Mr. Mongoose Background Art

I had the pleasure to collaborate with my brother on his short point and click game “Mr. Mongoose.” I was responsible for painting the backgrounds. I’m happy with what I was able to do within the short (2 week) deadline. While demanding, I found it very beneficial.

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Lately I’ve been doing lots of studies, but short term projects like this are necessary to flex what you’ve learned and find areas in your craft that you still need to fix.

The Emotion of Color

I recently re-watched the 2011 DreamWorks film “Puss in Boots.” I was floored with how beautiful the film is, and was inspired to study its use of color and light.

I saved a heap of screenshots and did short 5-10 minute color sketches of the movie’s stills. Not perfect, but fun practice nonetheless. I started using textured brushes but later opted to only use a hard round since the technique and finish level didn’t matter to the exercise as much as determining the colors to use.

Notes from Studies

  1. Doing these sorts of studies gives you a larger library to borrow from when you plan on doing your own paintings. Color is emotionally impactful and will guide your viewer into seeing your image with a certain feeling.
  2. Even if your main goal is to do realistic artwork, studying artwork done for animation can really help us learn (and more importantly SEE) core principles in action. Animation can often push the limits of color, composition, form language, and storytelling. These things are applicable in all areas of art.
    • Take another look at some of your favorite artists’ work. Notice how things are seldom broken into strictly their local color (grass is always green, sky is always blue, etc…). The use of overall color harmony is universal. In fact, an artwork will often times hold more visual interest when color (or form, storytelling, etc…) is applied in a strong and dynamic way.
  3. Light will determine the color, always. This isn’t a new concept, but it’s one I’ve been trying to figure out for a while. The same wall can be orange, blue, yellow, or green depending on the light source and the mood desired. The same mountain can have a blue shadow when still having a yellow light side. Color can be pushed while still being believable.
    • Doing these studies, I also noticed that light was also “cheated” on many times to create a nice contrast. Sometimes there would even be the presence of an orange light source when no fire or candle would be present in the room!
  4. Strong color and light choices have nothing to do with stylization or realism.  In fact, stylized things can often have fairly realistic backgrounds. Take a photo and play with the hue/saturation in photoshop and you’ll find it’s impossible to make it look any less realistic only through it’s color. You can make it look funky, but not any more/less realistic.
    • The most important difference between realism and stylization are the proportions the artist uses in his form language, not the method they are rendered (don’t believe me? Use the cutout filter to take away all texture and it will still look realistic).

The Rewards of Reworking

Reworking an image can be a tough, painful, and aggravating process. Often when I complete an image, it’s because I have brought it to the furthest finishing level I can currently go. Reworking often involves asking for lots of feedback, looking at the image with fresh eyes, and scrutinizing myself meticulously.

Sometimes I am able to do this effectively, other times not. It’s difficult to see specific areas of needed improvement when you’ve put all you can into an image. That being said, it can be a beneficial and rewarding learning process.

For the above images, I decided to try to improve the narrative and color for the first edit. For the second edit I tried to improve the composition so that it didn’t read like two separate stories. There is still more that could be done to improve this image, however at this point I’d be facing diminishing rewards with each edit.

My advice on reworking images:

  1. Choose images that you’ve had some time away from, but not too much time. A couple months, but not a couple years.
    1. Too little time and you haven’t learned enough new information that can be applied, too much time and you’ve learned too much. You want to rework the image, not redo it.
  2. Focus on what you have learned and what you can learn from reworking the images.
    1. You are testing yourself to see if you have truly learned anything new about color, light, composition, styling, etc…
    2. Doing this to your old pieces is an easy and quick way to both see and solidify learning improvements.
  3. Remember the original intent and goal of your image. Try to effectively get that across in a greater way.
  4. Don’t rework an image too many times unless you see it as a portfolio piece.
    1. Remember, the goal is learning and the application of learning. After a certain point, the rewards of reworking a piece will be far less than the time involved in reworking it. Be smart about it and know your goals for why you do something.

The biggest benefit of reworking an old image is that it is a quick way to put you into a problem solving mode, rather than an ideation/creative mode.

Color and Value Studies

More color and value studies from various art pieces that I find very captivating. Working on trying to figure out common color and lighting tricks, especially regarding color harmony

What really surprised me is that snow can be an incredibly saturated blue and still appear white due to it’s reflective properties against the sky!
I found typically strong images arrange their pallet into a large, medium, small format. With the large color creating the overall tone, the medium being used to enhance the tone through contrast or similarity, and the small being a highly saturated color.

