designs for the title. Building on the breakout success of our first game, we wanted this sequel to be bigger and bolder, and it shows not only in the final product of our efforts, but in all the art created for it. We were inspired by countless sources from literature, film, games, and even childhood dreams about astronauts and space. I hope our art and game inspires other artists in turn.Set thousands of light-years away, EVERSPACE 2 takes place in a far future where Humankind has met, traded with, learned from, and warred against multiple races. We have colonized new worlds and discovered ruins of long-lost civilizations. Though we have not beat many of the problems of today, humankind remains filled with hope as individuals seek better lives on the frontier.Space is bleak, unfathomable deserts of nothing between comparatively small star oasesbut in our imaginations it is filled with dangers, beauty, color and excitement. In our minds, space is where anything could happen. Our artists seized on this desire for spaceborn life to craft stunning visuals that populate our rich and abundant game world. We chose a balance between realism and stylization in order to achieve a unique look and feel, and also to meet our budget and team size.Curating these pieces was an incredibly difficult task as there was so much amazing work to pull from. The six artists featured have predominantly shaped and inspired the art of EVERSPACE 2there are of course more talents who have contributed to EVERSPACE 1 and 2 whose work I respect and wish we could have featured as well.Whether you are a fan of the EVERSPACE series or just love science fiction, I hope you enjoy the concept art, 3D models, environments, character and spaceship designs, VFX footage, and other content were sharing from the development of our game. If this wets the appetite, you can find more on our website and in our soon-to-be released Art of EVERSPACE 2 artbook.My thanks and eternal gratitude goes to our loyal fanbase, their support has been the most inspiring and rewarding experience for me and our team. Our journey isnt over and well have more to share in the future, but for now I invite you to dive into the concept art that defined our game visuals, design and lore. Please enjoy this interstellar journey through the Beltegrades.Uwe Wtherich, ROCKFISH Games Creative DirectorTobias Frank Lead Designer/Concept Artist ROCKFISH GamesMarco Unger Lead VFX/Environment 3D Artist ROCKFISH GamesMatthias Kummer Lead Vehicle Artist ROCKFISH GamesMalte Stange Lead 3D Assets Artist ROCKFISH GamesMoritz Manhart Illustrator & Animator ROCKFISH GamesJongwon Park (Former) Concept Artist ROCKFISH GamesThe post ROCKFISH Games EVERSPACE 2 Art Blast appeared first on ArtStation Magazine.
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    Ubisoft Assassins Creed Nexus VR Art Blast
    In Assassins Creed Nexus players can finally experience the VR fantasy of the Animus theyve been dreaming about for 16 years, and become the assassin in a fully featured, full length, AAA game, designed for Meta Quest 2 and 3.All of the classic Assassins Creed gameplay elements had to be completely reimagined, not just to work in mobile VR but also in first person. In addition to exploring the Animus, the game returns players to some classic Assassins Creed locations: Monteriggioni, Venice, Delos, Athens, and Boston, all originally built for very different console generations and evolving gameplay.This added up to a monumental challenge for the international team of artists, many of whom had never worked on either mobile chipsets or VR before.There were no shortcuts. All assets had to be hand crafted to fit the newly imagined first person gameplay and hardware constraints. It was a challenge that was