My Process and sketch

Below you can see my character design process. I start off by gathering some references, for these characters I want to have a Witcher game vibe and the plan was to do some typical game archetypes like a warrior, mage, monk, archer, and 2 creatures. I start with some thumbnail sketches, doing pose exploration to get the feel for the character I am designing. The 2 creature designs weren't working as well as I liked with the line thumbnailing method, so decided to try to explore the silhouette to draw more from abstraction and play around with the proportions.

Once I am happy with my thumbnails, I pick the ones that have some potential and take them to the next stage. In this stage, I refine my ideas from the thumbnail, painting over my thumbnail sketch and photo bashing in some elements from my reference. I narrow in the reference I use and figure out all the details in the character and the overall final look and feel of the character.

The next stage is prototyping designs I like in 3D making sure my designs work from all angles and everything looks good. Once I am happy with the 3D stage, I go back over the 3D and paint over and photobash any areas that weren't working in 3D. The final stage is painting the FX and finishing touches for the piece.

Below is my process of designing some guns in Digital Extremes  Warframe style. Whenever I am trying to match an art style I first get references of the art style I am going to match. I then analyze the references and try to figure out what the art direction is. My conclusion was Warframe Tenno Weapons are 70% gun 29% Art Nouveau and maybe 1% bones. Not sure how accurate that is, but that is the base I decided to build the gun around. After gathering references. I then do a brainstorming session sketching to figure out which direction I might like to go. I then pitch my idea with sketches to my lead. I follow it by addressing any notes given and take them to the final.


Below is my process for Animation Background work. I do a rough line drawing to find the perspective and overall look for the layout. Then once I know things are in proper perspective. I go over and do a clean line drawing or painting and make changes as I need to. Depending on the style I am after the end look can have tightened line work before applying the color or no linework.

Below I have my process for my Robocop redesign project. I start all my work by gathering references.

 I then do a brainstorming session sketching to figure out which direction I might like to go. I then pitch my idea with sketches to my lead. I follow it by addressing any notes given and take it to the final. I have more of my break down of this process lower down the post on my other concept design process.

Below you can see some initial environment design sketches to show the overall direction for the world of Robocop. The direction was that in 2035 LA is flooded over. So we now have new cities on top of the old. The new City mimics the Delta City from the original 1987 Robocop. These sketches were more to start a conversation; sell the overall look and mood of the city. I have used the photo collage process for these sketches. You can see the process in more detail in my other Illustration lower down the post.

Below you can see that once the overall direction is finalized and approved I then do a proper Cinematic Illustration. I build the shot out in 3D so I can reuse the asset on my other related shots. I render the shot in 3D. I then paint over the renders to emphasize the mood; add more depth and life to the shot. You can see the process in more detail in my other Illustration lower down the post.

Below you can see how I start most of my Concept Design work. I first gather references; at least 3-5 images related to different parts of the subject I might use to create the final concept. I then do a brainstorming session sketching to figure out which direction I might like to go. These sketches are super ruff and usually meant for my eyes only and maybe my lead. I usually send my clients 3-4 different initial sketch 3D blocks to pick from. This is where I pitch my big ideas of the concept. Once I get that approved I move on to do my first pass adding more medium and smaller details. After my first pass is reviewed I address any feedback notes I am given. I do as many passes that I need to get the design that best fits the particular concept. I very much believe that designing is an iterative process and I am always willing to better my designs. Once everyone involved is happy to move forward with the design I move on to the final pass and depending on what is the final look we are after; I can make it look photo-real or give it a more stylized look.

References and Brainstorm Sketches

Proof Of Concept

Final look Pass

Below I have my photo collage Illustration workflow. For this, my work was to dress up the gray box 3D renders. My process for this is similar to that I look up references. I also gather photo assets I can use to populate the scene. I then do ruff comp(2nd shot) to figure out my direction and proceed to populate the scene with photos. I quickly figure out my hero assets and group my scene into FG, MG, and BG, and set up a ruff direction for overall Illustration(3rd shot). This is the point where I show my lead or client my overall direction and pitch my big idea for the illustration. Once I get the go-ahead I move on to hitting any notes they may have and start to finalize the illustration by painting and polishing the photo assets to better fit the scene. I continue to problem solve anything that comes up along the way and takes the Illustration to final with some post effects works to unify everything.

Final Illustration

The process for these gate designs is similar to before. I started with gathering references; I then do a brainstorming session and pitch my big idea. Once I get that approved I move on to do my first pass adding more medium and smaller details. After my first pass is reviewed I address any feedback notes I am given. Then I move on to finalizing the look; for these ones I wanted a more simple to the point stylized look to better emphasize the function.

My Illustration process changes depending on the final look I am after but I always start with gathering reference and inspiration. I then do some composition sketches to figure out the look I might want to go for. This is what I show and pitch to my lead or client. After I find my direction I start figuring out which way would be best to execute the final look I am after. For this illustration, I had lots of circles in perspective so decided 3D would be the best.

References and Inspirational Mood Board

Compositional Thumbnail Sketches

Painting Process

Final Illustration

I couldn't find the references I used for the concept below but again I gather at least 3-5 images. Also for these ones I started with 3D sketching rather than 2D. My methods of exploring ideas vary and I try to be flexible with my workflow to better adapt to any situation. That being said my design philosophy is still the same. I pitch my big idea of the concept with big forms first. Once I get that approved I move on to do more medium and smaller details. I do as many passes that I need to get the design that best fits the particular concept. I very much believe that designing is an iterative process and I am always willing to better my designs.