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Press on team logos to view entries


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Your mission, with the help of a powerful magical artifact, is to enter an ancient forgotten world via wormholes, destroy all rival enemy forces sent by other planets, crush the awakening machines, and bring back the secret of technology in order to dominate all opposing forces, their planets and their wretched citizens once and for all!! Read the full story - Here |
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Tie Breaker Judge
In alphabetical order by last name first
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Kenneth Scott - id software - Art Director |

As Art Director of id Software, Kenneth Scott is the visual conduit moving games from fiction, description and idea to reality. His responsibilities include overseeing the creative director's worlds and characters then translating them into existing entities. Scott came to id Software in 1998, where he worked on Quake 3 Arena, Team Arena, Doom 3, Doom 3: Resurrection of Evil and is currently focused on id Software's highly anticipated title built on id Tech 5, RAGE. On top of managing id Software's mighty art team, Kenneth has touched a little of everything from concept art, character modeling, terrain generation to motion capture and voice acting. Scott's personal interests include playing guitar, dancing, figure drawing, participating in a local Dallas sketch group, playing games and spending time with his wife. |
Initial Judges
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Gavin is a freelance artist focused on character and creature work for the games industry. With just over 3 years of experience, he has done work for multiple clients including Big Huge Games, Bioware, Monolith, Garage Games and Blue Omega. Before taking the leap as a freelance artist, he worked for Piranha Games as a Senior Artist.
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Brian, known throughout the online gaming community as “BoBo” is an industry veteran
who has contributed to over thirty projects, most notably Age of Empires 3 for
Ensemble Studios and Titan Quest for Iron Lore Entertainment. BoBo is currently
handling the character chores at Vigil Games on the massive multiplayer adaptation
of Wahhammer 40K. |
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Kolby Jukes is a freelance character & creature artist. During his time as a freelancer, he has produced character-art for more than 20 next-gen console & PC games. In addition to his work in the games industry, Kolby has also developed characters for numerous international print and television ad-campaigns, game cinematics, feature films and collectibles. Prior to his career as a freelancer, Kolby was a Senior-level artist on the next-gen sequel to Id's Software's Castle Wolfenstein franchise. |
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Vitaliy Naymushin has been working in the video game industry for the past 4 years. He has 5 shipped titles to his name and, like many, has worked on numerous other cancelled projects. He specializes in character design and creation, and he is known to most for taking first place in the first dominance war. He is currently working as a character artist at id Software on their new project RAGE." |
Final Judges
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Darren Bartlett – VP Production - Liquid Development |

With nearly 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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James Chung - EA Mobile - Art Director |

James directed the winning entry of Dominance War II (Taehoon's "Bigun"). He is currently working as an Art Director at EA Mobile. He oversees numerous projects in various stages from concept to enhancing visuals that need rescue work. Previously, he worked on such titles as Call of Duty 2 and Call of Duty: United Offensive for PC and Xbox360 as a Concept/2D/3D Artist. He was also an Art Director at a small animation/visual effects company working on a CG animated movie, developing stories and character designs for animated shows. He is an alumni of Art Center College of Design. James is currently into WWII tanks. |
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Eoin was born and raised in the evergreen landscape of Dublin, Ireland. His passion for art and all things character related has taking him across the globe. Having a long standing presence in the CG community he currently resides in Los Angeles as a Senior Artist at Electronic Arts. With eight years experience he specializes in character creation standards working on numerous projects within EA. When not knee deep in deadlines he can be found cranking out personal 2D and 3D projects in the unending pursuit of creative expression.
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Born in Sydney, Australia, Caroline studied Fine art and Sequential Illustration, before beginning a career in the Video Games industry as a Freelance Character Artist. Throughout her career she has contributed to various titles, of which include Ultima X: Odyssey, Prey and Gods & Heroes. She is currently working as a Character Supervisor on the next-gen title Wardevil and HD/Blu-Ray short movie for Digi-Guys at Ealing Studios in London.
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Stefan Henry-Biskup – VP Creative
- Liquid Development |