daunting, exciting, surprising, and inspiring in equal measure, and one that the whole team stepped up to achieve. We pushed technological and graphical limits of wireless VR in ways never before seen or imagined possible.None of us will forget the experience of working on such a unique, groundbreaking project. It was a labour of love and we could not be more proud of the finished product.Welcome to the Animus!Art Directors Peter Grinbergs, Vincent Maury and Jack Couvela Gleb Vozgrin Concept Artist Ubisoft Dsseldorf Yashaswi Karthik Concept Artist Ubisoft Mumbai Ashish Nade Senior Concept Artist Ubisoft Pune Ryan Teo Concept Artist Ubisoft Dsseldorf Chandra Sekhar Poudyal Senior Concept Artist Ubisoft Mumbai Damir Ambrisak Level Artist Ubisoft Belgrade Pavle Kostic Level Artist Ubisoft Belgrade Tobias Brhl Lead Environment Artist Ubisoft Dsseldorf Victor Denoncin Junior Environment Artist Ubisoft Dsseldorf Inna Strelkova Environment Artist Ubisoft Dsseldorf Gareth Johns Lead Environment Artist Ubisoft Reflections Kevin McKenna Senior Environment Artist Ubisoft Reflections Gareth ONeill Senior Environment Artist Ubisoft Reflections Oscar Nacher Senior Environment Artist Ubisoft Reflections Vincent Joyal Expert Environment Artist Ubisoft Berlin Alessio Colabianchi Environment Artist Ubisoft Dsseldorf Mika Kuwilsky Environment Artist Ubisoft Montreal Viktor Korneliuk Senior Environment Artist Ubisoft Dsseldorf Malik Razik Environment Artist Ubisoft Reflections Jack Couvela Senior Art Director Ubisoft Reflections Dmitrii Strelkov Senior Lighting Artist Ubisoft Dsseldorf Harley Wilson Lighting Artist Ubisoft Reflections Ritesh Gupta Lighting Artist Ubisoft Reflections Miroslav Gajovic Level Artist Ubisoft Belgrade Vladimir Turan Level Artist Ubisoft Belgrade Cody Scott Senior Environment Artist Red Storm Magdalena Proszowska Expert Concept Artist Ubisoft Dsseldorf Diego Sain Senior Character Artist Ubisoft Dsseldorf Konrad Krzeminski Senior Character Artist Ubisoft Dsseldorf Denny Jonas Lead VFX Artist Ubisoft Berlin Sebastian Kahl Senior VFX Artist Ubisoft Dsseldorf Eva Watson Senior Technical Artist Ubisoft Barcelona Max Faro Technical Artist Ubisoft Barcelona Lauren Smith Technical Artist Ubisoft Reflections Sen Wu Senior Technical Artist Ubisoft Dsseldorf Nancy Demers Artistic Director Visual Design Ubisoft Montreal Martin Wood Lead UI/UX Ubisoft Reflections Alexey Kolosov Lead UI/UX Designer Electric Square Jihyun Bae UI/UX Designer Electric Square Eshan Rao UI Artist Ubisoft Montreal Pierre-Olivier Nantel Art Director Ubisoft Montreal Hernan Vietri Art Director Ubisoft Montreal Eve Berthelette Associate Art Director Ubisoft Montreal The post Ubisoft Assassins Creed Nexus VR Art Blast appeared first on ArtStation Magazine.
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    Join Us At GDC 2024
    ArtStation and Epic Games are heading to San Francisco for the Game Developers Conference, March 2022. Heres a snapshot of whats in store, including a special opportunity to have your work featured at GDC!State of Unreal March 20 | 9:30 AM 10:30 AM PDTYou wont want to miss the big announcements coming to the State of Unreal. Watch the livestream on YouTube or Twitchand stick around for the tech talks afterwards. Subscribe to be notified when the show starts.Want your work featured at GDC?If youve created something amazing with Unreal Engine or UEFN, you can submit your work for a chance to be showcased at the Epic Games booth at GDC!Find Out MoreTech talks, sponsored sessions, and moreDiscover everything that Epic Games has on offer at this years GDC, including the latest in technical artistry and animation, Unreal Engine and UEFN featuresand more!Learn MoreThe post Join Us At GDC 2024 appeared first on ArtStation Magazine.
