{"id":212,"date":"2014-10-23T12:15:09","date_gmt":"2014-10-23T16:15:09","guid":{"rendered":"http:\/\/defiancegamestudio.com\/?p=212"},"modified":"2014-10-23T12:15:09","modified_gmt":"2014-10-23T16:15:09","slug":"inside-the-indie-art-process-of-archmage-rises","status":"publish","type":"post","link":"http:\/\/defiancegamestudio.com\/index.php\/inside-the-indie-art-process-of-archmage-rises\/","title":{"rendered":"Inside the Indie Art Process of Archmage Rises"},"content":{"rendered":"<p>I&#8217;m relatively new to art appreciation.\u00a0 A big turning point for me was a few years back when I read John Milton&#8217;s\u00a0<em>Paradise Lost<\/em>.\u00a0 Since then, my appreciation for art and the artists behind the work has continued to grow.\u00a0 I even have some Peter Max limited edition prints hanging on my walls.<\/p>\n<p>I&#8217;m a huge fan of fantasy art and pretty much any game art coming out of TSR in the 1980s.\u00a0 There is something about the oil on canvas, seeing the stroke of the brush\u2014which for me sort of\u00a0<em>elevates<\/em>\u00a0the work.\u00a0 I&#8217;m not complaining about the perfection found in digital painting\u2014just that I like the &#8220;handmade&#8221; quality brush strokes bring.<\/p>\n<p><em>Archmage Rises<\/em>\u00a0is a love letter to tabletop role-playing games.\u00a0 The art style is \u201980s TSR for the modern area.<\/p>\n<p align=\"center\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.keithparkinson.com\/images\/lordsothscharge.jpg\" alt=\"\" width=\"600\" height=\"299\" \/><\/p>\n<p align=\"center\"><em>Seriously awesome!<!--more--><\/em><\/p>\n<p>I can&#8217;t afford to hire Larry Elmore, Todd Lockwood, or Keith Parkinson.\u00a0 So to recruit artists, I went through\u00a0<em>hundreds<\/em>\u00a0of fantasy art portfolios on Deviant Art.\u00a0 Of those, I contacted many.\u00a0 Of those, I worked with three.\u00a0 Rogier van de Beek&#8217;s style was (by far) my favorite.<\/p>\n<p>So this week, we&#8217;re going behind the scenes with Rogier on how he does freelance indie game art. Take it away, Rogier!<\/p>\n<p><em>Rogier van de Beek:<\/em><\/p>\n<p>Whether for concepts, game art, or promotional purposes, you&#8217;re going to need someone to create the art. Visual representation is the easiest way to set a mood or tell a story after all, since human beings are highly visual.<\/p>\n<p>Although\u00a0<em>Archmage Rises<\/em>\u00a0is heavy on storytelling, art is still needed to set the tone or mood.\u00a0 This is where I come in. \u00a0My name is Rogier van de Beek, a freelance concept artist and illustrator from the Netherlands. I\u2019ve worked with Thomas for the past seven months on\u00a0<em>Archmage Rises<\/em>, and I have to say that it\u2019s been a total blast.\u00a0 But enough talk: Let\u2019s take a deep dive into the piece, &#8220;The Mage Classroom.&#8221;<\/p>\n<p>First off, every artist out there has a unique own way of working. As they say, there is more than one road that leads to Rome. So the first lesson is to follow the one you are most comfortable with!<\/p>\n<p>The goal for this image was to create a classroom where a mage teacher imparts his or her knowledge.\u00a0 Someone who is talented, but not overly powerful or special. It is a pivotal point in the character creation process.\u00a0 The room is owned by someone who knows a lot about magic and teaches the children their foundational knowledge.<\/p>\n<p>The first step is always to discuss the image idea with Thomas.\u00a0 Maybe he has something specific in mind like a certain type of chair, or monster skull on the wall.\u00a0 Other times, it\u2019s just a certain\u00a0<em>emotion<\/em>the image must evoke. \u00a0\u00a0I then ask him to provide me with several reference images.\u00a0 Having the client provide reference material eliminates a lot of guesswork and makes me feel more confident about the task.<\/p>\n<p><em>Thomas Henshell:<\/em><\/p>\n<p>Finding reference images takes forever!\u00a0 As a programmer, designer and writer, I don&#8217;t really know what I want other than &#8220;I want it to be awesome!&#8221;\u00a0 Isn&#8217;t that enough direction? \ud83d\ude42\u00a0 Finding reference images helps me narrow down the ideas into something more concrete\u2014something that both of us can understand, point at, and discuss.\u00a0 So I definitely see the value of spending hours finding the right references.<\/p>\n<p><em>Rogier:<\/em><\/p>\n<p>After the initial discussion, I look through the provided references but also find my own.\u00a0 I&#8217;m looking for a way to capture\u00a0<em>all the important ideas in a single image<\/em>. Then it\u2019s time to start sketching!<\/p>\n<p>I start by exploring the composition of the image. Camera angle is super important, for example. I don\u2019t create a list of objects or anything, I just imagine what I would see if I was standing (or sitting) in that location. Then I move into what would be\u00a0<em>the most interesting way to display all the elements<\/em>\u00a0in the image. Like the large chair of the teacher. The giant desk. The magical staffs and the bookshelves. It needs to feel like a real classroom.