Wednesday, 17 December 2014

ALIEN:Isolation (Part 3)

Early material renders for Alien:Isolation's Amanda Ripley. 2011.
These concepts were created to explore clothing variations. We decided
to go with full color painted work to help explore color and texture.

https://sites.google.com/site/cawartdepartment/ripley_03.jpg?attredirects=0

We also needed to see how the actress playing Ripley would look in all the gear.
So here, the face you see is a photo-bash on top of my painted work.
This was the first time I had used the technique and felt a little uneasy. There is also
photo texture work applied throughout to give that extre sense of reality and fidelity to the materials.

https://sites.google.com/site/cawartdepartment/ripley_01.jpg?attredirects=0

https://sites.google.com/site/cawartdepartment/ripley_02.jpg?attredirects=0


The last two sketches here lift directly from Moebius, a couple of the unused concepts he created for the original film.

I apologise now for the bare midriff and underwear versions, it seemed like a good idea to explore
that at the time. I'm really glad they went with the final suit that was designed much later on after my work was finished there.


https://sites.google.com/site/cawartdepartment/ai_ripley_concept_04.jpg?attredirects=0

Ripley's backpack explorations.

https://sites.google.com/site/cawartdepartment/ai_ripley_concept_05.jpg?attredirects=0

Ripley, full load-out. The accessories and equipment evolved
further from those here.


A line up of generic NPC's (and an early iteration of the Android). Using color and component swaps to give a variety of 'unique' looking characters.

https://sites.google.com/site/cawartdepartment/ai_ripley_concept_07.jpg?attredirects=0

Alien: Isolation TM & © 2014 Twentieth Century Fox Film Corporation. All rights reserved.

Friday, 5 December 2014

ALIEN:Isolation (part 2)

The first batch of character work for Creative Assembly's ALIEN:Isolation. 2011.
As mentioned previously, the majority of this works owes a debt to John Mollo and
Moebius. Their original work on the film has lasted the decades and still stands as
the benchmark for serious scifi work today.

All in game mesh work (as far as I know) is based off scanned actors, so I feel my role here was more of costume designer than character designer, but it's always nice to reflect some of the personality in pose, attitude and accessories.







Originally the Alien was as it appears in the film (bipedal legs), but this wouldn't allow for the degree of agility required, hence the 'dog' leg final version.



We created these for the Nostromo Edition. I'm really shit at likenesses.

Alien: Isolation TM & © 2014 Twentieth Century Fox Film Corporation. All rights reserved.

Monday, 24 November 2014

ALIEN:Isolation (part 1)

Here is the first post of ALIEN:Isolation work.
In 2011, I worked for Creative Assembly/SEGA for around six months on the pre-production of 
the project. It was a joy and a treat to work on the project and I want to thank Jude Bond and
Alistair Hope for their great artistic and creative direction, thanks chaps!

The source material is of course the best you can get: Ron Cobb,
Chris Foss, Moebius and Geiger (not to mention Scott, O'Bannon , Bower et al!). It was a joy to dip into their material and in a tiny way contribute to the world of ALIEN.

I will post more soon regarding the character work, which if I'm honest, my part owes 95% of
the work to Moebius and amazing John Mollo
(who an entire generation of concept artists owe a debt to how we approach sci-fi costuming).

But for now: storyboards. These were created as part of an animatic, essentially an 'animated' storyboard. I was using my triangle brush in Sketchbook Pro for theses, later exported in layers to
be animated in After Effects.




































Alien: Isolation TM & © 2014 Twentieth Century Fox Film Corporation. All rights reserved.