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    Take Part in the Project Titan Collaborative Art Jam
    Ready to get your art jam on? Sign up for Project Titan, taking place March 28 June 7.A unique opportunity to hone your Unreal Engine skillsor for newbies, to learn the engine from scratchProject Titan is a two-and-a-half-month collaborative art jam that provides a fantastic opportunity to learn and sharpen your open world game dev skills.Weve created a base open world landscape ready for you to fill with your own assets and characters. Youll have 10 weeks to contribute to the game, collaborate with others, and receive support from Epic and other game industry experts.The final result will be released as a free open world sample project for everyone to download and explore.Be part of a unique experience to create something incredible. We made the mapyoull make it Unreal.Who Can Take Part?This challenge is open to everybody, regardless of prior knowledge of Unreal Engine, skill level, or area of expertise. Its an experimental, collaborative, and community-driven project, intended to provide a fun learning opportunity for all.Whether youre a total Unreal noob, student, experienced UE dev, or someone whos coming across from another engine, this challenge is a great way to learn Unreal Engine, improve your skills and show off your work.What Will You Get Out of It?Project Titan offers a unique learning opportunity that will immerse you in open world game development. Youll gain experience in working on large open world projects, setting up your own remote Unreal Engine studio, and learning how open world games are set up and made.The project offers the chance to work directly with Unreal Engine and game industry experts, and get feedback and help throughoutideal for anyone new to game development or looking to hone their artistic or technical skills.Its also an opportunity to contribute to a sample project in a fun and collaborative way, join forces with fellow artists, and make connections around the world.And by participating in the challenge, youll receive a free 6-month subscription to Adobe Substance 3D Painter and Modeler, enabling you to easily create and texture 3D models for the project. Painter is the go-to tool for texturing used by beginners and seasoned professionals alike, integrating with Unreal Engine and UEFN to simplify the process of bringing high-quality 3D assets from concept to game.How to Apply (and Other Important Information)Heres everything you need to know about taking part in Project Titan.The project is in Unreal Engine 5.The challenge is open from March 28 June 7.You can register for any or all of the following disciplines:Environment/Level DesignCharacterPropsMaterialsVFXMark your calendars for March 28the project will kick off with an Inside Unreal Takeover livestream.Every Friday from April 5 to June 7, there will be a weekly livestream providing feedback, highlighting great work from the week, and talking about development.Register for Project Titan TodayRegister NowThe post Take Part in the Project Titan Collaborative Art Jam appeared first on ArtStation Magazine.
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    Ubisoft Prince of Persia: The Lost Crown
    After 14 years, after so many wonderful episodes and memories of players, Prince of Persia is back.Working on such an iconic IP is a gift for an art team but also a commitment to its legacy.And one of the first questions we had was: What can we bring thats new and unique and how?.The Lost Crown is a natural and respectful return to what first made the franchise a success: a side-view action/adventure game, rich with epic fights and intense platforming sequences, full of traps and puzzles, embracing an inspiring story in mythical Persia.Our ambition was to build a solid and coherent piece of work to invite players on a memorable journey alongside the Immortals. To immerse players in each interconnected area of the cursed Mount Qaf, from the ramparts of the Citadel of Knowledge to the frozen heights of the Tower of Silence, from the depths of the Hyrcanian Forest to the raging Caspian Sea, so many iconic places.For this new experience, Sargon, our prodigy hero and spearhead of the game, faces many dangers and creatures. As a fearless warrior, he slashes opponents thanks to his sword mastery and uses Time Powers or Special Abilities that require extraordinary command of his Athra. To deliver