
3D Primary Judges
In alphabetical order by first name first

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Fredrik Hultqvist - Dominance War - Founder |

Fredrik Hultqvist, an accomplished game artist with a background in Illustration and Design, currently runs as founder, editor, admin, site content creator and organizer of the Dominance War Series (dominancewar.com), GameArtisans.org and UnearthlyChallenge.com. With various works and DW tales published in magazines across the world, Fredrik enjoys helping artists everywhere with his wacky ideas and inspired creations. Although Fredrik cannot act as a final judge in Dominance War, he helps coordinate the primary judging phase for each and all events. |
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Alex "brutikong" Velazquez - Illustrator/Digital Sculptor - id software |

Alex, a fourth place world champion in Dominance War III - 3D, is an industry veteran with over a decade of experience in game art. He has worked for studios within Activision and THQ, such as Raven, Volition, and Vicarious Visions, and spent some time freelancing. Having been very active in many forums, contests and challenges for quite awhile, not much has been heard from him since he was called up for duty by ID software. Currently hard at work on the upcoming DOOM 4, he bides his time, preparing to unleash the next generation of hellish creatures on our world. |


Comments:

pizzaguy
I am a big fan of the unique and unconventional. Merging his extraordinary design with probably the most realistic rendering and best compositing in the competition, Alexandr created a challenging entry that exudes originality. He pushed the envelope and we are rewarded. Definitely a breath of fresh air from the vast sea skull kneepads and red glowy spikes, and an example for future contestants to ditch the tired and rehashed ideas and try something new.
ced66
The beauty render is one of those, pictures that say a thousand words. Cedric really manages to transport you to the Claims desert world. His high poly modelling is just jaw-dropping, you can get mesmerized in the flow of it. Fantastic entry.
ojy8988
Oh Jae Young has created one of the more elegant entries in the competition. Using symbolism throughout, some overt and some subtle, he clearly displays demonic heritage without having to resort to horns and gore. Reminiscent of Wayne Barlowe, yet completely original.
thiel_joe
Joe Thiel created the most illustrative entry this year. He took his amazing concept, and translated it nearly flawlessly into 3D. The result is moody and ethereal. So many entries this year tried to beat you over the head with detail, it was refreshing to see an entry focus on form and color. The decision to use photoshop generated normals, although I'm unsure if it was intentional, gives the model a fragile paper like feel, which aligns nicely with the characters moth-like qualities.
GoodAtom
This a fantastic entry, meticulously modelled and textured. Only his sword blade gave me a slight pause. I feel if he were integrated into a more contextualized base or background, he would have placed higher on my list. |

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Joe Mirabello - Senior Environment Artist – 38 Studios |

Joe Mirabello is currently a senior environment artist at 38 Studios. Over the past half decade Joe Mirabello has been able to wear many hats in the industry, focusing primarily as an environment artist, but also creating occasional character art, concept art, and helping out as a technical artist. He has contributed work to indie games, mass market novels, military/government contractors and Smithsonian documentaries. Throughout his career he has tried to give back as much as possible to the art community. Joe has given lectures at multiple schools and universities, written tutorials, and helped moderate and manage Cgchat.com, GameArtisans.org, Dominance War, and Unearthly Challenge. He has been involved in Dominance War in some form since its inception, be it judging, managing publicity, or simply helping out here and there with promotional materials. He's already looking forward to next year's competition! |


Comments:

Kateimsack
Every once in awhile an entry comes along so stunning, so refreshing, so gorgeous that you find yourself speechless. Manuels Owl knight did that for me. It's such a bizarre idea, and anamorphic-characters are always tricky to craft as it is, and feathers are a royal pain, but Manuel pulled the concept off amazingly. Every little detail in this entry: the feathers on the owl, the fur on the cat, the ridiculously large sword, the monocle, the armor, the stopwatch—all of it leaves the impression that the artist had a blast making this. Fantastic work!
Slipgatecentral
Wow, what's not to like about this entry? Cool character design, nice clean color palette, and an impressive amount of detail that never distracts the eye from the focal points—namely, the face. I think using a lot of repetition in the shape language of the detail, and keeping it low contrast compared to the red accents and the face, really help sell the entry on a whole. Excellent work, Vadim!
Jips
I'm always a sucker for a well made robot design, and DW4 had some fantastic ones, but this one stood out from a lot of the standard designs with it's unique function, focal point, and silhouette. I love the idea of the sawblade-scream-harvesting power, and it really gives this entry something nice to focus on. I would have loved to see this guy in more of a dramatic pose!
Masterkey
This entry proves that you don't always need a crazy high res zbrush sculpt to make a killer DW entry. I love how vibrant this entry is: the color palette, the clearly defined shapes, the gorgeous hand-painted texture work. Judging from the presentation sheets there IS a normal map contribution, but it seems to be fairly minor...and it looks like most of the texture work is being carried by the diffuse. Whatever route Jian took, this piece was a refreshing break from the massive pile of hyperdetailed, desaturated entries DW usually sees.
Neverwintered
Speaking of hyper detailed, desaturated entries, I think those are the qualities that jump to mind first when you look at neverwintered's entry. But, those work to the characters favor, I think. This entry is, in a nutshell, a really awesome anatomy study, and the material treatment and color really show the normal map and sculpting work off. I love how barbaric and berserk this guy feels—he really harkens back to the old sword-and-sorcery pulp paperbacks of yesteryear. The style and silhouette and colors--or distinct lack of color--all work together to make this feel like a monster I can see really this guy going head to head against Turok or Conan or something. Style comments aside, the crafting behind this piece really sings. It's an excellent sculpt, great treatment of materials and a professional entry all around. Nice work!
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Mike "rv_el" Kime - Character Artist - Epic Games |

Mike Kime, a 5th place world champion in Dominance War III, is a professional character artist at Epic Games in North Carolina. He has worked on a range of projects with a wide variety of disciplines including full art duties on casual games to high-resolution character modeling for Unreal Editor 3 games. When he's not working he likes to create, experiment, and grow with personal artwork and ideas. Mike Kime is a part of the online game art community. Being a part of online competitions and art industry discussions has been a largely growing aspect of his life. |


Comments:

Cheers to all who finished and double that to all those who made it to the 75. It was very tough to cut so many great entries to that number. I have entered Dominance War 1-3 and so i take the honor of judging with a healthy dose of seriousness as i know how hard it all is to compete. The best entries had it all from solid modeling/texturing to fully visualized beauty shot. Picking out my top 15 was a battle but each choice was not with out its shining reasons.
slipgatecentral
Exemplary.
katzeimsack
This piece brings a tear to my yearning eye. Like most if not all stellar entries you are first captivated by the entire thing. You do not think "model" "texture" "presentation" but instead are immediately pulled in to his world and are wondering about what this character's background might be. Oogling at the details such as the lace-edged under garment and chain mail i started to look closer and admire the material work. There is a great attention to detail, and it tells a story in subtle ways. The cat reads very much into the Owl who is hardly posed at all. The Owl has Cartman-like proportions :) and I know its very hard to fit a solid design into something like this. This one is a-typical and requires a lot of reworking and tooling to push something this nice. Also the description is right to the point, because the images say it all!
ced66
Bravo on another Day Time render! Ced66 has created a solid piece and is not hiding things in shadows and gloomy backdrops. His entry is right out in the open for everybody to judge. The character has great shapes and exaggerated forms with a solid realistic treatment. The model picture truly pops and the final presentation is great for a solid video game. The Front and Back renders hide absolutely nothing as Ced66 shows off his design balance of tech and flesh, color, and flow leaving the viewer complacent and satisfied- knowing that he didn't have to try too hard resort to look-at-me smoke and mirror.
Foreverendering
This is where judging started to get tougher. Foreverendering's character has creativity, solid modeling, and presentation. This one is intense and original. I really like his weapon and dig how he went beyond just thinking about the blade. The thing that threw me off the most is the background, I had a little trouble with it, but that is all icing on the cake. That being said everything else is really great! I enjoy the fact that the character’s own face looks like it was inspired by the team’s logo! I can also tell right away what this character is invoking.
Fantastic!
AimBiZ
When this beauty image first popped up on my screen my reaction was "Holy S**t!" Beyond that there are some images that pale by comparison... The front/back shot leaves a bit to be desired but it's also very honest and forward. I must say that the beauty image gives me absolutely no reason to dislike it. Many entries have areas that are confusing and tangents I have to work to get over. Not here....The silhouette is grand and the use of triangles and repeated shapes really sing here. AimBiZ worked so that I didn't have to. The colors are great and the whole presentation with the music notes and the Luthier font really brings things together. AimBiz had a real vision for the final image and spent time squeezing every last drop, lining the head of the banjo up nicely and leaning him in with a look like he's ready to play his opponents out of existence.
Gavin
This could be the hardest one for me. The character is quite amazing. There is a lot to soak in here and taking the time to do so is a treasure. The overall character design is solid and creative and the workload is impressive. Gavin really hides nothing. He shows off his modeling abilities and texturing skills. I must say I am a big fan of the bronzey metals. The biggie for me is that this character is dying for pose and presentation. Its true that quite a few characters don't have much of a pose/shot, but this one I feel would really benefit by it because of how heavy things are weighted to his midsection. His upper body and especially legs (which I love!) take almost a backseat to the dominating mid section mass comprising of an abundance of kick ass weapons and eye popping details- I would just like to see it posed. I would truly like to see a game with this character in it! 2 thumbs up on doing an aged bad ass with style and full detail and also mad props for being most honest in the beauty image. I truly admire the texture work in his diffuse. It is better than most in this competition and very game-ready in my honest opinion.
Masterkey
Absolutely beautiful! This entry is hard to talk about. It is very elegant and solid. The relationship with the little guy is great and my only issues are sort of nitpicks. The "headdress" she has is exquisite. The face she has is amazing and the tail-like things that come off the back with the face in them had me sold in a heart beat! This is another character that doesn't have to try so hard. Its got just what it needs and doesn't give reasons to knock it. Basically the beauty image is a little rough for me in the yellow on the hand next to the yellow critter, next to the yellow "pig-tail". That area is tough to read. The modeling comes in under budget and yet is very strong with solid topology. This character would be great for a game, side-kick and all.
ojy8988
I really like this entry! Ojy's beauty render popped right off the screen with a very original demon indeed. The character is one of very few with a sort of imperial/elitest power to it. This character judges all with conviction. The idea is great: It has a very anti or inverted-angel look to it. The cross+halo and overall deceptive evil look is creative and different. The construction/model isn't the best but it does allow me to see that screwed up mouth and head that it's trying to hide behind its human face. This entry blurs some great lines.
Bri_Spencer
This character reads very well. The shapes and silhouette are well thought out yet the character is also original. The overall presentation is great and I feel like there's this true feeling of "gluttony" to the character as if he's straight from a ring in Dante's Inferno. The model sheet is great and shows a lot of what I wanted to see. The fused in skinny guy is excellent! And the facial expressions are just right. I almost feel like I'm looking at 2 once-were serial killers fused together. The weak points come in the skin texturing. The story is great and so is the character although I feel like he might be one that would win a big battle better than a war.
andy6308aaa
This character has a great overall impression top to bottom. The initial feeling is emotional and fantastic. I feel that a few things are a little confusing for me though. I really like the effect encircling the characters and how the artist went with an almost ethereal presentation and look, as if the he does not exist in true "meat-space" but is a thing of nightmares. That being said I figured it was more of a demon than a norm. But the fact that it is a Norm is very thrilling regardless.
Maomaomyz
Another one with wow factor. I was immediately pulled into this character’s world. It is beautiful in all its robotics and robotic in all of its beauty. My mind runs wild with what this character’s background is and all of its universe. The presentation is great and the character is pretty solid. I dig the balance of woman and robot. The relationship there is tasteful where a lot of people tend to get gaudy and lecherous with it. Kudos for a feminine light saber :)
DonDon
Beautiful and well put together.
Sadoshi
This was another tough one for me. I like the relationship and the beauty render is great. Sadly I cannot read any of the text. I really like the originality of the design but I feel like it’s hiding a bit and I don't see a good raw showing of the character. The lighting and presentation is beautiful. This one was surely tough to judge.
Red Republic
Very well done and presented in full! The character has solid shapes but most importantly, visual depth.
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3D Final Judges