<\/p>\n<p>After doing some sketchbook work and exploring the idea, I finally have something I can use. It\u2019s time to switch to the tablet in order to be able to sketch it up digitally\u2014and then send it off to Thomas and find out what he thinks.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.defiancegamestudio.com\/images\/blog\/classroom1.jpg\" alt=\"\" width=\"600\" height=\"342\" \/><\/p>\n<p><em>Thomas<\/em>:<\/p>\n<p>This is the most exciting and scary part for me.\u00a0 It&#8217;s exciting to see a game scene I&#8217;ve only thought about or written some dialogue for suddenly come to life right before my eyes.\u00a0 At this stage, I pounce on any email coming from Rogier so that I can see what he&#8217;s done.<\/p>\n<p>It is also scary because if the sketch is completely wrong, it means I haven&#8217;t done a good job of communicating the vision of what is needed.\u00a0 A wrong sketch means lots of time has to be spent finding better reference images, writing more documentation, and having more meetings.\u00a0 So everyone is happier if I just approve the sketch.<\/p>\n<p>Finally, as a non-artist, I sometimes have a hard time knowing how to evaluate a sketch.\u00a0 The door in the sketch isn&#8217;t open, but it is in the final.\u00a0 The monster head on top of the bookshelf isn&#8217;t as large as it is in the final.\u00a0 A sketch is like Act 1 and 2 of a story.\u00a0 Its up to my imagination what Act 3 will look like, and my Act 3 may be different from Rogier\u2019s.\u00a0 I usually will approve a sketch without changes.\u00a0 If we have totally different visions for the picture, it will show up at the next milestone.<\/p>\n<p><em>Rogier<\/em><\/p>\n<p>When Thomas approves the sketch, it&#8217;s time to start painting it up. Sometimes this can be very intimidating!\u00a0 What looks great as a sketch may\u00a0<em>not<\/em>\u00a0look great as a painting\u2026 You have the lines, you have a picture in your head, you have a feeling this picture will be really cool when it&#8217;s done.\u00a0 But until it&#8217;s done, the first steps of painting it up will be horrible! Especially when you start going over your sketch and finding all the mistakes you made. Yikes!<\/p>\n<p>I use references for many different reasons.\u00a0 Most of the time, I use them for materials or lighting. When I don\u2019t know how something will look in a certain lighting setup in the \u201creal world,\u201d I try to find a picture of it so I can see how it really looks.<\/p>\n<p>The beginning of a painting can be a lot of fun or be absolute hell and make you doubt everything about yourself and the idea you have set up to create. \ud83d\ude42\u00a0 The process varies, but I find it\u2019s always best to start big and go small. I \u2018block in\u2019 the shapes, detail a bit of the shapes, and make them more distinguished to get the overall values in place. Then I go smaller and smaller\u2026 I try to work out all of the picture at once; this way, you have a higher degree of \u201ccontrol,\u201d understanding where the picture is going to end up, the POV (point of view), and final composition.<\/p>\n<p>In this case, I happen to like the initial illustration. It wasn\u2019t too long before I had some nice values and mood in the picture. I was confident that I could take it all the way through to a satisfying conclusion.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.defiancegamestudio.com\/images\/blog\/classroom2.jpg\" alt=\"\" width=\"600\" height=\"335\" \/><\/p>\n<p><em>Thomas:<\/em><\/p>\n<p>This is a pivotal stage.\u00a0 Now I understand what the picture will look like.\u00a0 Sure . . . a lot of detail is missing\u2014but the mood, lighting, and palette are all there.\u00a0 I may not know how Act 3 ends, but I can see the gist of it!<\/p>\n<p><em>Rogier:<\/em><\/p>\n<p>With the first general colors in and approved, pretty much everything is set up.\u00a0 Now is the time for detail work, which I call &#8220;rendering&#8221; even though I&#8217;m doing it by hand \u00a0\ud83d\ude42<\/p>\n<p>This is the part where you sort of shut off your brain and just paint away hour after hour.\u00a0 The relaxing part of the job, finally!<\/p>\n<p>I used to not take any breaks while working on a project.\u00a0 That was a (big) mistake. I now understand that taking a break actually speeds things up.\u00a0 Leaving and returning allows me to clearly see what I am actually painting. Surprisingly so, spending hours looking at the same image makes it\u00a0<em>harder<\/em>\u00a0to see. I take a break to avoid the feeling of \u2018Oh no, what have I done?!\u2019 \u2013 or worse, getting a bunch of revisions from the client.<\/p>\n<p>Since this is all about indie development, it can get tricky because timelines are tight and budgets are tighter.\u00a0 It is better to spread three days&#8217; work over four actual days and do some other little things in between, then to power through.\u00a0 A work of art cannot be rushed!