this sense of epicness, we brought modernity to the Persian lore and drew from our own influences. The animation, the visual effects, the vibrant color palette, and the energetic narrative layout echo our love for anime and superhero comics, all combined in an effort to achieve our unique signature.All of that wouldnt have been possible without all the artists and teams involved. Creating a rich and meaningful world from scratch can be ambitious, and we were able to tackle this challenge thanks to their incredible work and unwavering commitment. We are so honored to have been by their side and proud of what they have achieved.May their amazing talent shine through this Art Blast.Finally, a humble and simple idea guided us during this creating process. It was all about creating bridges: between old friends of Prince of Persia and a new generation of players, between the young and the experienced artists, between ancient Persian mythology and modern pop culture. To unite people and sensibilities to write this love letter to the Prince of Persia series, and beyond that, to the art of video games.Welcome to Mount Qaf!Jean Christophe AlessandriArt Director, Prince of Persia: The Lost CrownOmar SabrouAssociate Art Director, Prince of Persia: The Lost Crown Jean-Christophe Alessandri Art Director Ubisoft Montpellier Omar Sabrou Associate Art Director Ubisoft Montpellier Pierre Bertin Concept artist Ubisoft Montpellier Clment Tingry Concept artist Ubisoft Montpellier Flix Donadio Concept artist Ubisoft Montpellier Gael Chauvet Concept artist Ubisoft Montpellier Mathieu Aubry Concept artist Ubisoft Montpellier Romain Laforet Concept artist Ubisoft Montpellier Marie Mouttet Environment artist Ubisoft Montpellier Lola Guerin Environment artist Ubisoft Montpellier Guillaume Carton Environment artist Ubisoft Montpellier Laurent Lecroisey Environment artist Ubisoft Montpellier Loic Anquetil Environment artist Ubisoft Montpellier Paolo Dupuy Environment artist Ubisoft Montpellier Mathieu Dubouis Environment artist Ubisoft Montpellier Sebastien De Mollerat Du Jeu Environment artist Ubisoft Montpellier Hugo Lafont Lighting artist Ubisoft Montpellier Justine Jubin Lighting artist Ubisoft Montpellier Marine Saint-Aroman Lighting artist Ubisoft Montpellier Guillaume Dos Santos Character artist Ubisoft Toronto Julien Nicolas Character artist Ubisoft Montpellier Silana Cadou Character artist Ubisoft Montpellier Guillaume Moll Character artist Ubisoft Montpellier Anthony Simon Character artist Ubisoft Montpellier Florent Renard Character artist Ubisoft Montpellier Chlo Veillard Character designer Ubisoft Montpellier Paradis Sok Character designer Ubisoft Montpellier Adrien Breton FX artist Ubisoft Montpellier Baptiste Rykner FX artist Ubisoft Montpellier Lou Cortes FX artist Ubisoft Montpellier No Thoumy FX artist Ubisoft Montpellier Olivier Babu FX artist Ubisoft Montpellier Antoine Arthur Lead FX artist Ubisoft Montpellier Thibaut Dannenmuller FX artist Ubisoft Montpellier Quentin Chalivat FX artist Ubisoft Montpellier Lo Diringer FX artist Ubisoft Montpellier Kvin-Mark Bonein Concept artist Ubisoft Montpellier Romain Pommier Character artist Ubisoft Montpellier Alexandre Fiolka Character artist Ubisoft Montpellier Florian Devos Character designer Ubisoft Montpellier Marine Coiffard Character designer Ubisoft Montpellier The post Ubisoft Prince of Persia: The Lost Crown appeared first on ArtStation Magazine.
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    Digital Extremes Warframe
    Warframe has been going strong for over a decade.That gives a tremendous legacy for our artists to uphold, and we take that very seriously. Our community is everything to us, and we try to deliver the passion in our work to match theirs. Warframe is beautifully weird, wild, vast and we are lucky to have wonderful freedom to evolve the game.Developing the next chapter of Warframe is daunting, but we are unbelievably grateful for the privilege. We have a whole Origin System to build upon, but evolving ten years in means taking creative risks. It is the enthusiasm of our beloved Tenno and their trust that gives us the courage to forge ahead with our ideas and embrace challenges.We began by exploring the home of one of Warframes most enigmatic characters, and it has grown into a multi-faceted world of its own. We hope you find these lovingly-curated artworks inspirational as a taste of exploring Albrecht Entratis secret