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Billy "bahlswede" Ahlswede – Lead Character Artist – 38 Studios |

Billy, an 11th place world champion in Dominance War III, is currently the lead character artist on 38 studios Copernicus project. Billy has over 9 years of experience in the game industry focusing exclusively on characters for studios such as Sony Computer Entertainment of America, Sony Online and more recently 38 studios Boston. |


Comments:

foreverendering
Boofis is simply an amazing entry. The form is very fun and whimsical, the color choices are outstanding. The presentation of the pieces is also very well done, great texture flats and use of space and lighting. I think the most successful things about this pieces is that the normal map isn't driving the look, all the maps are playing together to make one outstanding game model.
JFletcher
V'HULCREM-KR looks the part. Very well executed from concept to completion. Great use of texture space and the presentation is also very well done. I have to say I am most excited about the painterly quality in the textures I think attention to detail really makes the final piece.
slipgatecentral
This model is extremely well executed. You can really tell there was a great deal of thought put into this character and all her gadgets. The highrez model is just fantastic. Its great to see a model with this much detail read as clearly as this does.
masterkey
Love this model and style a ton. It's nice to see a clean colorful model that is focused on the color map. The execution from concept is spot on. This entry is just oozing with style and I love the fact that the normal map was used to cast larger shapes rather then tight details.
xphgame
A very fun style with just enough detail. The textures and lighting work really well together and the team color like scheme works really well for this model.
Jips
Who doesn't love a 20x20x20 robot. This guy does a great job of looking massive and menacing. The idea is well executed concept to finish.
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Chris Black - Senior Environment Artist - Realtime Worlds |

Chris is a Senior Environment Artist at Realtime Worlds currently working on the groundbreaking multiplayer online game APB. He has 10 years in the games industry working on a number of hit games for companies such as Codemasters, Eurocom, Sony and of course Realtime Worlds. He has worked on all aspects of game art production including concept art, high end Zbrush, marketing renders, environments, characters, vehicles and even pixel art for hit mobile phone games. Outside of game art he is an accomplished illustrator who specializes in political illustrations and landscape oil painting. |


Comments:

slipgatecentral
I really liked the functionality of this work, it has a look and feel that connects it to reality. Every part of this piece looks like it has a purpose just like real military equipment with nothing extraneous or unnecessary. I also really like the backpack wings and the lance which brings in a subtle fantastical element of Angels and Knights. On top of this there is a fabulous attention to detail built in and around an anatomically excellent figure. It has a lovely contrast between the beautiful female form and the worn hard masculine metals. A very beautiful artwork with excellent proportion and composition.
katzeimsack
A rich work full of personality and character, It instantly relays the personality of the owl and his downtrodden cat. Interesting how the cat is subservient to the bird and the owl has an element of authority and purpose. I like the posture of the two characters, how the owl manages to convey an element of being a pompus buffoon and the cat is the smart but long suffering sidekick. I also really enjoy the attention to detail with the owl's rich undergarments showing beneath his armour and the subtle almost steam punk elements of the stopwatch and the chainmail. It tells a very funny story but is also technically good as well with some nice touches.
JFletcher
Not only is this a marvelously detailed work I really like the original anatomy of the robot. Lots of interesting shapes and lots of interesting damage drew my eye into an already interesting silhouette to explore the details. This robot has an instantly identifiable shape and a sinister element to it. Like a piece of modern military hardware such as a tank but with an element of futuristic elegance, it doesn't look clunky or awkward. It looks like a machine of pure function that has had its fair share of experience, like an old worn vehicle that still possesses a great deal of personality. A kind of a robot version of a Vietnam vet.
Ced66
This was an artwork that immediately drew my attention for its lovely, heavy and dusty quality. The image looks really hot and the lighting and composition work well as it manages to convey a convincing element of weight and heat. When seeing this image, the imagery of thick heat haze and heavy military vehicles trudging through thick sand immediately spring to mind. I really like the design of the creatures too as if they are some sort of heavy large reptile in an alien. Yet they all seem determined and focused towards an objective. The image tells a story I can see playing out in my mind and for this reason I really like it as well as the fact it is really well put together!
foreverrendering
This is another artwork rich in personality with a character combining elements of horror, mischief and menace. On top of some lovely detail work there is also an excellent posture to the character, nice composition and an atmosphere that conveys horror yet with an element of comedy. The character instantly tells you the type of enemy you would be facing - small, nimble, aggressive and dangerous, yet there is still a likeability there. Well executed artistically, this image tells you a lot.
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Darren Bartlett - VP Production - Liquid Development |

With twenty years of experience producing video game content, Darren Bartlett has remained on the technological edge of the game industry. In 2000 he founded Liquid Development, a company designed to offer the best in art and animation outsourcing (a hard sell in the beginning, but a business model the game industry has come to embrace over time). |



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Dmitry Parkin - Freelancer - Character Artist |

Dmitry Parkin, the ultimate world champion for Dominance War III - 3D, is an accomplished character artist who has worked as a freelance artist for various well known companies around the world. When not engaged in communities like 3dtotal and cgtalk.ru, and participating or judging Dominance War, Dmitry enjoys creating personal 3d projects at home to further his skills as an artist. |


Comments:

There were so many different models, techniques, executions, moods, character personalities and styles. It was hard choosing just 15. I changed my choices several times because everything looked extremely good.
A few comments:
slipgatecentral
Faultless model - strong hard surface modeling work, clean and balanced details.
foreverendering
Great expressional character - it looks alive, perfectly balanced colors and form. The mood is very fairy tale'ish, which is a great aspect in this entry and adds a great deal of charm.
neverwintered
Strong brutal berserker! Rough physical strength is always awesome to see if done right, and in this entry, it’s done totally right!
ced66
One of my favorites! Very interesting combination of animal and machine and I especially liked the bloaty massive forms. The beauty shot is done exceptionally well.
katzeimsack
I want to see models like these in games much more.
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Fausto De Martini - Blizzard Entertainment - Cinematic Modeling Supervisor |

Fausto De Martini started his career as a freelancer working for Advertisement companies in Brazil and got a job as a Cinematic Modeler at Blizzard Entertainment posting the Image "Marine" on CgChannel and CGTalk. Fausto is currently working as the Modeling Supervisor for the Cinematic Department at Blizzard Entertainment and he has been part of the production of world famous Cinematics such as "World of Warcraft", "World of Warcraft Expansion" and the "Starcraft 2" Teaser Trailer. He has many of his personal works featured in book covers, Graphic Card boxes, ATI Graphic Cards advertisements and his work "Cosmonaut" has been used as the main advertisement image for the sculpting software Mudbox." |


Comments:

Krysalid
Awesome concept and render. I love how mature and fresh the mechanical design is on this model.
Slipgatecentral
Amazing piece. The design and detail work is extremely well done. The final pose is great as well.
Foreverrendering-Boofis-
The color palette is just impressive. I really like the design and final image as well.
Smakula
The mood in this final image and her proportions, make this a great piece.
Sadoshi
Great proportions, and choice of color palette. I really like the composition and lighting in both the beauty shot and presentation image. |