As a co-founder of Liquid Development, Stefan Henry-Biskup brings over fifteen years
experience in the video game industry. A frequent speaker at events such as the GDC,
Stefan also contributes to Game Developer Magazine and has traveled the world,
speaking and teaching in places such as Taiwan and Japan. Stefan leads the Liquid
Development R&D team on Next Generation projects and beyond. |
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Ian Joyner is a freelance character artist residing in Culver City, Ca. Over the years he has worked on games, commercials and feature films at Blur Studio, and recently ventured out as a freelance character artist for clients all over the world.His work can be seen throughout various projects including (but not limited to) Bioshock, Halo Wars (upcoming), Golden Axe (upcoming), Marvel : Ultimate Alliance, Hellgate : London, Jericho, Brothers in Arms, Warhammer: Age of Reckoning and Rise of Legends to name a few. Film work includes Rocky Balboa, Aliens of the Deep, and Blur Studio's short film 'A Gentlemen's Duel'. Other work includes tech demonstrations for XSI's Face Robot, training material (DVD's and classes) for Gnomon Workshop, and promotional material for a large variety of projects. |
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Michael Khaimzon - Crytek - Art Director |

Born in Moscow, Michael Khaimzon began his career as an Art Director in Israel where he worked on numerous multimedia projects. 6 years ago, after completing an MMO title, Michael received an invitation to work in Germany for Crytek. Ever since, he has continued working as an Art Director on Far Cry, and Crysis and now, he currently works on a new soon-to-be-announced Crytek IP in Kiev. |
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Dmitriy Kholodov - Saber Interactive - Art Director |

Dmitriy Kholodov was born in Ulyanovsk, has finished Saint-Petersburg Art-Industrial Academy. In CG Art already more than 15 years. Started career from advertising rollers and and TV channel design, then - prerendered movies for computer games. In game industry - about 10 years. In Saber Interactive - from the date of its basis. Worked on Millennium Racer, Smash Cars, WillRock and TimeShift, currently he is working on a new next-gen title by Saber. |
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Dmitry Kuznetsov has more than 8 years of experience as a character artist for games. During his career, he has worked in different studios such as Akella, Animagic, Dr. Picture, KSI, and many other studios as a freelance artist. Previously, as a character modeler Dmitry participated in the first Russian full-length animation movie "Especial." Presently, he works as a freelance game artist for various Russian and foreign studios. |
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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." |
Tie Breaker Judge
In alphabetical order by last name first
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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 the title "Prince of Persia: Warrior Within" in 2004, and now he resides in Dallas Texas where he comfortably works for id software. |
Initial Judges
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As a talented freelance artist, when not working, 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. |
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Eric Ryan - Liquid Entertainment - Lead Concept Artist |

Born and raised in West Los Angeles, California, Eric Ryan discarded his former path as a Neurosurgeon and instead became a full-fledged concept artist for games - an experience he would not change if he could. Now, with 5 years in the field as a Concept Artist/Lead Concept Artist at Liquid Entertainment, he has acquired many titles under his belt like: War of the Ring (Lord of the Rings RTS) , D&D’s Dragonshard (RTS) and Desperate Housewives. Before creating art for games, Eric performed various freelance works for toy companies and advertising businesses. |
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Thomas A. Szakolczay started his career back in 99 at Westwood Studios in Las Vegas.
T.A.S. has created conceptual art, motion graphics and graphic design for various
studios working on titles including Gears of War, Call of Duty, Unreal, Command &
Conquer and a graveyard of canceled projects. Nested in his cozy loft in Downtown
LA, TAS is currently working with Redfly Studio as a Lead Concept Artist for
Ghostbusters-Wii and Some exciting original IPs on the not to distant horizon. As a
rabid videogame fan TAS continues to evolve and create artwork for the industry he
so cherishes. |
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John Wu is a Senior Artist and Concept Artist for the External Development team at SCEA, Santa Monica. Here, he lends an artistic hand to the developers and also makes sure the art quality is up to par with SCEA standards. His work at SCEA includes "Warhawk: Omega Dawn, Flow, Flower, and Calling All Cars! Before SCEA, John spent five years at Insomniac Games, where he helped create the hit franchise "Ratchet and Clank" (PS2, PS3), and "Resistance:Fall of Man" (PS3). |
Final Judges
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Sam Didier - Blizzard Entertainment - Senior Art Director |