laboratory underneath Deimos. The future of Warframe is brighter than ever, and we love enjoying it with you, Tenno.The Warframe Art team Derek Patterson Principal Lighting Artist Digital Extremes Alberto Fernndez Principal Warframe Artist Digital Extremes Dean Field Lead Environment Artist Digital Extremes Jeff Ross Principal Environment Artist Digital Extremes Brian Yu Senior Environment Artist Digital Extremes Declan Hart Principal Environment Artist Digital Extremes Stephen Fitzsimmons Environment Artist Digital Extremes Justin Smith Environment Artist Digital Extremes Diogo Azambuja Environment Artist Digital Extremes Yoan Autin Environment Artist Digital Extremes Clmence Plant Environment Artist Digital Extremes Tim Pogson Environment Artist Digital Extremes Artyom Larin Environment Artist Digital Extremes Arif Pribadi Senior Technical Artist Digital Extremes Haoliang Yang World Builder Digital Extremes Alaric Antos Level Artist Digital Extremes Yulian Nakov Level Artist Digital Extremes Antonio Snchez Senior Character Artist Digital Extremes Isaias Kiister Senior Character Artist Digital Extremes Thiago Moraes 3D Character Artist Digital Extremes Kaz Adams Weapons Art Lead Digital Extremes Nikita Leshakov Principal Weapons Artist Digital Extremes Ernesto Alvarez Weapon Artist Digital Extremes Andrew Yu Senior Weapon Artist Digital Extremes Fyodor Postnov Weapon Artist Digital Extremess Vladimir Veskov 3D Artist Digital Extremes Kory Cromie Concept Artist Digital Extremes Vadim Sverdlov Concept Artist Digital Extremes Dejan Ostojic Senior Concept Artist Digital Extremes Rosa Lee Associate Art Director Digital Extremes Tim Sormin Principal Animator Digital Extremes Elyse Gymer Senior Animator Digital Extremes Sakthivel Radhakrishna VFX Artist Digital Extremes Valen Zacarias VFX Artist Digital Extremes Paulina Roberts Principal UI Artist Digital Extremes Taryn Gee Illustrator and UI Artist Digital Extremes Michelle Nguyen Intermediate UI Artist Digital Extremes The post Digital Extremes Warframe appeared first on ArtStation Magazine.
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    Ubisoft Avatar: Frontiers of Pandora
    The world of Avatar is an incredibly detailed, imaginative, and rich universe that inspires many artists ever since the first movie hit the cinemas. It is so full of iconic images and ideas that almost everybody on this planet can instantly recognize the striking visual design of Avatar.We knew that it would be key for us to create an experience that brings an exceptional immersion to the players. We wanted to let them experience Pandora firsthand, let them stand in the dense and lush rainforest, and be free to explore and roam the vast landscape. Letting players dream of what it feels like to be a Navi, soaring into the sky on their Ikran that was our goal.The Western Frontier is a completely new continent of Pandora filled with new creatures, new clans and new biomes that has not been seen in the movies before. It was truly an exciting experience to build this new and wonderous corner of the world. We would like to thank our partners at Lightstorm Entertainment and Disney for their great expertise and guidance. The immense amount of detail that they put into the lore and production design is unmatched. Translating this attention to detail into a game world was paramount for us.Creating large open worlds requires a tremendous amount of technology. Our talented tech teams constantly pushing the limits of the Snowdrop engine had a huge impact on the visual quality. And of course, it is the exceptionally talented and creative artists from all over the world who brought this exciting game universe to life. We would like to thank all the people who contributed to this project. Without their passion, their hard work and dedication this would not have been possible.We are honored to be part of this production and are excited to share the fantastic art of Avatar: Frontiers of Pandora with this community. We hope that this behind-the-scenes collection of artworks will let you all dream and be inspired to create your own new astonishing pieces of art in the future.Gabriel Odgren Art DirectorMartin Fiedler Art Director Mikhail Greuli Associate Art Director Massive Entertainment Ming Wei Art Director Ubisoft Shanghai David Clement Senior Art Director Ubisoft Shanghai Brenda Bae Lead Concept artist Massive Entertainment Robin Tran Senior Concept Artist Massive Entertainment