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Ian forged concept impetus on the 2nd place team in Unearthly Challenge. He is currently an adept character artist for Terminal Reality, conjurer of the Infernal Engine and invoker of Ghostbusters: The Video Game. Ian embarked upon his career at SCEA San Diego then evolved into a character artist at Retro Studios working on Metroid Prime 3: Corruption. He is a venerated alumni of Ringling College of Art and Design. Ian loves to draw and use a thesaurus. |


Comments:

slipgatecentral - Recon Elite
Wowsome. Just an incredible and elaborate piece of work under the contest’s limitations. It’s superbly well designed, balancing shape and form with intricate detail. All the while maintaining a surprisingly wide variety of realistic working mechanical functionality. This balance of function and form is presented beautifully from inception to final render. I am utterly impressed by how many parts open and transform and dynamically alter her silhouette, revealing more levels of complexity to the character. She appears so well equipped to handle any damn situation from maneuverability to attack, not many could stand as worthy adversary. That’s what I call domination! Spectacular job, really.
foreverendering – Boofis
I love gremlins! But especially foreverendering's fresh take and design. The colors are vivid and his smile is ginormous, visually reinforcing this guy is a rascal. The sculpting is brilliant, supported very nicely in his low poly and silhouette. Specific elements such as the golden orbs, stripes, and spirals occur throughout the character, strengthening the cohesiveness of the design and impelling eye movement. The renders are clear and fantastic; he simply jumps off the screen. I can see the fusion of Cheshire, Gremlin, and Randall bits and I love it! Respect for taking the road less traveled and kicking ass along the way.
ced66 – Claim
I thoroughly enjoy the idea of twisting flesh and combining mechanical bits to do the dirty work. My inclination and ced66's cyborg mastery make this an easy top pick. He maintains a great contrast between flesh and mech, fine detail and broad complimentary shape, and it is all very well sculpted. Some artists' expertise lies in either organic or hard modeling, but ced66 is a rarity and does both quite proficiently. Not to mention the great presentation and remarkably realistic beauty shot. It is phenomenally well lit. And I love that his weapon is gas instead of some cliché gun; it creates a unique balance to his hulky mass and ominous, faceless presence. Great idea.
Bogdanbl4 - Cyborg V11
Like I said, I enjoy a good flesh and mech twisting… And what better flesh to desecrate than that of a young sexy female? It's so wrong, it's right!! Bogdanbl4 has done an impressive job warping sex and war together, balancing smooth shapes and curvy attractive skin with harsh rigid angles and unforgiving metal. Her anatomy and proportions are gorgeous and her skin textures couldn't be better, unless of course she was sweaty and dirty from battle! : ) It would be so badass to see an army of these warriors war torn and lumbering across the desert. Very nice work by Bogdanbl4 and I admire his embracing the provocative in the pursuit of powerful imagery. Shock and awe is as powerful a weapon as any gun.
masterkey – Emma
There is always a small place in my heart for evil demon girls. Particularly masterkey's unique entry Emma and her amazing hand painted textures. The colors have an appealing contrast and her brow-less inverted eyes are very cool. I only wish we had more close-ups to admire all the great details! I love the juxtaposition of cutesy and evil. It is difficult to pull off because by nature the characteristics should have contradicting visual styles and shouldn't meld as one. But masterkey defies the logic and pulls it off powerfully. He also proves normal maps aren't everything. Next-gen, shmext-gen...
Parnell - Demon Prince Tulum
Such a unique and distinctive looking demon: part Scotsman, part pirate captain with his bondage wench pet. I dig the sculpt a lot. That stretched and scarred flesh is killer. Awesome stuff!
smackula – HEL
I like the proportions on this cyborg chick's haunches. She looks built for jumping huge distances or stabilizing a mightily powerful gun. The colors I never would have imagined, then I read the description… priceless.
katzeimsack – Otus
Terrific entry. An owl war general and his mighty puss-in-boots faced steed, very clever. His roundy proportions and armor shapes are great. I want to see this guy do battle with that massive sword! Probably with his steed still attached, meowing as he's swung around...ha!
Jips - Mighty Harvester
I really like the design and strong silhouette of this war machine. With his broad stature and his long arms, and his stomach is his weapon?! Pure gold. That's ingenuity I truly applaud and quality work too.
jocz – Lhootr
The otter king cometh! I like the use of a playful aquatic mammal army as a weapon to defeat evil demons. Very inspiring. I really like the opalescent lizard scaling texture on his body and his power water ball. It sounds powerful! : )
StolenPants – Kinjal
Great render and spectacular sculpt. His skin looks real and fleshy. The unique horn shapes and mouth-less skull face really elevate this demon lord above your normal everyday evil red guy. Keep u the good work!
Fixor – Eckhart
I love how creepy and minimal this guy looks. I always believe less is more, and this guy gives me the jeebies. Every weapon and accessory is so clean and well done. Very professional looking textures and nice stylized anatomy.
krysalid - MK-WAR 1.0
The shapes and proportions of this war machine really caught my eye. He looks so well sculpted and menacing, I wish there were more front and rear angles to see all the intricate complexities in the design. Top notch work.
Mantegra – Nightmare
An extremely stellar high poly sculpt. Such mutated fleshy gruesomeness. It's freakishly horrific, and by that I mean kickass. Very Lovecraftian and oozes demonic. I'm astounded and impressed how Nightmare managed to stay under the contest limits and still retain all that detail. Well done.
neverwintered – Ares
A tremendous hulking brute. The anatomical detail and muscle definition set this warlord above the rest. The bone and stomach sutures and embedded arrows really add character. Impressive sculpt and super job.
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James Chung - Creative Director - Studio iGO / Tako Games |

James directed and concepted the winning entry of Dominance War II (Taehoon's "Bigun"). He is currently working as a Creative Director for a brand new development company, Tako Games. Previously he worked as an Art Director at EA's mobile division. Before that, he worked as a 2D/3D/Concept Artist at Infinity Ward for Call of Duty 2. He was also an Art Director at a small animation / visual effects company working on a CG animated movie. James is an alumni of Art Center College of Design. He is currently busy making his first iPhone game. |


Comments:

krysalid
Vang's entry made #1 in my list for very simple reasons. From 3d modeling to texturing, Vang did a fantastic job executing a very sophisticated design. All the details look like there is purpose behind them. It really feels like this unit went through some kind of manufacturing process. Only thing I would like to see from this entry is better presentation. So far, I am looking at the renderings from pretty much all same point of view. In the beauty shot, I wish to see it in a bit more dramatic pose and angle that takes advantage of the beautiful work that's been put into it.
Sadoshi
There is something about paring up a little girl with hideous monster. However, this idea is usually somewhat overdone and if not careful, it could feel either too dull or overdone. Tony did a tremendous job not only making it work, execution of modeling and presentation of it is done with uttermost care. I can see that he did an incredible job optimizing the polygons and yet did not compromise when it comes to conveying what was presented in the concept.
ojy8988
This one is a curious piece for me. I love the concept and Jaeyoung did a great job of translating it to the final model. The proportion of its design is somehting that either works or doesn't work for a lot of people. I believe this entry would have benefited more if the final pose reflected more of its beastly nature rather than the current upright position. It would have complimented the exaggerated proportion this design had to offer.
slipgatecentral
I do question if preserving organic body is needed for the concept of this piece. There is not much purpose to it other than trying to show female body in the design which obviously was one of the design goals. Other than that, what an incredible piece! Everythiing from modeling to presentation is done with incredible workmanship.
goodmole
It's about time we see some anime inspired meca pieces :) I can totally see this unit tearing up a battlefield movingwith incredible amount of fluid motion. And that is reflected in the design very well. I do question if the human part in the middle has to be exposed in such manner... Also, it's interesting to see Eva-01 in the reference pic. I saw more of Grapearl from the Gurren Lagaan series.
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Olivier Leonardi - Studio Art Director - Splash Damage |

Olivier has been working in the games industry for over 15 years and served as Art Director on titles such as Prince of Persia: The Two Thrones, Shaun White Snowboarding, and Rainbow Six: Vegas, which was nominated for Outstanding Achievement in Art Direction at the 2007 DICE Awards. Olivier currently resides at UK-based Splash Damage, where he has taken the reigns as Studio Art Director working on an as-yet unannounced title. |


Comments:

slipgatecentral
Very very nice model. Every step is done masterfully well - from the initial sketch to the final pose and render. So many details are presented well in the model and the texture work is exceptionally executed so no details are lost and instead are enhanced. The exoskeleton really feels functional yet it keeps a nice aesthetic. Great talent in every field and he even took time to add a fleabot!
QINGYANGSK
Fantastic piece of art, everything looks weighted, well thought out and brilliantly executed. Good texture work without any excessive noisiness. Very good work.
Rasmus Holmgren
This piece is so unique. After reviewing 25 demons and 34 cyborgs, this one is very refreshing. Having a tiny general robot sitting on this giant moving fortress is simply very funny. Execution is done exceedingly well too.
miezis
Very good piece! Reminds me of the Scythe-meister from Clive Barker's tortured souls. For once, a demon that smiles! The design itself is really original, what a weird creature, out of some mad scientist's lab Modelling and texturing give it an interesting cartoony feel helping him stand out of the crowd.
Hristo Rusanov
Another demon with a very original design, mix of roots and lava, would be interesting to see it moving. Texturing has a very nice illustrative feel - painted and hand drawn. I really like the asymmetrical construction of the head. The sculpting is rather nice as it pushes the tree trunk/branches look very nicely.
JFletcher
Very interesting design, high quality modelling, but what makes it look very unique is the texturing. Using a painted illustrative effect is a brilliant idea for a type of character usually rendered in shiny chromes or over rusty metal.
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Seonghwan Jang was born in Ulsan, Korea. With a passion for animations, paintings and sculptures at an early age, Seonghwan grew up to become a 3d artist and fulfill his dreams. After several adventures with Everquest, Atlantica project, Exine, Zera in Nexon company, today, Seonghwan works as an established technical art director for a secret project in NDOORS, Korea. |


