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A walk-through of the collaborative look-dev process I went through with
my artist, Kindal Dewitt, for Gobzor, the boss in Gobsmax City.

Kindal was a game art intern who had a talent for characters.
After she had absorbed the reference material, this was her first sketch:
GobzorExplorations
It was a place to start, but didn't feel right for the project.

I did a quick  paint over of another gob
to help get a direction for this guy:


Not an amazing example of my art, but I was looking for
something quick to tip her in the right direction so I could focus
on other areas demanding my attention. This fit the bill.



Her next set of images were helpful:





I piggy-backed off of hers and made some tweaks:

I made the nose, eyebrows, and bottom "lip"
more prominent, plus gave him some cheeks.


From there, Kindal took what I sent her
and cleaned it up in illustrator on a gob template:

this was really looking great, but was missing something in the chin area.



A little photoshop magic, et voila:

After seeing it, I was certain the chin line needed to be black.

With this direction fully propigated in the turn around,
we had everything we needed to present this to the team:

It was well received, but there was one change requested from Creata, our client...



We took the nose off:


but before we did, I created a comp of him in his hovercraft (a paint-over
of the one by Emilie) and sketched in a high collar of doom:

I decided to lose the ear bumps and had Kindal clean up in Illustrator...


...and she made an awesome puppet animation to boot:


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