Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Wednesday, May 22, 2013

Gamma Worlds

You know, I have no idea if I ever posted these.  Done years ago for Gamma Worlds for Wizards of the Coast.  One of my first freelance jobs.



Sunday, May 12, 2013

A blast from the past...

Backing up old files and finding old hard drives you find stuff from years and years ago.  Here's some of that....  It's an old game that years later would be turned into a mobile MMO.  It was originally called Blackstar.



















Basically if you've made it to the bottom of this post...congrats.  This was only a smattering of the work I got to do on the project back in the day.  My first concept art job and I moved to Texas to do it.  I met some great friends and after all these years I continue to work freelance for the company off and on when the chance arises.  The game changed drastically.  So here, ya go.  Some good, some bad.

Tuesday, April 30, 2013

Painting from google hangout

Did an impromptu google hangout.  Where we all draw together and see each others screen.  It was fun and I plan on doing more of them.  This is what I did

Monday, April 22, 2013

The man and Machine

Trendy Entertainment is making Dungeon Defenders 2.  I got the opportunity to work with the awesome group on same key art assets.  So as they get revealed at their blog, I will reveal them here too. 
Check out the game here : http://dungeondefenders2.com/blog/

Thursday, April 11, 2013

The CTN Roadtrip is upon us! #ctnroadtrip

Please join us at the 
CTN Animation Road Trip 
at the 
Burbank Arts Festival 
April 13th and 14th.
THIS WEEKEND!!!!!
the map of with me!
B-48
Come on down for festivities, beer, art, walking n talkin.
SO many good artists!
Here's the list
Alina Chau Animator, Author Illustrator
Animator Made
Brett Bean Character Designer
Mitchell Bernal Creator of Skelanimals
Sue Blanchard Illustrator
Blue Canvas Artist Networking Community
Mike Cedeno Painter
Center Stage Gallery
CGMA Online Education
David Colman Character Designer
Creative Talent Network
Craig Elliott Concept Designer
Stephan Franck Director, Storyboard Artist
Dominick Domingo Development Artist, Instructor
Arthur Fong Visual Development Artist
Walter Gatus Character Designer
Ed Ghertner Production and Background Design
Francis Glebas Director, Storyboard and Visual Development
Steven E. Gordon Director, Storyboard and Designer
Michael Humphries Art Director and Fine Art Painter
Gary Montalbano Conceptual Designer, Illustrator, Publisher
Christophe Lautrette Production Designer
LA Film School
Mike Kunkel Cartoonist at the Astonish Factory
Jose Lopez Character Designer
Sue Mantle DiCicco Childrens Book Illustrator Writer
Chris Oatley Visual Development Artist
Ruel Pascal Painter
Bill Perkins Art Director / Painter
Jeff Ranjo Storyboard Artist
Tom Sito Writer
Stuart Ng Books
Guy Vasilovich Director and Producer
Valerio Ventura Art Director, Director
Glen Vilppu Master Draftsman and Instructor
Virtual Animators
Ed Wexler Art Director
Woodbury University
Michael Yamada and Victoria Ying Designers
Dean Yeagle Cartoonist

Monday, April 8, 2013

Work that died (but lessons not forgotten)

So sometimes you hope a project finds it's feet.  Sometimes you just want it to end...put out of it's misery.  This project was both.  I did work with Atari for a quick turnaround.  I loved all the folks I worked with but there were a lot of hands, no real time to commit, and funding was spotty at best.  I came on to do final illustrations of already finished designs.  Unfortunately they hired me too soon as most of the assets and design decisions had not been reached yet.  So much of this is testing the waters and seeing what was working.  Literally some of the characters were silhouette outlines and I was to make up the rest but adhere to an aesthetic that wasn't designed yet for the game.  I really liked the folks and love the property so I was hoping.  But here's the work that will never be. This was over 2 years old but thought it would be fun to share and explain some of the small lessons I learned out of it.

Lessons I learned and some artwork in between:

1.  Stop working and talk if the job changes drastically. 

Both parties need to be aware
     Sometimes its on purpose, but mostly production just gets fouled up.  That's why I usually go hourly because if scope, ideas, personnel, etc, change or just go out the door it doesn't matter.  You're getting paid to help fix problems and make the best decisions given the information you have.  If you are going by project, be clear and precise on what you will give them.  Both parties should know the expectations of each other.  That way, you're both happy in the end. 


2.  Stay positive even when it all points the opposite way.

It's what saves me time and time again.
Attitude reflects in your art, your life, your appearance and how that energy and life comes back to you from others.  Be the person people want to go back to, work with.  Trust me.  Find your way to cope and deal.  We all have bad days, just don't make a month out of it.


3.  A good Art director instills confidence

   This one really struck a chord with me.  There's something to learn with every great experience but even more is learned through failings and struggles.  I plan on being an art director one day.  Or production designer and I learned that instilling confidence and knowledge to your team is essential.  If they know what you want, have a plan of attack, or really trust that artist to give them something special it will shine through the entire project.  Each artist already has a narcissistic self loathing confidence issue already.  The person above them leads by example.  Negativity, timidity, and lack of speaking all effect the artist.  Atari was good, no problems on any major front but this job made me evaluate what I thought made all the good art directors I worked with before.

4.  Appreciate the real networking that happens

I love the real and dislike the fake.  I determined long ago that I would never make my career going to parties, pretending to laugh, and kissing some tail. I would make it through sheer determination, sweat, personality, talent, and deserving IF it was deserved.  I just don't have that personality to fake it.  I like my wife with less make up, friends who are honest, and real conversations.  I got this job based off the work I did for Wizards of the Coast and the art director jon schindehette.  I tried to give him the best of me and I know he remembered that and when a video game came calling, he offered me up.  This was the first year I decided to go full freelance and I was just starting out.  Jon really helped in more ways then one.  I truly hope we can find another project to have a go at.  Also, there are lots of personalities, but I have learned to keep the truest people, good people on my proverbial speed dial.  (FYI:  If I tweet, instgram or facebook another artist I am endorsing them as people usually more importantly then their art)  I feel very strongly about who people really are.  Especially now that there are SO MANY good artists that difference I make out is who people really are.  I have no patience or time for mean.  Even in the UFC I root for the cool guy better attitude.  I'll have another post on how the UFC and being an artist can be similar.



Well, I turned a blog post into a journal...sorry bout that.  Me rambling as I await feedback from Disney ;)

I wish all the people who got laid off from this project a quick recovery to a new job or reinvigorated to start a new path they've always wanted to tread.

Cheers,
Bean

Thursday, March 21, 2013

Frank n Furter

2 crazy kids lookin for adventure....
Don't ask... I'm makin' this career up as I go.....

Saturday, March 16, 2013

The art of Brett Bean volume 2!


 




The 2nd volume of the Art of Brett Bean is out now!
Click on the link, visit the store
Here is the cover and some sample pages. 
Thanks to Alberto Ruiz, Trinquette Publishing, Pulp's books, and the labyrinth for putting all of this together.