Comments:

ced66
A refined design and silhouette created this very clear artwork. He expresses his stylish skill all throughout the character’s structure. There is no single part that needs to be removed as details are balanced well all over the character. A movie style beauty shot is also very attractive. If there was one minor thing that could be altered, I’d say it is the skulls on stand. They are a little too big so it makes the size of main character smaller than normal.
세련된 디자인과 그 컨셉의 실루엣과 디테일을 균형있게 표현한 조형력을 바탕으로 작가의 깔끔한 스타일을 잘 표현 하였습니다
폴리곤의 재구성은 군더더기 없으며 컬러의 배치 조합 또한 조잡스럽지 않고 담백합니다. 뷰티샷은 영화의 한 장면 같은 연출로 저에게 그 이상의 상상력을 자극합니다. 구지 비평을 찾자면 육중한 근육질의 생체 사이보그 컨셉에서 같은 패턴의 큰 스크레치 텍스쳐와 바닥 해골 크기로 인해 사람보다 작은 소형 사이보그 장난감로 보여 비례감에서 리얼리티가 다소 떨어뜨리는 요소로 작용하고 있습니다.
slipgatecentral
I believe this artist has very fluent knowledge of biomechanics. A perfect mechanical structure is expressed very well. However, the rendering of her shades and contrast makes her look a little bit lighter than it is supposed to. I feel if she looked heavier like she was in a large metal suit, it would be much more stronger. But overall, a world class masterpiece was created here for sure.
인체공학적인 메카닉 슈트의 완벽한 설계를 바탕으로 한 다양한 모드로 변신되는 모습에서 작가의 메카닉 구조에 대한 깊이있는 이해와 지식은 이미 제작과정에서 놀라움을 보여줬습니다.
다만 쉐이딩과 음영처리에서 중량감이 표현 부족하여 최종이미지에서 강열한 느낌이 약해 보입니다. 변신영상을 최종평가에 볼수 없는 몇장의 이미지로 최종 제출되는 도미넨스 워 규정이 아쉬울 따름입니다
katzeimsack
This entry made me smile immediately. In comparison with the other top 75 artworks, this piece wasn't hard or serious at all. I loved this unique concept very much and this artist further delivered in creating an owl with great technical skill. It looks REAL, not like a game character. Also the Shrek looking cat made for an additional fun aspect.
이 작품을 보는 순간 저를 미소 짓게 했습니다 하드 한 느낌의 작품이 주류인 도미넨스 워에서 이런 재미난 컨셉의 작품은 상대적으로 신선했습니다. 문론 기술적 완성도 또한 흠잡을때 없이 현실감을 주고 있습니다. 동글동글하면서도 근엄한 올빼미 장군과 슈렉의 장화신은 고양이를 연상시키는 고양이 눈빛 덕에 한참을 미소 짓게 만들었습니다
Gavin
Very tough and very heavy, everything looks very good. The artist expressed very strong anatomy in a classical way. Also, the use of mechanics is simply perfect. This character gives a great impression of fantasy and a vision of a whole new world. I also liked that he put gold throughout the body, it pushed more interest into people like me. If there is just one minor thing that could be some concern, it's the back part does not have as much details as the front part.
터프 하면서 묵직한 중량감이 돋보입니다. 캐릭터의 과장된 인체 디폼 과 고전적인 디자인에 부분적으로 기계적인 요소의 접목은 이 캐릭터만의 성격과 판타지적인 세계관을 상상하게 합니다.
다소 투박하고 복잡해 보일수 있는 구조를 각 덩어리 마다 구릿빛 금속테두리 처리로 잡아주며 단일 톤에서 올수 있는 단조로움에 푸른색의 광원으로 상쇄시키며 금속요철 질감의 표현이 뛰어나 보입니다. 정면에 비해 후면의 디자인이 단조로운 것이 아쉽습니다.
foreverendering
Humorously pleasant character! It has very colorful and lovely looking textures all throughout the body. I love the depiction of muscles from a thin looking bone structure and this is the main reason I picked this artwork. Only one concern, it doesn’t catch eye for a very long time because I believe is has too many color variations. But in the end, this is an awesome game character for sure.
익살스러운 캐릭터의 성격을 잘 표현했으며 컬러풀 하고 디테일 한 텍스쳐링, 골격 위에 찟어질듯한 형태로 붙은 마른 근육 스컬핑 등을 높게 평가했습니다.
장점이 그대로 단점으로도 작용하고 있습니다. 화려한 색체 때문에 몸체와 장식물의 구분이 모호하고 시선이 분산되는 점이 아쉽습니다.
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Soa Lee is an established 3D artist in Korea. With works published in various forms, artists everywhere have been touched and inspired by her work. Soa was born in Seoul, South Korea and studied and attained a degree in Fine Arts in University. Previously, Soa worked for Nexon as an reputed art director, but now, she enjoys working as a freelance artist for various companies around the world. |


Comments:

painzang
On first glance, I fell in love with the scary and sharp expression on a grotesque body. I wouldn’t be able to stand still if I saw this character in the game. The horror is the main point of the design and it is accomplished extremely well. Also, I love the simple looking silhouette as it keeps things simple enough for me to appreciate the other detailed qualities.

무 섭고 날카로운 인상에 그로데스크한 몸을 가진 악마인데 마음을 빼앗겨 버렸다. 눈 앞에 그녀가 나타난다면 온몸의 털이 설 것같이 두려울 것 같은데도 말없이 당하고만 말 것같은 매력이 느껴진다. 너무 무겁지 않은 디테일에 한 눈에 들어오는 실루엣도 인상적이다.
ihamid
Even though it lacks variations in tones, it still leaves a very strong impression. It conveys a very strong feeling over other colorful characters. The repetitive pattern makes me a little bored, but nevertheless, it makes this character more unique and well balanced. The best aspect of this character is the very stable and strong feeling it conveys. I would buy this model if they made it into a action figure.

모노톤의 색감이지만 그 어떤 화려함보다도 강한 포스가 있다. 무늬의 반복적인 패턴은 자칫 지루해 질 수 있는 위험이 있는데 이 작품에서는 세련되게 다루어 캐릭터에게 통일감을 주고 있다. 무엇보다 이 캐릭터의 매력은 안정되고 단단해 보이는 실루엣이다. 곧 피규어로 나올 것같이 손에 잡히는 느낌이다.
katzeimsack
Who can't fall in love with this artwork? The first impression this character bestows on me is that of fun and joy, but we can't ignore the power and force depicted with its armor. A true masterpiece that is both fun and made with quality.

그 누구가 이 작품을 보고 사랑을 느끼지 않을 수 있을까? (분명 이 올빼미도 큰 임무를 지닌 장군급이겠지만.) 첫 인상은 즐겁고 재미있지만, 결코 무시할 수 없는 힘이 그의 단단한 갑옷에서 느껴진다. 재미와 퀄리티를 한꺼번에 충족시키는 수작이다.
ced66
There are many mechanical character nominees this year. I am still surprised that this one is a game character with under 10k polygons. It has very well made and realistic details so it looks like it is coming out of my monitor right now. Additionally, the mix between bio and mechanical parts are very dramatic and done with expertise. Well done!

올 해에도 훌륭한 메카닉이 많아 선정에 고민이 많았다. 특히 메카닉을 표현하는 디테일에 있어서는 게임캐릭터 그 이상이다. 이 캐릭터는 특히 지금 당장 게임 속에서 튀어나올 것 같은 캐릭터성을 지녔다고 보인다. 유기체와 메카의 혼합이 안정적이고 자연스럽게 어울려있다.
Bogdanbl4
Many try to blend beauty and mechanics, and many more fail. However, here we find one that truly succeeded. An attractive female cyborg is presented before us and I chose this character easily because this artwork leaves a very strong first impression.

아름다운 여체와 메카닉을 결합하는 시도는 자주 있어왔다. 하지만 이처럼 실감나고 매력적으로 표현된 작품을 만나기는 쉽지 않다. 이 작품은 첫 인상의 임팩트가 그만큼 강하게 왔기 때문에 선정되었다. |

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Tim Appleby - Lead Character Artist - Splash Damage |

Tim is no stranger to Dominance War, having placed third in the very first competition back in 2006. He started out in the industry over six years ago after Quake III inspired him to create his own character models. After working at MuckyFoot Productions and Headfirst Studios, Tim worked as Senior Character Artist on the award-winning Mass Effect at Bioware. He's now firmly implanted at UK-based Splash Damage as Lead Character Artist, working on an as-yet unannounced title. |


Comments:

You guys made it one hell of a tough competition to judge. Congrats to everyone who made it to the finish line and to those who made it to my top 15. I love the fact that this competition keeps growing and that each year the quality bar is once again raised.
As with all art my list is subjective and reflects my favorites, however with such an open brief I found it incredibly hard to compare the varying entries. I decided upon a system of rating the models based on various aspects of their presentation, the idea behind them and their technical merits. In the end we have to judge static images, not animated in game models so the renders are hugely important and I think this is represented in my choices.
ced66
I am blown away by the quality of the render. It's a case of fantastic presentation complimenting and making an already good model great. The design itself could be more inspirational, however, it is beautifully sculpted, packed with detail, yet clear and readable. The composition of the render leaves me with a sense of intrigue about the character, like perhaps they went to far and destroyed everything... clever use of multiple instances of the character create a sense of a single minded force leaving only desolation behind them.
foreverendering
Bright, vivid and oozing personality it’s really hard not to like this guy. Easily one of my favorite entries... just needs a pose and render to match his insane quality! I already have the mental images of him clinging to a giant robot, laughing while ripping armor plates from its back, but I wanted to see this reflected in the render.
slipgatecentral
A polished and technically excellent take on a tired idea. I love the subtle nuances of the mechanical design that really carry through well to the low poly model. The render fails to capture my imagination and with a character idea that has been so tried and tested I really feel to place higher it needed a render that suggested depth or a sentiment to make me care more about it more. All in all, its a fantastic piece of art that I cant help but admire.
Sadoshi
I love the dark fairy tale quality to this piece. The subtle hue shifts and excellent pose and render leave me wanting to know more about the characters - certainly a very different tone from a lot of the other entries, I feel this helped this piece stand out to me.
katzeimsack
Insane idea and down right fun! These guys are full of originality and the quality renders and treatment of materials makes this an entry too good to overlook. The stylization of the piece may put it in conflict with the popular approaches to the competition, but in this case, I feel it has worked to the artist’s favor. Exceptional texture and shader work aside, I think the pose is static and safe. It would have been great to see more expression on the Owl's face and for him to be in a more expressive pose. |