Simon Gocal Senior Concept Artist Massive Entertainment Victor Rathsmann Senior Concept Artist Massive Entertainment Henrik gren Concept Artist Massive Entertainment Alexander Schwandner Concept Artist Massive Entertainment Rishiraj Singh Shekhawat Senior Concept Artist Massive Entertainment Yousaf Ejaz Khan Senior Concept Artist Massive Entertainment Robert Grafstrm Senior Concept Artist Massive Entertainment Aron Kristjansson Junior Concept Artist Massive Entertainment Robert Andreas Drude Senior Concept Artist Ubisoft Dsseldorf Mateusz Katzig Senior Concept Artist Ubisoft Dsseldorf Tony Camehl Senior Concept Artist Ubisoft Dsseldorf Qian Rui Concept Artist Ubisoft Shanghai Jie Xu Concept Artist Ubisoft Shanghai Anton Palii Concept Artist Ubisoft Kyiv David sterlind Lead Environment Artist Massive Entertainment Dianne Botham Lead Level Artist Massive Entertainment Sigge Sandstrm Environment Artist Massive Entertainment Hatim Mandarwala Senior Environment Artist Massive Entertainment Shiv Rathi Senior Environment Artist Massive Entertainment Kristoffer Cyrus Abardo Senior Environment Artist Massive Entertainment Rodrigo Lloret Environment Artist Massive Entertainment Marta Niemczynska Environment Artist Massive Entertainment Keyla Meijer Senior Environment Artist Massive Entertainment Sander Agelink Environment Artist Massive Entertainment Peter Kostov Environment Artist Massive Entertainment Raphael Tavares Senior Environment Artist Massive Entertainment Joel Westman Senior Environment Artist Massive Entertainment Ines Leipold Environment Artist Massive Entertainment Arnaud Claudet Junior Vegetation Artist Massive Entertainment Alan Ismail World Designer Massive Entertainment Liangyi Jin Terrain Artist Massive Entertainment Felix Ekholm Senior Open World Designer Massive Entertainment Linnea Olofsson Environment Artist Massive Entertainment Carole Massart Environment Artist Ubisoft Dsseldorf Andrew Stevenson Senior Environment Artist Ubisoft Leamington Connor Stanley Senior Environment Artist Ubisoft Leamington Patrick Metz Senior Environment Artist Ubisoft Leamington Amy Turner Environment Artist Ubisoft Reflections Thomas Walker Environment Artist Ubisoft Reflections Thomas Samuel Bennett Environment Artist Ubisoft Leamington Ocane Nsstrm Associate Lead Character Artist Massive Entertainment Hitansu Tripathy Senior Character Artist Massive Entertainment Saman Mahmoudi Senior Character Artist Massive Entertainment Jakub Mrwczyski Senior Character Artist Massive Entertainment Michael Hansen Character Artist Massive Entertainment Anton Bng Junior Character Artist Massive Entertainment Vincent Lu Character Art Intern Massive Entertainment Isabelle Hydn Character Art Intern Massive Entertainment Aleksei Panov Senior Character Artist Ubisoft Dsseldorf Pavel Protasov Senior Character Artist Ubisoft Dsseldorf Kaori Furusawa Senior Character Artist Ubisoft Stockholm Andreas Cramer Weapon Artist Massive Entertainment Oleksandr Protasov Weapon Artist Ubisoft Kiev Shray Khanna Lead Props Artist Massive Entertainment Virendra Pratap Singh Lead Environment/Prop Artist Ubisoft Dsseldorf Sergii Tenditnyi Senior Props Artist Massive Entertainment Robin Rumpunen Senior Prop Artist Massive Entertainment Gustav Larsson Props Artist Intern Massive Entertainment Allan De Paepe Prop / Environment Artist Ubisoft Dsseldorf Richie Martin Prop / Environment Artist Ubisoft Dsseldorf Alexey Bondarev Senior Environment/Prop Artist Ubisoft Dsseldorf Matthew Grover Environment/Prop Artist Ubisoft Reflections Chun Wei Ong Texture Artist Massive Entertainment Stefan Oprisan Senior Material Artist Ubisoft Leamington Grzegorz Baran Expert Materials Artist Ubisoft Reflections Eros Dadoli Lighting Artist Massive Entertainment Filippo Romani Lighting Artist Massive Entertainment Joo Kalva Technical Artist Massive Entertainment Markus Hofer Technical Animator Ubisoft Dsseldorf Victoria Rodriguez Senior UI Artist Massive Entertainment Anna Kuzminska UI Artist Massive Entertainment Weronika Kowalczyk UI Artist Massive Entertainment Pia Manzur Senior Graphic Designer Massive Entertainment Gilberto Volkmann UI Artist Ubisoft Dsseldorf Robert Dyke Lead Gameplay Animator Massive Entertainment Iuliia Redina Senior Cinematic/Video Artist Massive Entertainment Nataliya Poshtar Technical/Cinematic Animator Massive Entertainment See the Full Art BlastThe post Ubisoft Avatar: Frontiers of Pandora appeared first on ArtStation Magazine.