<\/p>\n<p>Here&#8217;s a helpful tip: Flip your canvas a lot so that you get a fresh view of your image.\u00a0 When you flip (mirror) your image, it sort of refreshes it in your brain\u2014which helps when looking for mistakes.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.defiancegamestudio.com\/images\/blog\/classroom3.jpg\" alt=\"\" width=\"600\" height=\"335\" \/><\/p>\n<p>Also, zoom out a lot to avoid tuning the mood\/feel of the image out with too much detail. Sometimes images can be so detailed that they end up looking dead. Zooming out makes it easier to figure out where the focal point should be, which equals \u201cmore detail.\u201d This greatly enhances the overall composition of the painting.<\/p>\n<p>On the other hand, I want viewers to have something to see\u00a0<em>wherever<\/em>\u00a0they look in the image.\u00a0 As they focus in, they discover details they hadn&#8217;t noticed at first.\u00a0 This makes the image more engaging to look at.\u00a0 However, preserving the mood and composition\u00a0<em>is<\/em>\u00a0essential. Play with light and atmosphere, and keep detail in check to create a nice balance.<\/p>\n<p>Then it\u2019s time to send the finished work to Thomas again for feedback.\u00a0 It wastes everyone&#8217;s time to put lots of detail into an element of the painting only to have it moved or removed due to late revisions.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.defiancegamestudio.com\/images\/blog\/classroom4.jpg\" alt=\"\" width=\"600\" height=\"335\" \/><\/p>\n<p><em>Thomas:<\/em><\/p>\n<p>At this stage, it\u2019s clear to me how the picture will end up.\u00a0 Small revisions may be asked at this point, but we&#8217;re way past any big revisions.\u00a0 I generally am very excited to see it coming to life and tell him just to keep going.\u00a0 Due to my excitement, I pretty much bug him every day to see if he is done yet \ud83d\ude42<\/p>\n<p><em>Rogier:<\/em><\/p>\n<p>Once I get feedback and approval, I go into the final detail phase.<\/p>\n<p>I continue with the detailing and then add some atmosphere while desaturating some of the darker areas. This will tie the whole piece together and give me more control on where I want the viewer to look.<\/p>\n<p>Then I send it off (hopefully!) for final approval.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.defiancegamestudio.com\/images\/blog\/classroom5.jpg\" alt=\"\" width=\"600\" height=\"334\" \/><\/p>\n<p>Overall, I&#8217;m pleased with how the image turned out. The fact that it\u2019s detailed but\u00a0<em>never<\/em>\u00a0gets boring to look at is something I\u2019m really proud of.\u00a0 When you size it down, the values and composition still work really well\u2014which is also a plus. When up close, nothing feels \u201cun-rendered\u2019; you can always tell what you\u2019re looking at!<\/p>\n<p><em>Thomas:<\/em><\/p>\n<p>I could stare at it all day.<\/p>\n<p><em>Rogier:<\/em><\/p>\n<p>I hope this art walkthrough was helpful! Can\u2019t wait to play the finished game.<\/p>\n<p><em>Thomas:<\/em><\/p>\n<p>Thanks, Rogier!<\/p>\n<p>SDG<\/p>\n<p>Check out Rogier&#8217;s\u00a0<a href=\"http:\/\/rogierb.deviantart.com\/gallery\/\">Deviant Art portfolio<\/a>.\u00a0 Feel free to contact him about your project.<\/p>\n<p>You can follow the game I&#8217;m working on,\u00a0<a href=\"http:\/\/archmagerises.com\/\"><em>Archmage Rises<\/em><\/a>, by joining the\u00a0<a href=\"http:\/\/archmagerises.com\/\">newsletter<\/a>\u00a0or\u00a0<a href=\"https:\/\/www.facebook.com\/archmagerises\">Facebook page<\/a>.<\/p>\n<p>Or if you really want to call me out on something, you can tweet me\u00a0<a href=\"https:\/\/twitter.com\/LordYabo\">@LordYabo<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m relatively new to art appreciation.\u00a0 A big turning point for me was a few years back when I read John Milton&#8217;s\u00a0Paradise Lost.\u00a0 Since then, my appreciation for art and the artists behind the work has continued to grow.\u00a0 I even have some Peter Max limited edition prints hanging on my walls. I&#8217;m a huge [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_s2mail":"yes","footnotes":""},"categories":[3],"tags":[14,19,81,83,53,4,49,22,37,18,16,82,6,80],"class_list":["post-212","post","type-post","status-publish","format-standard","hentry","category-news","tag-archmage","tag-archmage-rises","tag-art","tag-classroom","tag-dragonlance","tag-fantasy","tag-game-design","tag-game-dev","tag-indie","tag-mage","tag-pc","tag-process","tag-rpg","tag-soth"],"_links":{"self":[{"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/posts\/212","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/comments?post=212"}],"version-history":[{"count":0,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/posts\/212\/revisions"}],"wp:attachment":[{"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/media?parent=212"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/categories?post=212"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/tags?post=212"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}