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Vitaly Bulgarov - Blizzard Entertainment - Cinematic Artist |

Vitaly was born in Moldova, where he started his career as freelance 3D artist. After a move to Moscow he worked in major Russian game developing studios as full-time artist and at the same time continued freelancing for American and European studios as well. Currently Vitaly is residing in California, where he has been dedicating himself to creating cinematics for great Blizzard Entertainment games. |


Comments:

It's just awesome how Dominance War is getting more and more epic from year to year. It was a big pleasure to be a judge this year, though it was really hard to choose just fifteen from so many amazing works. I'd like to congratulate everybody who did it, who found time and passion to finish his entry!!
Slipgatecentral
It's just outstanding how such a big job could be done in such a short period of time. The concept is great and the final result is super-cool! And of course, I was impressed by the level of high-poly modeling. It looks more for cinematics than for game purposes: details are very carefully done and the model overall looks amazing. I also love that the author put so much attention into the functionality of the suit. Congrats on this piece, I think it's the best work for this Dominance War.
Krysalid
Wow! What a kick-ass model!! A strong and unusual silhouette as well as a "magazine-cover" look gives this guy a really serious feel:) This kind of design is the type of design that really hooks me. The plates and overall forms are impressive and it's obvious that the author spent a lot of time thinking about the design.
maddam
Awesome!! This guy has very unique surface details which gives him a special look. I also love how the texture accents work. It would be cool to see him animated in a battle scene.
foreverendering
Amazing style and colors. One of the most memorable characters of DW4. I would love to have an action figure of this guy on my desk:) And I also really love the beauty shot and overall presentation.
Gavin
This character is a pleasure to look at. Carefully done details and great texture work gives this model a splendid high-end next-gen look. I also really like the design. Great job!
ced66
I like the alternative sci-fi look of this cyborg. It's a robot and a monster at the same time. Unique design and intense proportions work really well together here and I especially love the hands and forearms. Well done!!
Sadoshi
There is a very cool mystic feel in this work. The textures are very well done and the poses in the beauty shot present a great mood.
Z2V
This is probably the most unusual idea I've seen in this competition. The first reaction when looking at this work is like: "what's that?", and one second later you say: "Hey, wait a minute! That's awesome!!" I really like the idea of making a totem character. There are also some very cool design solutions, which make this work interesting to look at. Great job!
JFletcher
I like how wild this robot feels. Awesome hard-surface details and cool texture work. Great job!
katzeimsack
It's a fun idea but it's the great skill behind this work that is really captivating. Congrats for a very beautiful art-piece! |


2D Primary Judges
In alphabetical order by first name first

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Fredrik Hultqvist - Dominance War - Founder |

Fredrik Hultqvist, an accomplished game artist with a background in Illustration and Design, currently runs as founder, editor, admin, site content creator and organizer of the Dominance War Series (dominancewar.com), GameArtisans.org and UnearthlyChallenge.com. With various works and DW tales published in magazines across the world, Fredrik enjoys helping artists everywhere with his wacky ideas and inspired creations. Although Fredrik cannot act as a final judge in Dominance War, he helps coordinate the primary judging phase for each and all events. |
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Cecil Kim - SCEA - Lead concept artist |

Cecil's artistic vision can be seen in the following hit titles: "Parasite Eve, Final Fantasy IX" and the award winning Franchise, "God of War." Currently, Cecil is working as a lead concept artist for the highly anticipated title, "God of War III," at Sony Santa Monica Studio. Originally from South Korea, after earning a BFA from the "Art Center College of Design," Cecil now specializes in environment concept design for the past 10 years of his career. When not creating art for games, Cecil teaches at "Otis College of Art and Design" since 2002. |


Comments:

G.J
An overall impression on most entries in Dominance War is they all share the same problems - Overly rendered and too busy to look at. This one is a good example, however, this one works because of superb painting skills that were able to balance all details. I have to give 2 thumbs up to this artist for all the hard work that must have been put into this particular piece.
Parkilto
Probably one of the most epic scale images of all, also it fits very well within the Dominance War universe. A great choice of view angle to show the destruction of the city in the background. There is so much action happening in the background, which makes the character's presence even more scary and demonic. The series of concept studies also suggest interesting transformation scenarios of the character. Powerful imagination.
Vikiye
A graceful gestured expression of a goddess character and the simple arch but well-balanced composition add strength to what the artist described in the text. A great mixture of lush greenery and maternal symbolism conveys a very powerful and believable character concept. It definitely stands out due to its strong foundation studies in character rather than focusing on over-rendererd details. Artistically it's a triumph.
Peleng
Jaw dropping rendering technique and gorgeously painted. Very unique interpretation of a demon as well.
Horsee
What's interesting about this entry is that it borrowed some of the anime influenced design elements and twists it into its own mythological robot structure. Without seeing the modeling sheet, it's hard to understand the overall shapes. It suffers from being too abstract, however, it is definitely one of my favorite pieces for its original design. The godly and titanic scale of the war machine suggests how it could easily be introduced as a boss character and I can see it transforms into a small planet like death star.
Polar
Simple shape design but beautifully rendered image. It successfully depicts anticipating action of the character while we can guess clearly how this character will be animated. |

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Marco Mazzoni - Concept Artist – CCP Games |

When not working at CCP, Marco frequently practices his digital skills at Conceptart.org or GameArtisans.org. His current projects include interior and cover art for upcoming books in Wildfire's epic horror/sci-fi role playing game Cthulhutech as well as a World War II air-to-air combat game. When he isn't pushing pixels around for money, he's schooling his kids at the 8-bit video games that shaped his own childhood. |


Comments:

Peleng - Vagabond
So much subtle color/value shifts with just the right amount of contrast really show of this bizare design. This guy
deffinitely looks like he could lead the demon army to success.
G.J - Blood
An absolutely stunning render. There doesn't seem to be a single pixel of wasted space. With so much going on, it's amazing that the piece is still able to keep it's focus.
BaronImpossible - Deamon War Child
What a great action shot! There's so much personality in every character that you can really feel the urgency of their actions.
brian_h - Reva
Another great action shot. It's a solid render, but it's also loose where it needs to be.
fluxen - The Hive
Slimy, translucent tentacle behemoth... what's not to love? Seriously, this is awesome. |

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Nicolas [Sparth] Bouvier - Microsoft - Concept Artist |

Nicolas [Sparth] Bouvier has been in the games industry as an artistic director and concept designer since 1996. At an early age of 15, teachers were already more convinced than he was that he was destined for a career in arts. After being educated in the "Art Deco" school in Paris, Nicolas worked on various French projects and demos before really taking care of art in the hit title "Alone in the Dark 4" In 1998. His success as an artist continued into Ubisoft titles like "Prince of Persia: Warrior Within" in 2004, "assassin's creed" in 2007. Sparth left Montreal for Dallas, Tx to join id Software in 2005, where he took care of the designs of "rage", until January 2009. He then left for Seattle to join Microsoft. Actually working for the next games within the HALO franchise. |


Comments:

vikiye
Fantastic organic elements with a traditional watercolor feel to the atmosphere. By far my favorite entry!
G.J
Very strong attention to rendering and I think it paid for this image. Even though there is a large amount of details, the composition is still strong, and the overall depth is spot on. Another keeper.
X-JLA
Even though it's a more monochromatic entry, I really like this image because of how the author depicted nature, nailing details without rendering everything to the extreme. Details are concentrated around the body parts of the main character and it draws our attention in the best way possible.
2buiart
Archangels falling upon earth. A very epic scene with a very clear duality is presented very well in this image.
mstorm
The final image is lacking contrast a bit, but it's still a marvelous piece. What struck me the most is the technical black and white concept sheets. Among my favorite in this contest. The artist has done a great job here, really.
Peleng
Extremely original. Tones are mind-blowing. Concept is freaky and disturbing. I simply love it.
Artonik
The image is a bit too smooth and static in some areas, but the subject and fun aspect of this image is too good to be ignored. The second concept sheet is a favorite of mine too!
asstornado
Great movement, great tones. It's demonic and impressive.
inklingshu
This metal beast is so massive. A very entertaining image.
brian_h
It's massive, it's epic, with a good old doom’ish feel to the design. The color tones are amongst the best in the competition, according to me.
horsee
This entry is so extreme, it multiplies the epic factor by a thousand. the composition and subject is a bit unclear but some areas are so well described it makes it a real keeper.
bradtheman20
A great composition with a strong use of active diagonals.
fluxen
If I had to meet a demon one day, this would be the one. A very nice rendering on the "octopus" like horns or tentacles in the upper section.
bartoldi
Some sort of a gothic procession. I really love it.
deadred
Great attention was made to the details and color tones. The second model sheet is amongst the best in the competition. |
 
2D Final Judges

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Andy Park – Concept Artist - SCEA |

