Wednesday, 26 March 2008

Max Payne Games

As I have discussed in much detail about some the illustration influences, but now I want to discuss what has been a direct influence in terms of the narrative of the comic, as well as style influences as well. So this post is not dedicated to an illustrator, but to a video game series... the Max Payne series.

But why has a game series been an influence to me, when I am not making a video game but a comic? Well, for starters the incidentals in between the levels are done as an interactive comic. These incidentals provide tons of back-story in a creative way without being too boring with general animatics between each time you play a game. When playing these, the text boxes serves as a tool into what Max (the man in tie and suit, or in a leather jacket) is thinking, or recollecting about what is happening. My comic uses text boxes for this very purpose, which brings out so much to my character by letting them being able to think that just stand in the page looking generic. The style of these is not the same style as my comic, but just look at those poses; they just bring out their dialogue to life with such simple aspects as how their head is tilted, or their hand gestures. This, for me, makes the characters fully believable, and, as for these games, an essential ingredient to making the player engages in the narrative. You can just tell, by looking at the bottom 'strip' that the two are in love, but they cannot express their love (the woman is Mona Sax, who becomes a key character in Max Payne 2, with the player even playing her for one key level of the game.)
The levels in their own right help you engage in the characters too, with viewing them in this third person perspective for most of the levels. Noticing the backgrounds, and attention to subtle detail as tables, chairs, show the levels are made to look like rooms, alleyways with their props, and not just boxes in which they walk in- this was even made more convincing by applying some physics into its game engine to make be able to ruffle boxes, papers, bodies, and so on, which some believability in them (the bodies look like rag dolls, but you don't care about that when the fly in the air after your grenade has gone off!) To relate this to my comic, I do have a subtle attention to detail which I have been inspired from the levels; the painkillers, which in the games are used to replenish your health (my main character uses some painkillers to remove his headache when he is struggling to sleep.)



My comic is not a direct rip-off in terms of storyline, but my narrative has been influenced by the game to establish some elements of noir (like film noir, but in a game) into my comic. These include the emphasis into letting my readers get into the head of my main character through text boxes, the grim outlook of the story (the fact that my detective is being engaged into a series of strange murders.)

On a note of writing these comments, I have no idea on who was involved in the conceptual side to this game, or say the illustrations of the comic segment. If you can help me find those that were responsible for making 2 of these excellent third-person shooter games, I may do further analysis on the more artistic side of their work, such as they what they also done.

Tuesday, 22 January 2008

Timothy Horn

I have just stumbled on some excellent vehicle paintings from Timothy Horn (http://www.horndesign.com/) posted in a post William Wray's Blog.

http://williamwray.blogspot.com/2007/12/oil-can-show-news.html#links

I find this kind of work inspiring especially as I have to draw a vehicle in my comic for my portfolio, in which my main character drives in the comic. So seeing how vehicles get placed into urban setting, like this image above, really helps me understand how to integrate my vehicle, when it comes to lighting and shading.


I also find this picture fascinating because of Horn's ability to capture light on the metallic surface of this car.

Thursday, 10 January 2008

Felix Lorioux

Felix Lorioux was a popular French illustrator during the early 20th Century. His work has been uploaded on the ASIFA- Hollywood Animation Archive http://www.animationarchive.org/ but some of my favourite pieces of work from him can be found on this post http://www.animationarchive.org/2007/12/illustration-felix-loriouxs-fables-de.html

What I foud about his work that I like about it is the simplicity of the shapes used for the composition. The above image mainly used curves and circles for its composition, but is also to add in a lot of detail as well around the basic shapes, for example the wishing line that hangs between the chimney and a pole is subtle enough detail to make the pumpkin house real homely.

The simple composition skills also applies to the design of the characters. That is why I found this illustration of a fox and a stork such an appealing picture to look at.

Overall, I find his work a real inspiration for my own illustrations, as they maybe simply composed on the page, but the use of subtle detail in them makes them appealing.

Thursday, 29 November 2007

James Groman

James Groman is known as a sculptor, illustrator, toy and animation character designer. I'm probably interested in work with the Madballs, especially this painting of one of them, Bashbrain.

http://jgroman.blogspot.com/2006/09/new-madball-painting.html



I just find the detail in this just extraordinary, and how certainly sections are lit in an artistic fashion. Groman use acrylic paint to paint this, but this will be an ambitious goal for me when it comes to do paintings of my own characters.

William Wray

William Wray is an artist who has had a solid background in animation (he style on Ren and Stimpy is his most prolific work.) But Wray now does a lot of paintings, and his latest work is really interesting, in terms of lighting and colouring. The lighting is done in a stylistic manner rather than a realistic manner, but you still believe that that is the light from the lamp post hitting the trailer. The colours are inspirational, with a mixture of reds and yellows for the light makes a great contrast with that dark blue and black for the background.

http://williamwray.blogspot.com/2007/11/studebaker-road-long-beach.html

Samuel Michlap

Samuel Michlap is another animation artist I find interesting.

http://samuel-michlap.blogspot.com/

His most recent work he has posted on his blog was some colour keys he did for El Dorado. I find these colour schemes rich, and very fascinating to look at. The use of oranges, blues, and yellows makes some of the paintings appealing and inspiring to me.

http://samuel-michlap.blogspot.com/2007/10/el-dorado.html



Sunday, 21 October 2007

Blackwing Sketchbook

I am always looking on other people's blogs for inspiration, especially animation artists, like Blackwing Sketchbook http://blackwingsketch.blogspot.com/


http://blackwingsketch.blogspot.com/2007/04/ruff.html#links

I find her brush work so simple, but so effective, in drawing human figues- even in a rough state.


http://blackwingsketch.blogspot.com/2007/07/blue.html#links

She also has a simplistic way of colouring and shading, like in this picture above.


http://blackwingsketch.blogspot.com/2007/06/and-more-paris-sketchbook.html#links

This technique even works for her life drawing, as shown above. I like how she depicts such complex detail, like a pony tail, very briskly.


http://blackwingsketch.blogspot.com/2007/06/scribbling-as-fast-as-you-can-when.html#links

I also find some of her mark making interesting, like in this quick drawing. I like how she has quickly drawn the shape of her leg, and her hand like that.


http://blackwingsketch.blogspot.com/2007/01/diphaneous.html#links

Again in this picture too, I find how she has done the hands an interesting approach. It just makes me want to use a brush pen to do some quick life drawing.