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    Bungie Destiny 2 The Final Shape
    Reflecting on the Artistic Journey of The Final ShapeIn the culmination of 10 years within the Light and Dark saga, the journey has been nothing short of a creative odyssey. Bringing together complex ideas into a coherent execution that pays homage to nostalgia, narrative intricacies, and visuals that shatter the confines of player expectations in Destiny has posed a challenge that the art team embraced wholeheartedly.The amalgamation of themes surrounding Light and Dark, including the concept of Prismatic, has been a focal point throughout this endeavor. This notion of Prismatic convergence is vividly portrayed in the mesmerizing visuals of the Traveler portal, the groundbreaking Prismatic Subclass, and the Pale Heart location, where boundaries blur, and new realms of imagination are manifested from memories.Central to this artistic tapestry is the enigmatic Pale Heart, inviting players to embark on a profound voyage within the Traveler itself. Here, the interplay of Light and Dark unfolds, leading us from the comforting embrace of the familiar to the chilling depths of the nightmarish. As we confront the Witness and his formidable Dread army, the culmination of this journey is both awe-inspiring and unsettling, underscoring the intricate balance between creation and chaos that defines the essence of this saga.With meticulous attention to detail and unwavering dedication, the artistry behind The Final Shape project stands as a testament to the arduous yet rewarding pursuit of the art team pushing artistic boundaries, honoring the legacy of the past decade, and delivering an experience that transcends expectations.Dave SamuelArt Director, Destiny 2 The Final Shape ArtHow do you take a game that spans the spectrum between science fiction and fantasy and distill it into an expansion worthy of the 10 year visual journey it took? How do we yet again create something that players will both revel in the unexpected but also feel at home wandering the expanse?These challenges are what we artists are made of. We delight in solving the complex problem that is layering spectacles on top of the unknown, all the while leading the player through the journey that is Destiny 2. The Final Shape takes the opportunity to bring together for the first time both the Darkness and the Light into a dazzling menagerie that we hope players will find rewarding. And once again, Bungies artists stepped up and more than delivered.Shiek WangArt Director, Destiny 2 The Final Shape Concept Artists Gabriel Garza Senior Concept Art Lead Bungie Eric Pfeiffer Staff Concept Artist Bungie Gabe Zamora Associate Concept Artist Bungie Jacob Gonzalez Concept Artist Bungie Tobias Kwan Senior Concept Art Lead Bungie Will Kalkanis-Ellis Staff Concept Artist Bungie Zak Foreman Staff Concept Artist Bungie Character Artists Aaron Wehrmeister Senior Character Artist Bungie Alexandra Jackson Character Artist Bungie Cherylynn Lima Character Artist Bungie Dewey Bonczyk Character Artist Bungie Lexington Dath Character Artist Bungie Matt Hjellen Senior Character Artist Bungie Sajjaad Ahmad Ali Character Artist Bungie World Artists Chuy Salinas Senior World Artist Bungie Christian Chojnacki Senior World Artist Bungie Craig Mesaros Senior World Artist Bungie Frank Robbins Senior World Artist Bungie Ian Davis World Artist Bungie Julio Juarez Senior World Artist Bungie Marc Thompson Staff World Artist Bungie Mary Dvorsky World Artist Bungie Omar Mazin World Artist Bungie Ryan Baker Senior World Artist Bungie Steven Clark Associate World Artist Bungie Chase Emilio World Artist Bungie Tyson Allen Staff World Artist Bungie Vista Artists Mark Goldsworthy Vista Lead Bungie Eric Cassels Staff Vista Artist Bungie Lighting Artists Mike Poe Senior Lighting Lead Bungie Danny OHailey Lighting Artist Bungie Heather Parsons Lighting Artist Bungie Justin