Andy Park has done concept designs and illustrations for the entertainment industry for over 14 years. Previous works include comic book interior and cover illustrations for companies like Image Comics, Marvel Comics, and DC Comics, and additional cover artwork for various popular magazines such as Maxim, FHM, Muscle & Fitness, Wizard, PSM, Imagine FX, Advanced Photoshop, and Game Informer. These days, Andy Park specializes more in concept design/visual development for the video game and film and television industries. He has contributed to a variety of projects including video games such as Sony's God of War II and God of War III, television series' for ABC, HBO, and Dreamworks, a variety of television commercials, and various film projects.
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Comments:

I had the best time being a judge in the previous Dominance War III, and I’m so honored to be a judge again in this simply amazing war of artists! The talent and creativity shown here is simply mind-blowing. I had a very difficult time trying to boil down the top 15 entries as all of them showed such sophistication in concepts as well as a mastery in execution.
Here are my choices for the top 15 entries:
Bartoldi
Simply amazing! I was floored when I saw this entry. Great concept, great mood, not overly complicated, and yet so much to look at. And lastly, an illustration that wasn’t just a pretty picture (which it totally is) but does the job it’s supposed to, which is to sell the concept and idea of the character while “wowing” the viewer. For me this totally deserved the #1 spot. Great job Bartlomiej!
mstorm
Amazing design sketches and even more amazing final illustration! Great balance of mood - mysterious but still visible enough to show off the design. And I love the scale the artist was able to create in this piece. Masterfully done! I wish I could choose 2 #1 picks!
horsee
I love this design! Great sense of amazing scale and great design combining technological elements with an organic feel. Another masterfully done design and illustration!
enpy
Great eccentric design and illustration! This piece is truly captivating. There's so much to look at and enjoy. Another great creepy one much like Bartoldi's.
parkilto
Great design sketches and great illustration! The ball sack thing below the character is what makes this character really interesting. I wish I could understand Korean better so I can read into the explanation of the character, but even without knowing the exact intentions, the visual speaks volumes about the idea behind this demon. That’s what good design is all about. Great job!
dwinbotp
Amazing illustration! The character really comes to life when portrayed in such a beautiful painting. I like the combination and contrast of the technological elements with the organic elements. Great job!
vikiye
Really beautiful painting! It looks like a great watercolor painting. But the design is what sold me on this one. It's a character that is so beautiful done with a combination of female beauty, elements of nature, beautiful shapes and captivating rhythms. It's mysterious and even quite scary. Amazing!
fengwei
Great painting! I like the mood and use of a simple color scheme. Nice job on creating such a dynamic piece!
asstornado
Great illustration! I love the colors, simplicity of details, and lighting. I especially love the design sketches in pencil - great form and details. Nice job!
fluxen
I love the simplicity of this character. It has a great simple silhouette and yet the design within the silhouette is well controlled and very interesting to the eye. It’s not too busy overall and the details are very well placed. Very well done! This definitely shows a mastery in design.
michaelZHsee
Simply amazing design sketches! Wow! Really great design sense. Very inspiring!
autodestruct
I love this whimsical design! And great style! Very different from the rest of the entries... and I like that! I'd love to see a whole game with characters like this.
myohoon
Very cool design. I realy like the illustration's mood and details. The character has a very nice combination of elements and textures. Very nice!
Peleng
Great style - in both design and from in an illustrative standpoint. It's partly whimsical in feel, but really, it's just freaky. Great balance in accomplishing this!
tjdals884
I love the simplicity in this design. Great contrast in elements here too. Beautiful and scary! Nicely done! |

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Chris Robinson - Art Director (WoW) – Blizzard Entertainment |

Chris received his first taste of the games industry at a small internet game company in Seattle circa 1998. He worked his way down the West coast and landed in a slightly larger studio called Blizzard Entertainment where he now, as the Art Director, watches over one of the industry’s most talented art teams for World of Warcraft. When not working on fabulous new ideas for WoW, Chris enjoys his free time dabbling in illustrations, in-game art, and creature designs. |


Comments:

Artonik
Composition, color choice, mood, execution and finish -- scored higher than the competition in all of these categories. For this reason, this entry is my number one pick. I really like the thought that obviously went into each character and element. Also, it's a complicated scene with a lot of action, but Artonik did a great job of keeping it clean and readable with a digital medium that is often abused with layers and messy draftsmanship.
Autodestruct
The character design and whimsical nature of this work is outstanding. I love the stylization. Autodestruct did a great job of maintaining the brutal nature of this character while keeping it fun and creative visually. The only thing this piece was missing in my opinion was a level of finish and polish. I think I spent more time looking at this and the thought process Autodestruct went through than any other entry, there’s something cool and inventive around every gory turn.
Lil2009
The composition of this entry is very compelling. The rendering and design deserve equal praise, but there’s something about the way Lil2009 arranged the several points of interest in this piece that keeps the eye moving and gives everything a sense of motion.
BaronImpossible
I really enjoyed reviewing the thought that went into designing this creepy conglomerate nightmare. Regarding execution, the different kinds of materials in the scene are handled very well. Flesh, metal, slime, and stone are all handled appropriately while not feeling divergent.
Weatherwax
My favorite part of this entry is the background. Not to say that the character design and ideas aren’t noteworthy, it’s just that the background really gives this work character. The rusty, rune laden sickles are very cool and well designed, and the scene tells a story. It seems well thought out, like this universe has a history. |

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Grant Gosler - Lead Concept Artist - Terminal Reality |

Grant began work at Terminal Reality in year 2000. During his stay, Grant underwent many adventures as a production artist on 3d environments, weapons, various prop-like assets, and characters, and further ventures into 2d interface elements, concept designs and the creation of support materials. Presently, Grant’s journey continues forward with the formation of a crack team alliance with two other artists to realize many of the concepts found within the highly anticipated title – Ghostbusters. When not behind a table at work, Grant enjoys his stay in Texas, USA. |


Comments:

deadred
Dak-hana feels very casual in her anatomical rendering, making it obvious to understand the demonic physiology the artist has skillfully conceived.
This image contains several hidden faces. The head on top of head motif reminds me of Umber Hulks I used to fight as a wee nerdling in my Dungeons & Dragons days of yore. You may recall that old Monster Manual description that warned, if anyone ventured a glance in the Umber Hulk's direction, notably the area about the head, they would become confused for x number of rounds.
Dak-hana is transporting! In regarding this work, I am sent rolling in confusion not by the uncomfortable "the zipper is old and lo*ose on vintage jeans" but the "wow that's cool, let me roll this around my sunbonnet!" frenzy! Intellectual thought ceases, action must take over. This monster can defeat you with her mere complexity. Before you could even consider which dice to use to roll your way out of the situation, you'd be eaten up, chomped and gobbled by the time I finished reconciling the diabolical details of this demon princess.
Dak-hana's unsettling visage speaks to a primal early human fear when our earliest of ancestors clashed with creatures belonging to this exact sort of unholy genus. The artist's execution of anatomical structure demonstrates a mixture of recognizable human anatomy fused and contorted within an undulating extrinsic monstrous mass. The alluring tone of the female head appears almost as if it's behind one of those tourist trap cardboard cutout scenes you always see at amusement parks, suggesting you could actually chat her up if you happen to be taking pictures.
Ghoul fish circle closely their multifaceted mistress in a bizarre, unhallowed bond, drifting about the gloom as diaphanous baubles contrasting the demonic presence.
Cristian G
We see here an almost whimsical approach to brutality that speaks from a traditional western view of Demonic hosts. The final rendering is executed in a very painterly style that utilizes expressive gestural form, confident brushwork and daring aesthetic choices to author a unique experience. The same applies to the extended line studies and orthographic drawing.
The burger loving demon abomination with lopsided stance and slothful childlike face does not read like the cunning and aristocratic stare of the Demon Princess. The result is often more endearing and disarming, even if I feel a craving for Baby Ruths and Rocky Road ice cream.
But when I get a load all over and at the crude and battered weapons, consider the dark mockery of traditional executioner hoods used by humans, and we get a culturally significant tinge. After all, he is Hell's Executioner and all.
nako
Completely unique to my sensibilities in form. The monstrous centaurian demon engages my imagination with an acute sensitivity to dark design. Dream-like rendered wings of thorny protrusions as a crowning element over the pale-layered skin and bark like scales coerces the viewer to accept its skulking paradigm. Here is another horror that taxes the paltry human senses in a toiling effort to reconcile such outlandish countenance. He seems a bit lonely when you think over the giant armadas of dastardly hellions that normally accompany a demon lord as entourage, but I think that adds to the mystery and looming power of such a trippy creation.
Bartoldi
One area of considerable note for me is on the impy child. That's a good place to start for a quick and low cal recipe for ickypooness. I recognize the effect of paralleling elements of different nature together in a commingled discord, but little fleshy babies give me a supreme, purple bladed case of the nuclear willies. Must be all those twitchy uncontrolled limbs, lolling overstuffed heads and rolling fatty underdeveloped flesh, all competing for demonic real estate.
The animated throng at his heels gives me urge to spit a bunch and brush my teeth obsessively. I get a sense of the necrotic in gibbering procession, with plague'ish overtones in a palette of harsh rust and toned Illithid violets, in the implied tortured posture of their advance, all topped off with a seductive flash of a deep and cloudy shadow form purple, glinting in greasy sheens over bulbous pustulent skin.
kemar
I agree with the policy of leaving victims around, alive and waiting, or the already eaten forms, save odd chewy and chalky bits that dry the mouth. If I were ever promoted to Demon Prince, I would surely be into displaying the unfortunate and subjugated as trophies preserved as a testament to fiendishness.
The tribal motif with a nod to totemic ritual magic caught my eye, with the design and placement of the thematic elements is rather insightful and commits a certain level of thematic narrative in the work. I wanted to propose to a level of investigation in the swapping of mouth mechanics in a physiological sense. The spider like double fanged mandibles adorn a stitched shriveled human head, while the spidery creature in shape has a traditional bottom hinged jawbone, slathering tongue and rows of non-insectoid teeth and meaty gums. I appreciate this motif, which is culturally significant in our human horror mores for at least since that movie where Vincent Price swaps heads with Jeff Goldblum.
2buiart
Devine's angelic presence offset by the severed cranium of a defeated demon foe conjures more divergent and contrasting thematic wanderings. Eldritch nuances in painting together with radical palette transitions punctuate the climactic charge of the diaphanous host into the pit of eager fiendish enemies below. Evocative radial shards of radiant energy lend ambrosial tone.
Devine is never trivialized by her winsome allure due to the fact she surfs into battle on top of a still sentient demon head. The intricate mount is an interesting break from the epitome what we expect in norm ranks in appealing to the contrast to the invoker's radiance.
mstorm
Considerable mechanical design is foremost in this work. Technical savvy is well evident, expressed as both functionality and form.
The color rendering grounds the subject by giving it a setting and small peeks at the infrastructure involved with such a mechanical behemoth. Rich material rendering, dramatic lighting and plausible mechanics breathe life into the machine.
Highly accurate rendering and descriptive work convey the mechanized behemoth's variants, movement, and detail important areas. This thing is simply undulating with incidental minutiae to a level where it resembles an organic creature.
dwinbotp
Stimulating technological considerations and desecrating nefarious exploitation of organic beings sets the mood in this progressive battle of dismemberment and action. She, IT... rips the tentacle arm right off the thing behind her, almost casually, and with flair. I cannot begin to formulate the scene of carnage unfolding in front of the machine.
The devilishly clever implementation of the subjugated elf head appeals to those with a sinister streak, with a resulting nod in the direction of irony and dark humor.
Roboto-kun
A decorative and intuitive form conjuring the connotation of both the samurai armor and the deadly insect for which it was named. This particular mixture is ripe with parallels contrasting and comparing the similar armored, blade wielding nature of both thematic parents.
Continued examination opens discourse regarding the contrast of traditional Samurai discipline of ancient human times to the idea of an inhuman automaton of the future.
autodestruct
Thematically playful with regard to both concept theme and original artistic craftsmanship. This work is visually and subjectively alive with whimsical references and vexatious intentions.
The concept's tone relegates the viewer and everyone they know to the status of food. Utilizing the forms of recognizable iconic cookware twisted to evil ends, the descriptive intensity involves the viewer to decipher the myriad of dark visual riddles.
tipa_graphic
Wasp like thin appendages devise a delicate graphical framework, conjoined by sinewy strands of igneous hellfire in a decidedly inventive departure from a traditional demon lord ideal.
Feeling at first glance like animated insectoid construct, a smattering of demonic details conveyed with a distinct and otherworldly diabolical grace.
enpy
A massive, lumbering leviathan of a Demon Lord, Sirentium combines elephantine, flagitious proportions of shape to concoct a hideous harbinger of demonic purpose. In further examination the colossus features detailed flesh described with intricate surface rendering that becomes essentially ornamental in execution.
With such Herculean scale in relation to the paltry human city underfoot, the demon trudges an odious path like a gathering wall of tumultuous storm clouds soaring overhead and blotting out the sky.
Artonik
This work is heavy with narrative story elements. A chic and clever atomic punk presentation and appealing mechanical ethic are framed well by the illuminated painting style, with dynamic color choice and playful retro atmosphere.
yakonusuke
Unassuming outward visage whose demonic account is betrayed by details both overt and subtle For consideration are the tiny blazing runes adorning the reptilian inspired mount work together with the additional and supplemental experiments of anatomy inspire an honest aesthetic life for this character. The artist's own hand is expressed well as solid and poetic brushwork that speaks both as textured impasto and smooth form blending.
Weatherwax
Inventive in a roguish tradition of anti heroes, Azzil in design feels established in traditional folklore but takes new and gutsy avenues. I get a strong sense of madcap lethality in his lithe postures. The heroic silhouette and manner are chronicled further in a loose, hand painted and freely gestural ideal that never falls behind on detail. This inspired peek leads the viewer to ponder what more lurks within such a fertile visual narrative. |

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Hyoungtae Kim first wanted to be a cartoonist but after witnessing and experiencing games and its wonders, he quickly changed and became a game concept artist. Currently, Hyoungtae is extremely well known around the world for his work as a character concept artist for the hit title, Maganacarta project. As Hyoungtae enjoys his stay in Seoul, he continues to work as an Art Director for the Blade and Soul. |


Comments:

Peleng
As suggested in his sketches sheet, his concepts started from vega soup powder. From there, this artist knew how to deal with lighting, details and color. There is no error with this awesome artwork. I was also impressed with his sporty shoes.

Vaga soup powder로 시작하는 전반적인 컨셉부터, 빛과 디테일의 묘사나 색감까지 나무랄데가 없는 훌륭한 작품입니다.스포티한 신발의 디테일에 감동했습니다.
Alex E
The artwork presented here is simple and together with a modern silhouette and a depiction of immensity, makes its purpose clearly disguisable in a game as a strong opponent or more. I also love his well balanced expression – so full of details. Great work by a great artist.

심플하고 모던한 실루엣 라인과 강렬한 스케일감이 캐릭터의 목적, 존재의의를확실히 말해줍니다. 정제된 묘사와 떨어지지않는 디테일도 훌륭합니다.
G.J
This artwork has magnificent details and these details were hinted at from the very start with initial sketches. With so many details, viewers would usually get lost, but G.J created a big difference in contrast between white and red, which really helps pop the important points out and show where the power came from. Well done!

화려한 디테일에도 불구하고 캐릭터의 컨셉이 명확히 전해지는 훌륭한 디자인입니다. 흰색과 붉은색의 강렬한 대비가 빛의 묘사에 힘입어서 힘있는 느낌으로 다가옵니다.
yakonusuke
It will be very fun. If I see his character in the real game. this is really cool game character overall. He didn't spend much colors on canvas but it makes this character more impressive.

게임에서 만나면 재미있을 것 같은 컨셉의 캐릭터입니다. 절제된 색감도 개성을 돋보이게 해주고 있습니다.
NAMO...
I love the idea behind this fantastic entry. The details are not very much, but a super job was done on the transparent works all over the canvas. Really well done.

심해 생명체의 이미지를 차용한 아이디어가 매우 좋습니다. 디테일은 그리 높지않지만반투명 재질에 대한 전반적인 묘사의 접근법이 훌륭합니다. |

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Jiansong Chen - Concept Designer - Perfect World Software |

Born in Beijing China, Jiansong Chen currently works for Perfect World Software Ltd. as a Concept designer for games and film art. Jiansong's Works have been featured in international authoritative channels such as the Expose series (<Expose 3>, <Expose 4>, <Expose 5>) and EXOTIQUE series (<EXOTIQUE 2> and <EXOTIQUE 3>). |


Comments:

horsee
This is a shocking series; I feel I can even hear the gigantic machine’s humming… The mechanic exterior is unique, nicely applied symmetrical design and the 4 huge shields at foot really inject strength into the construction! The sculpture of the machine is also sophisticated, using various connection forms to make the design believable. The most appealing piece for me is the final illustration. The huge AGEIS is so excellent and invincible! It is powerful enough to destroy any building and the demons around don’t know how to beat it. I think the design and the final result are both perfect!

这是一组让人震撼的作品,我甚至可以感受到来自这个庞然大物发出的巨大轰鸣声......机体的外型很有特色,采用
了对称的形式,4个巨大盾牌配合大型的脚部令整个设计构成很强的张力!作者对机体的塑造也很出色,采用了很
多种组织形式,设计很真实。最吸引我的是最终完成作品,出色的表现出了巨大机体AGEIS的压倒性!它强大到足
以摧毁任何建筑,令周围的恶魔无所适从。这个设计和最终效果图都很完美!

G.J
Another very outstanding work, I rank it number 2! The gigantic demon lord and a carrier for evil energy, both the idea and its appearance are really cool. In the sketches I can clearly see that BLOOD has more structures on his back. I like the huge flower-shaped part there. The final illustration describes an epic battle. The demon troop initiated a massive attack towards the machines! The details of the demon lord is terrific, I can’t tear my eyes off it. The camera is angled up, makes the visual impact more powerful.

另一组非常出色的作品。我给第2名!
巨大的魔王被设计成了拥有强大能量的载体,很酷的外型设计。在设计图中我可以很清晰的看到在BLOOD的背
后有着更加出色的设计,我非常喜欢那花状的巨大结构。在最终的效果图中表现了一场巨大而惨烈的战争,
Blood率领强大的恶魔军团向机械联盟发起了大规模的进攻!作者对魔王的细节刻画得非常出色,让我的视线停
留了很久。采用仰视角使整个画面呈现出一种强大的冲击力。

parkilto
Very unique design! For this piece, I can sense the danger and death is in the air. ABADDON has a insect like body. The wired yet unique structure filled it with sense of death and corruption. The image language is very powerful. There's smoke of gunpowder underneath the hazy sky, gigantic ABADDON emerged right at the centre. The excellent painting approach makes me almost believe the demon lord will jump out of the image then head directly at me...

非常独特的设计!我看到的时候总感到从画面中散发出来的死亡和危险的气息。ABADDON看上去有类似虫子一般
的躯体,独特而怪异的结构使他充满死亡和溃烂的感觉。画面的表现是很强大的,阴霾的大气里弥漫着毒气和硝
烟,巨大的ABADDON出现在画面的正中,作者高超的绘画技法让魔王看上去仿佛活生生的向着我飞过来.....

syncmax
I see a very powerful weapon! M410XE is a combination of woman body and machine. The fresh body is soft and smooth, meanwhile the metal is rough and cold. Its whole appearance is like a scorpion. The big mechanic arms and 8 razor canon tails suggest M410XE is a cold-blood machine serves the war. This is a very cool design!