SAMWISE, aka Sam Didier, joined the legendary Blizzard Entertainment
back in the early Jurassic Period when the entire company could go to
lunch together on the back of a few kodo beasts. When not creating
out-of-proportion characters and monsters, hunting zombies, or screaming
off-key for the power metal band Level 70 Elite Tauren Chieftain, Sam is
often found working on StarCraft II, the highly anticipated sequel to
one of the best RTS games ever. Samwise would have loved to have had an
informative bio with all kinds of accomplishments and awards, but since
he had to write this up himself, he tried not to kiss his own butt. He's
not that flexible anyway. And he didn't try either. FOR THE HORDE! |
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As an established concept artist, Leonid Enin has worked on “Disciples 3” at .dat games, and on “Robocalypse” at Vogster Entertainment. Currently, as a freelance 2d/concept-artist for games, Leonid works at Biart. |
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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. |
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Leonid Kozienko has been in the gameindustry since 2001. During this time, he has worked with Akella, Nival Interactive, ND Games, Gaijin Entertainment, Sibilant Interactive, Master Creating, and Games-Workshop. Currently, Leonid continues to create characters, vehicles, environments, locations, and makes high quality illustrations and box cover art for his favorite chosen form of art; Games. |
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Over the years, Alien1452 has become more recognized by artists and fans than his actual real name, Kyoungseok Oh. Alien1452 is a renowned and popular Korean concept artist who has created many concept designs for NED project at 'Wemade Entertainment', Neo Steam project at 'Hanbit Soft,' and so many other great projects. Currently, as a character artist, he is sharing his creativities and innovative ideas for the company 'Grigon Entertainment,' and when not at work, he is diligently teaching game concept art at schools and writing painting tutorials for books. |
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Timur Mutsaev currently works at Crytek as a Concept Artist for a yet un-announced game. Since 1997, Timur has worked for many major Russian, Ukrainian and German based game developing studios. His long list of accomplishments includes having 15 titles under his belt like; Sanitary, Hired Team, Soldiers, Death Track: Resurrection, Crysis and many others. |
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For over a decade, Andy Park has made artistic contributions
throughout the entertainment industry. Early in his career, he made a
name for himself as the illustrator for award-winning, top-selling
comic book titles like Tomb Raider, Uncanny X-Men, Weapon X, and
Excalibur, working for companies like Marvel, Image, and DC Comics.
Andy is also a highly sought-after editorial illustration contributor
and has worked on popular magazines such as Maxim, FHM, Wizard, Muscle
& Fitness, and ImagineFX magazine. In recent years, Andy has expanded
his artistic repertoire as a concept artist/visual development artist
working on critically acclaimed video game projects like God of War
II, God of War PSP: Chains of Olympus, and the upcoming next-gen PS3
game, God of War III. Besides his comic book/illustration work and
video game concept art, Andy also concept designs and storyboards for
various television and commercial projects. |
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Paul Richards has been skittering under the boards of game development,
vole-like, as a concept artist these past 10 years. He now works at
Austin's Vigil Games and, when not drawing for leisure, can be
found feverishly updating his website/playground www.autodestruct.com.

Most
loathed term in art direction: "generic." |
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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 you 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.
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Brian Yam - Insomniac Games - Senior Concept Artist |

Brian currently works as a Senior Concept Artist for Insomniac Games in Burbank, California. Brian started out as an environment artist in 2003 modeling environments and creating concepts for Ratchet and Clank: Going Commando, Up Your Arsenal, and Deadlocked. He then switched into developing concept art full time for next generation titles on Resistance: Fall of Man, Ratchet and Clank Future: Tools of Destruction, and is currently involved in Resistance 2. Brian is also an instructor at Concept Design Academy in Pasadena teaching environment concepts. |


3D judging is based on, but not limited to, the following criteria:

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Incomplete |
Incomplete entries can still be submitted, but they will not be judged.
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Wow Factor |
Is your entry eye catching? Does your entry look like it can destroy rival planet forces and at the same time, defend itself from machines? Is your entry liked by most judges?
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The Silhoutte |
Does your entry look good from all angles?
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Technical |
Does your entry look well made? Good texturing technique? Good polygon distribution? Nice lighting? Good details on the highres model (if normal mapped)?
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Presentation |
Are all your images presented well together?
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2D Concept Art judging is based on, but not limited to, the following criteria:

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Incomplete |
Incomplete entries can still be submitted, but they will not be judged.
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Wow Factor |
Is your concept eye catching? Does your concept look like it can destroy rival planet forces and at the same time, defend itself from machines? Is your concept well liked by most judges?
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Design |
Does your character design look good from all angles?
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Technique |
Good coloring technique? Good design? Good amount of detail distribution?
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Presentation |
Are all your images presented well together?
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When Dominance War III is complete and everyone has submitted their 2d and/or 3d finals, 5 intense stages of judging will occur. The stages are as follows:
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Dominance War III Extension. New date: April 12th 11:59 p.m US & Canada Eastern Time
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