Monday, December 2, 2013

Still Life Paintings

I've had these paintings on file for some time.  These were meant to be quick, 3 hour tops still life studies that I'd do after work:

Sunday, December 1, 2013


I got into a rhythm of doing sketches and doodles from Star Trek as I started watching through every series on Netflix.  Here's a couple:

Saturday, July 6, 2013

Lab Workshop Block In

I took a break from digital painting to start up a side 3D project.  I found a cool piece of concept art done by one of the artists from Polycount that I felt would make a nice little side project to keep me busy.  Here's the concept done by linkov on Polycount:  

Please feel free to check out the rest of linkov's work and his profile on Polycount here:  

In my spare time from work I've slowly been working on a 3D block in of this concept that's more or less done for it's purposes at this point:

From here, the more involved, refined modeling/texturing starts.  For this project in particular, I want to try my hand at 3D Coat since I've heard it does wonders for models that involve a hand-painted look.  Time to grab the free demo soon to see if I like it.

Otherwise, I intend to combine Zbrush and hard surface modeling with a hand painted look, and will likely put this project in an engine like UDK when I'm further along.

Sunday, June 16, 2013

Landscape Painting

I've been working on this landscape painting in my spare time from work.  Based from a photo:

I've been thinking about starting up a new 3D project soon.  It'll likely be something small to start to get back in the rhythm of my usual process, but hopefully it'll evolve into a larger project.

Tuesday, June 4, 2013

Noah Bradley Study

Just a quick post before hitting the hay tonight.  Here's a Noah Bradley painting study I've been working on and off for the last few days:

You can find the original here:

Time for sleep!  Maybe.

Sunday, May 26, 2013

Nick Carver Study

A rough study from one of Nick Carver's paintings:

Monday, May 20, 2013

Jesse Van Dijk Study

Roughly a 2 hr 45 min study of one of Jesse Van Dijk's paintings:

Saturday, May 18, 2013

Ice Cave Painting Study

I did a study of an ice cave painting I found from, unless I'm mistaken.

More studies to come soon.  Ideally I plan to do one a day, maybe about 3 hours each.  

Friday, May 17, 2013

Digital Painting Studies

I've been trying to get back into digital painting and life drawing now that I have more time on my hands.  These two are studies from Tom Scholes work.  

Graduation and Internship!

So, a couple of things might have happened since my last post.  Let's start from the top.

To start, I graduated from DigiPen at the end of last April.  Life can't possibly be any different now that I'm no longer a student there.  It's been good, although a bit weird to be away from DigiPen, considering I don't normally see the same folks on a daily basis anymore, and it was the place I did spend most of my time during the year.  It's safe to say I was a bit shellshocked.  Another thing I thought about was that I wasn't really sure when I'd ever be back after graduation.

It's funny though, because I'm currently at the school at the very moment while I'm writing this.  Haha.  I try to find time after work to hit the life drawing sessions here when I can, since alumni can still do that, and lately on certain occasions I just end up finding myself back here for one thing or another.

Right, I'm also working now, which leads me to the next thing.  About 2 weeks before graduation, I got back in touch with Uber Entertainment, a game studio I contacted about an internship back in January.  Within the next few days, I did an art test for them and was interviewed.  Right around the time I graduated, I was accepted as an art intern at the studio, and have been working there ever since.  It's been great so far.

*Plug**Plug*  If you don't know Uber Entertainment, we're currently working on Planetary Annihilation, a Kickstarted RTS game for PC.  You can check out more about the project on the Kickstarter page (  Since it's a kickstarter project, a lot about the game is public knowledge, so feel free to check out what's been released if you want to know more.  We're currently in Pre-Alpha.

Now that those two big things are out of the way, I'll get to posting some art shortly.

Monday, April 22, 2013

[UDK] Fantasy Cottage Interior - WIP 3


I've meant to post the final post for this scene a while back.  The changes are fairly minor, but here it is:

Got the little crystal in there.


Another post on my current UDK environment:

Most of the work has been on lighting and reworking the floor texture.

Here's a little paintover for what's to come next:

There was a little crystal in the concept that I was really excited to do but never got to it.  If I don't get to it by the end of this week, I'll just keep pushing this after school's out.

Speaking of which, there's only 8 days left until graduation!  I'm excited, nervous, and bittersweet.  I'll certainly miss a lot of the awesome people I've met here at DigiPen over the last four years.  It's been quite a ride.

Almost forgot the Polycount thread link:

Expect another update in a week or so!

Monday, April 8, 2013

[UDK] Fantasy Cottage Interior - WIP 2

Working on my interior UDK scene, addressing some feedback that I've been getting from friends, instructors, and folks from Polycount:

Still tinkering with lighting.  If anyone wants to check out the Polycount thread, here's a link:

Less than a week until Career Fair!  Work work work!

Sunday, March 31, 2013

[UDK] Fantasy Cottage Interior

Posting a WIP shot from the current environment I'm working on.  It's based off a piece of concept art from Golden Sun: Dark Dawn.

Here's the concept art:

And here's my scene as it is currently:

I wanted to try to give a different spin on the scene, so I decided to give the room night lighting instead of daytime lighting.  There's still lots to do.  I want to have this environment as polished as possible before our school's career fair, which is in two weeks.  Bring on the work!

Friday, March 22, 2013

Spare Parts: Lutin's Folly - Beta - Environment Shots

I've been doing a lot of work to light the main level of our senior student game, Spare Parts: Lutin's Folly.  We finished up our Beta milestone just earlier this week and will be working to finish this game for Gold milestone in about 4 weeks from now.

Here are some lit shots from our game:

These shots feature work from just about every artist on our team.   Here is a list of our art team and what each person has done for these shots:

Stephanie Keene - Environment prop models and textures
Dan Samuelsson - Character models and textures
James Ludden - Animator
Brandon Orden - Lighting, environment props, environment tiling textures

Other artists that contributed to the game but are not currently in the team include:
Marc Thompson - Tree models and textures
Kyle Mistlin Rude - Tech Artist/Rigger
Sarah "Chip" Nixon - Animator
Steven Hernandez - Crate models

We'll have a proper website up and running to showcase this game soon.

Saturday, February 16, 2013

Mid Semester Art Dump - Lutin's Folly

Whew!  We just got finished with our Alpha milestone of our senior year game, "Spare Parts: Lutin's Folly."  We're made of a team of senior student artists and programmers, and we are building this game using the Unity Engine.

Spare Parts is about a race of little elven/halfling creatures that live in this little secluded tree village that we refer to as "The Grotto."  They're very naturalistic and connected with nature.  Among the villagers is our main character Lutin, who instead is attracted to technology and mechanics.  The game follows Lutin as he creates a large frog robot meant to defend and protect the village.  However, after powering up his robot, it malfunctions and goes on a rampage, leaving it up to Lutin to set things right.

I haven't been so good about posting some of my work from the game, so I took some time to make some quick breakdown sheets of some of my models and textures for the work I've done.

There's lots to be done and refined environment wise, but here are some screenshots from the game to show our current progress:

The game all takes place in one main area and goes through three acts, which occur at different times of day. The most of our work has been put into the night level scene so far.

Here is a dump of some of the assets I've contributed toward:

The top roof texture of this well was done by Stephanie Keene, who is our art director and another environment artist on the team.

Best case scenario, we'll have this game polished and shiny by the time GDC rolls around.  Wish us luck!