我看到了一个强大的武器!采用女人和机械结合的M410XE,软滑的肉体与复杂的金属机体形成了很大的反差,类
似蝎子的外型,巨大机械臂膀和装配了8把枪炮的尾巴都表现出了M410XE作为战争武器的冷酷无情。非常COOL的
设计!

Bartoldi
One unforgettable design for me! I sure haven’t expected the vicious and horrible demon prince would fit in a child’s appearance! This is really an extraordinary idea! But that's not the only part I find attractive about this illustration. The demons formed the troop, their looks are full of diversity. And with excellent representation, the author indeed brings those creatures to life here.

很令我难忘的一个设计!我真的没有想到邪恶而恐怖的恶魔王子居然被设计成了小孩子的摸样!这个念头真的很与
众不同!然而打动我的还不只这些,优秀的表现技法也使造型各异的巨大恶魔军队咄咄逼人。
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Jimmy O'Ready - Character Art Team Lead - Realtime Worlds |

Jimmy O'Ready is the Character Art Team Lead at Realtime Worlds, currently working on the groundbreaking multiplayer online game APB. He started his career aged 18 as a comic book artist drawing Judge Dredd and Roy of the Rovers. He now has over fourteen years experience in computer games. He has worked as a concept artist, animator, environment artist, character modeller, and lead artist for companies including ATD, Striker 3D, and Electronic Arts Canada. Dundee-based Realtime Worlds are responsible for creating some of the world's best selling video games. These include the 2007 double-BAFTA winning hit Crackdown, and the global hit franchises Lemmings and Grand Theft Auto. |


Comments:

G.Brush
An epic scene, with some wonderful design, rendering, colour choices, and animated character work. Truly inspiring, like all great concept art; It feels like a snapshot of a battle sent from another world.
G.J
A brilliantly intricate demon lord; an almost biblical sense of drama; wonderful use of colour; a powerful composition; gory and surprising flourishes - set in a space- opera panorama: what is not to like?
A.I
A well painted and exciting composition full of drama - encapsulating the brief superbly. If the design of the central character had been more arresting, and the composition a little less cramped in terms of depth, then this would have been much higher up my list.
Alex E
I love the originality and the elegance of the Scout design, and the simple, bold composition which was rendered with great drama via palette choice and contrast.
vikiye
An imaginative design response compared to the other entries, with some superbly rendered visualisations and a delicate rendering style which results in distinct sense of character and mood.
mstorm
An original thought process compared to some other entries: well composed, atmospherically rendered, with an expert eye for sound perspective.
Bartoldi
Wonderful draughtmanship and a very stylish sense of design, which is something you can rarely teach. This artist is very gifted. If the rendering and composition on the painting had been stronger, with more consistent lighting, then this would have been much higher up the list.
enpy
Wow! What an epic sense of scale, and truly hellish atmosphere. Not the greatest composition perspective and scale-wise but the wonderful painting, colour choices and designs make up for it.
deadred
A very eerie demon princess design, well executed, with interesting aquatic flourishes and humour (the poor guy getting eaten headfirst makes me chuckle).
yakonusuke
Very cool concepts, with well realized studies, though the final painting is a little vague in places. Love the headdress and the floating rider idea.
zhuli
An awesome machine painting: a well realised design, with powerful composition, painting, posing, and dramatic storytelling, means that the concept works on all levels.
Artonik
A great sense of fun and animation in this piece, with some original retro design choices and an atmospheric sense of time and place.
autodestruct
A lively sense of personality and fun from this entry, with powerful composition and colour choices.
Polar
I know from experience that this type of composition is much more difficult to pull off than it looks. It’s a well worn path in terms of design and composition, but Polar does it very well. The rendering is superb and the character and painting succeeds in terms of clarity and excitement.
Namo
Full marks for treading a fresh path compared to the other entries: some beautiful clear concept sheets and an atmospheric final rendering style. |

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Jungsick Park - Director/Art director - Eyedentity Games |

Jungsick Park, born in Seoul, South Korea, had great talents for art at an early age. Always embracing his talents and enthusiasm for art, Jungsick continued his passion into an eventual career. Jungsick Park began as a concept artist and then as an Art Director for well-known titles like - Kingdom Under Fire (Xbox), N3 and the Huxley project. After many additional shipped titles, Jungsick founded Eyedentity Games and currently works as its CEO and Art Director. |


Comments:

FedDark
There are many Demon Lords but this is the best silhouette and designed one. I like that the silhouette meets the female face on center, which gives us a very mysterious feeling. This character looks very violent but it also has a non-heavy feeling, which makes it look large but fully mobile and quick. Something this large being able to move fast - scary. If modelers were to model this one in 3D, it would be a very elegant piece.
Bartoldi
Very impressive work. There are many aspects around this demon prince that enforce the portrayal that this is actually a demon prince. It appears that the artist spent a lot of time to figure out the subject "Demon" and the followers that a Demon Prince would have. This image has a strange presence, which kept me looking at this artwork for a very long time.
Peleng
I respect this artist and his work. He created this artwork with many styles. I can see interesting areas around the main character and this adds to this character's style more. If there was more dynamic action on the image, I believe it would have been more fun. Only one thing of real concern was a rather simple looking silhouette. This could be the plus aspect or minus aspect, nevertheless, I think this piece is simply awesome.
horsee
A war machine the size of a tall building - Huge! The immense scale and cold impenetrable wall makes it more interesting and powerful as it looks like it's impossible for anyone to beat. The structure is simply perfect and the mechanic design is outstanding. Splendid!
D.zio
It's hard to see the silhouette in the presentation shot, but I can see awesome silhouette work on the modeling sheet. It's a very complicated structure overall, but if really good rigging and animation were done, it would make for a very dynamic and active character in-game. This is a great looking Demon Lord, but my only my concern is that the presentation doesn't have as cool a silhouette as that found in the modeling sheet.
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Justin Thavirat - Senior Art Director - Blizzard Entertainment |

Justin got his start in the games industry back in 1994 when he answered a local job posting at school that read, "Do you like to draw and play video games? If so, please send your resume and portfolio to Blizzard Entertainment." Since then Justin has enjoyed plugging away at game art, concept art, cinematics, and marketing illustrations to many of Blizzard's games in the Warcraft, Starcraft, Diablo, and World of Warcraft series. |


Comments:
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Minoh Kim – Concept/3D Character Artist – 38 Studios |

Minoh Kim is a 12 year vet of the game industry. His first art job was doing concepts for Sony Interactive in the PS1 era. He later moved into 3D and became a character artist, working for SISA/989 Studios/SCEA, SOE, Sigil, and now 38 Studios. |


Comments:

cheolseung
Awesome beauty shot! The design has quite a bit of detail work, but has a very elegant feel. The lines are graceful and strong. Reminds me of Amano's work. Great modeling sheet too. This would be a fun concept to pop into Zbrush. Just great stuff!
vikiye
Very intriguing concept. This one stood out because it was one of the few nature finalists. The whole idea works amazingly well for a Nature Cleric. She looks so peaceful and ready to give her bounty to you. Cutest little PeaPod babies too. I love it!
AlexArtist
Great work on the beauty shot. This is a simple concept with a twist that works very well. The execution on this one pulled it ahead of the others for me. Cool face thing on the chest and badass weapon. The modeling sheet is kinda weaksauce, but it gives enough information to build the guy.
specialsins
Good stuff! Damn creepy silhouette, kinda like a magical hydralisk with religious garb on. Ick. Nothing much to say, other than he looks really cool, he's got a weird cube weapon and I'd like to build the game version.
NAMO...
Striking beauty shot! The combo of deep-sea squid and water lady works great for me. The glassy body of the squid would be neat to see in a game. Nice work!
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Alexander "Gorec" Podgorny - Freelancer - Designer, Illustrator |

Alexander, born in Russia, currently works as an Art Director in an advertisement company called Tiro. When not at work, Alexander enjoys being editor-in-chief of "Magic CG" magazine and an admin for the famous Russian forum, CGTalk.ru. With a background in academic art education, Alexander further inspires artists as a teacher and provides master class sessions for classical drawing and composition. |


Comments:

fluxen
RUS: Впечатляющая работа. Она очень запомнилась ощущением пространства и масштаба. Прекрасная передача запоминающегося образа. Отличная работа с
силуэтом и композицей.
ENG: Impressive work. This image distills a great feeling of space and scale. Wonderful execution and a memorable image. Excellent work with silhouette and composition.
G.J
RUS: Очень красивая работ. Уровень детализации, передача объема -- все сделано
очень здорово.
ENG: Very nice work. The level of details, depth of volume - all done very well.
BaronImpossible
RUS: Отличная работа. В работе присутствует невероятная жизненность и
динамичность.Очень понравилась техника исполнения работы. Хорошо передан объем.
ENG: Excellent job. This character has incredible vitality and dynamics. I love the technique used for this illustration. Good feel of volume and action.
proteinki
RUS: Wow. Такие отличные характеры. Очень сильная работа. Очень красивые цвета и ощущения от светопередачи. Отдельное восхищение идей персонажей. С одной стороны они воспринимаются фольклорными, но с другой они очень современны.
ENG: Wow. Such great characters. Very strong work. Very beautiful colors and a sense of luminous transmission (sense of color). I have to admire the main idea for the character. On one hand they look folklore, but on the other hand they look very modern.
Alex E
RUS: Одна из наиболее атмосферных работ этой битвы. Потрясающая детализация работы.
ENG: One of the most atmospheric characters in this Battle. Incredible level of details.
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