That’s just a really rough and quick rule of thumb though, as a lot of images also break this mold!

**Of course there are tons of artists that talk and teach on color (I’d recommend Ryan Lang, Nathan Fawkes, and Sam Nielson simply due to their great lectures and knowledge), but a friend just introduced me to Tyler Carter, who talks about macro and micro color palettes in his lectures. These are two main sets of tone in order to have a nice duality to your scene, either to reinforce or contrast the initial pallet.

Other Side

This project centered around developing both my design sense with a SciFi language, as well as work on my overall draftsmanship. All things were centered around fitting with either a militarized antagonist, or a wandering hero.

 

I found that I often fall back on blocky shapes when confronted with doing new things, which is something I’ll work on. Helpful critique I received told me a few things:

  1. SciFi often is elaborately crazy. Push your shape and design language as far as you can, then tone down to the realistic level that you want. Realism, however, is often times more attributed to the level of texture, detail, and lighting finish, rather than only based on proportions.
  2. SciFi is often all about the bevel. Curve your metals and edges in appropriate places. Further study and practice will give you an eye for where bevels are often needed. Modern technology is rarely sharp edged (remotes, game controllers, cars, etc…)
  3. We live in SciFi, find the coolest objects and play with their proportions or combinations. For example, jet fighter helmets look insane currently, there’s almost nothing you’d have to do to make it look futuristic. We can see the future today.
  4. Always consider the functional question or theme of your design. Why do they need this? Exaggerate and play off the function, however ridiculous (a fun example of this is the mind reading helmet from back to the future. It’s such a memorable idea because it plays of the idea that he wants to amplify the power of his brain!)
    1. You don’t have to make it function! You have to keep the function in mind to allow it to show it was inspired by, or seeks to fulfill, some sort of purpose. We don’t make things for nothing!
  5. Keep your tech consistent. Notice how I messed up my Hovering Semi-Truck by giving it older looking equipment but very new looking hover pads, this would be far more effective if I made the hover pads also look to be an “older model” by changing the sleekness of the simple circle.

The Old World

This project centered on creating assets and screenshots that followed a mobile/indie game aesthetic. I decided to base my story around semi-technological middle ages, where the villains are cultists who want to regress the world back to a primitive state by summoning ancient monsters.

  • When designing for any mobile project, be very aware of the scale your objects/characters will be viewed in. Even knowing this, some of my objects lost their power simply due to how small they will be shrunk. Exaggerate the elements you want visible, and strip away unnecessary fluff.
    • Refer to iconography to boil down your designs to answer the question “will someone instantly recognize this object as intended?”

Viking Building Design

Practice with architectural design.

I started with 2d shapes to begin understanding some of the forms, and began designing from there. I took a couple of the thumbnails and drew them into a 3/4 view and referenced them and other thumbnails to create some “screenshots” to show how the village could possibly look in-game.

I find that doing rough thumbnails, starting with shapes (even without complete understanding of what it will be), helps create fun and dynamic designs. Typically a fun 2D shape will be simple to translate into a fun 3D shape, but not always. Drawing is still often times the quickest way to throw down ideas, however 3D works well if you want to kitbash forms as well.

Ancient Guardian

Designs for a powerful relic, the undead guardian who protects it, and the location it can be found.

Showing the same character in different poses without being asked will help speed up future production. Adding options for different heads can be used for minions, different enemies, or as a way for the art director to choose to go in a different direction quickly. Provide an answer while leaving room for options.

  • When doing these sorts of designs, it’s important to remember that you are only the first link in a long chain. You have to balance your role of making an asset beautiful with the role of it being an asset others will need to use. This is why a designer must understand how things work in 3d space, regardless of whether you are or aren’t using 3d programs to create your art.

Various Studies from Life

These are studies that I confined myself to an hour to complete. Good exercise to try to improve both color sense and speed. I have done many more of these, however the one’s posted are the ones I find “good enough” to show! Many many failures, believe me.. but that comes with improvement so I wouldn’t sweat it.

Selling Fish

I was really getting tired of my flat compositions and really wanted to push a sense of depth and scale into them. I chose to use Sketchup to establish a very quick block in of my ideas, then proceeded to draw the scenes out. For a majority of buildings in the background, I created a repeating pattern and then skewed it into perspective, adding depth on major windows, doors, etc… as needed.