Mayle Senior Lighting Artist Bungie Lani Ming Lighting Artist Bungie Tho Tran Associate Lighting Artist Bungie Hard Surface Artists Cameron Raab Hard Surface Artist Bungie Chase Markham Hard Surface Artist Bungie Dylan Mellott Senior Hard Surface Artist Bungie Elliot Davis Associate Hard Surface Artist Bungie Elliot Sharp Staff Hard Surface Artist Bungie Fuquan Smith Associate Hard Surface Artist Bungie Max Osta Associate Hard Surface Artist Bungie Ryan Choi Senior Hard Surface Artist Bungie Seth Perlstein Hard Surface Artist Bungie UI Artists Dakota Galayde Senior UI Visual Designer Bungie Eric Richter UI Visual Designer Bungie Lyndon Willoughby Icon Artist Bungie Palette Artists Steve Klipowicz Lead Palette Artist Bungie Aaron Cruz Senior Palette Artist Bungie Marketing Artists Joseph Biwald Marketing Art Direction Bungie Kai Zhou Senior Marketing Artist Bungie Miki Bishop Production Artist Bungie VFX Artists Alex Brooks Senior VFX Artist Bungie Amanda Golla Associate VFX Artist Bungie Artem Sorokin Senior VFX Artist Bungie Daniel Davis VFX Artist Bungie Devin Robaina VFX Artist Bungie Dillon Herick Senior VFX Artist Bungie Jacob Saunderson VFX Artist Bungie Mark Flieg VFX Art Lead Bungie Zach Jaquays Senior VFX Artist Bungie Animators Fotios Eleftheriadis Associate Animator Bungie Nate Thomas Animator Bungie Ray Hess Animator Bungie The post Bungie Destiny 2 The Final Shape appeared first on ArtStation Magazine.
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    Blizzard Entertainment Warcraft Rumble
    Warcraft is about to turn 30 years old. That legacy, which began 30 years ago, has always been the driving force behind all our game development choices while creating Warcraft Rumble.At its heart, Warcraft Rumble is a game about the heroes and villains of Azeroth, brought to life through the power of Arclight energy and pitted against one another in mini battles across the iconic landscape of Azeroth.The joyful chaos of Warcraft Rumble was created by a team of artists dripping with creativity and raw talent, who cut no corners in making sure the art of the game was of the highest quality and upheld Warcrafts tradition of epic characters and fantastical settings. Our goal was to present Azeroth in a way that people hadnt previously seen, while staying true to our roots as a Warcraft game.The artwork contained within this post is the result of massive amounts of passionate work, from multiple artists, over several years of development. We grew as artists, leaders and game makers on this project, and it is a privilege to present to you the fruits of this amazing art teams labor.Please join us in celebrating the fun we had creating the art of Warcraft Rumble!Jeremy CollinsArt Director, Warcraft Rumble David Sladek Principal Concept artist Blizzard Joe Keller Character Art Supervisor Blizzard Angelo Buenaseda Character Artist Blizzard Elise Fedoroff Character Artist Blizzard Bryan Bedford Senior Character Artist Blizzard Soojin Chyu Technical Artist Blizzard Don Marks Senior Technical Artist Blizzard Monami Yang Senior Technical Artist Blizzard David M Edwards Lead Animator Blizzard Carin Huurnink Animation Supervisor Blizzard Mustazar Essa Senior Animator II Blizzard Kalai Krishnan Animator Blizzard Dan Beaulieu Environment Art Supervisor Blizzard Clayton Chod Senior 3D Artist Blizzard Monica Bauer Environment Artist Blizzard Samuel Fernandez Environment Artist Blizzard Thomas Horwath Lead VFX Artist Blizzard Sam King Senior VFX Artist Blizzard Justine Hamer Senior VFX Artist Blizzard Nate Sirdofsky VFX Artist Blizzard Kami Johnson Senior UI Concept Artist Blizzard VIktoriia Kozyrieva Senior UI Concept Artist Blizzard Jim DeGruttola UI Artist Blizzard Dina Chen Senior UI Designer/Artist Blizzard Jasmine Liu UI Concept Artist Blizzard The post Blizzard Entertainment Warcraft Rumble appeared first on ArtStation Magazine.
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