- Top 7 Champions   |  Judges Comments  |  UC Credits and Thanks -


Listed by last name in alphabetical order

Renier Banninga – Studio Art Director - Streamline Studios

Renier Banninga was already an accomplished artist and animator when he co-founded Streamline Studios in 2001, having contributed greatly to the award-winning Gunman Chronicles. As Studio Art Director at Streamline he sets the visual quality and overall style for all of Streamline’s projects as well as leading the studio’s internal mentorship program. Streamline’s art training includes both traditional fine arts and CG art, and Renier leads both program aspects. He is active within the art community including participation with GDC, FMX, and CG Society.

Comments:

1st Place - Peris - Abandoned Colony
Comments: Simply breathtaking. Artistically created lovely designed buildings with bold and simple shapes. The scene does not feel filled with useless clutter. Lighting and volumetric particles are used to great effect unifying everything in the scene seamlessly. I especially like how distant models were used to help sell the scale and scope of the scene. I'm very picky when it comes to foliage in games and this one did not disappoint. Technically the usages of polygons and proper texture budgets make this an environment that would actually work in game. Unlike most of the entries this one could be mistaken for screenshots from an up and coming game. WINNER! "it works as a set and level all in one"

2nd Place - Bbox85 - Home Sweet Home
Comments: Nice and cozy! Artistically great post apocalyptic design. The lighting is nice and warm with great use of god rays coming from the mountain ranges. The little details like the pelicans and shoe hanging from a clothing line sells this scene as a "good" setting. The slow for kids sign adds that home feeling. Definitely get the sensation that the inhabitants made the most out of their situation. Technically this piece has good use of polygons. The modular mountain backdrop worked out well and the level of detail is consistent in the foreground. Looks like a level section from Rage on one of the race tracks you would drive past. SECOND! "Does look a bit isolated compared to the background environment"

3rd Place - B-DIGITAL - Chamber of Malice
Comments: Boss fight room for sure! Artistically has a nice creepy, covered in gore and slime "on the cables" with moody lighting. Any time technology and massive pulsing organs get mixed into crazy cybernetic configurations you know something bad is going down. I would expect this to be one of those centerpiece sections in a level as an objective to blow up or fight. Great lighting and shaders. Technically the shader setups in this image turned out very convincing. Games like Quake 4 and Dead Space come to mind when looking at these images. THIRD! "UV texture usage could have been more optimized. inconsistent polygon density for minor items"

4th Place - vAntage - Metzelei Haus
Comments: Gloomy with twisted experiments happening in hidden places! Artistically this image gives an overall dark vibe of evil. The destruction modeling is pulled of nicely and all the technical machines looks like they have a purpose. Good use of colors and contrast though in some cases sacrificing realism to achieve the effect. Technically the approach of buffer geometry tiling strips for the destruction borders works great. It hides the polygon transitions nicely. The Backdrop resource use is just enough and makes sense for the distance seen by the players perspective. Lighting could use more work though especially since no light bouncing was taken into account. The machines closest to the exposed hole in the building should have received some secondary lighting.

5th Place - Drink Yo Milkshake - World 7
Comments: Xenophobic Vista! Artistically they went with some nice original color pallets for use in this alien landscape. Each individual plant has a character and life of its own. You definitely get the sense that you’re not in Kansas anymore. The fact that everything is hand painted or sculpted gives this image a refreshing look and style. Technically the models work great on an individual bases. The terrain has a nice seamless quality to it though in some cases polygons could have been used to round out other bigger shapes. FIFTH! "Ultimately this image lost some of its charm once everything was put together. The lighting did not fully harmonize all of the pieces into a consistent image" Very original though.

6th Place - Team Bad Juice - Templo De La Vida
Comments: Peaceful techno temple area!. Artistically I like how the classic ideas of arches and cathedral type architectures given a more technological twist. For one everything is made out of metallic or plastics. The hexagonal cloth pattern is a nice touch. It definitely comes across as a game environment which could be mistaken for some Protoss temple but in an FPS deathmatch map gameplay mode. Technically there is a good use of UV maps and shaders. Good modular set construction approach. The modeling does come across a bit rough though with oddly spaced loops in curves and smooth dome shapes. SIXTH! "Aliased final render and lighting that does not come across completely unified offsets the final image"

7th Place - PWNstars - Emberspawn
Comments: This level can eat you! Artistically I think that this image achieved a good overall level of detail and light balance. This comes across as some sort of puzzle room with bad consequences if you mess up or boss battle. Technically mesh construction uses every polygon it can get its hands on. The mesh silhouettes are irregular and interesting. This area would look very sickly in motion. Good use of repeating meshes for plant and organic details. SEVENTH! "The UV mapping on this piece could have used more optimization even if it did not use the full budget. The background itself comes across as a bit blurry in some places."


Todd Broadwater - Lead Environment Artist – Big Huge Games

Todd Broadwater studied both Illustration and Industrial Design while attending the Art Institute of Philadelphia (way back in the mid 1990's). At the time, his emphasis was in the field of special effects as he wanted to create creatures and model set pieces for films... but everything quickly changed when 3D started to appear in films. He spent a number of years at Bethesda Studios as a Senior Artist designing world art for The Elder Scrolls: Oblivion and continued there for a number of years working on additional content as well as Fallout 3. Todd has been at Big Huge Games since May of 2007, happily developing fantastical environments for brand new worlds!

Comments:

1st Place - PWNstars - Emberspawn
Incredible image that communicates alien environment on a massive scale. Great use of lighting depth and depth of feel to pull you into the scene. The center stalk object is very well modeled and deadly in it’s depiction.

2nd Place - Drink your Milkshake - World
The two team members did an amazing job of taking the concept and pushing it so much further by using Dynamic color and form in the scene. The lines and movement in the images are key to its success. Great placement of objects with a good sense of framing.

3rd Place - B-DIGITAL - Chamber of Malice
For one, they followed the concept and paid attention to the form and function of the objects and how they fit into the environment. The images do a good job at showing scale and distance in the scene and complexity in the forms.

4th Place - Peris - Abandoned Factory

Much attention has been paid to architectural form and negative space. The use of foliage is amazing and serves to add color and siloutte to the buildings and helps reinforce scale. Also, lighting and atmosphere is well done and easy on the eye!

5th Place - Joyal - Elispoid
Followed the concept and improved the weight of the image! Amazing use of lines and angles in the scene with very striking lighting and material usage.

6th Place - Ezmeow - Dissonance
Great example of following concept and pushing the boundaries of the drawing. There is a great playful nature to the forms and texture work and that helps separate it from other gothic environments. Easy to imagine a player moving through the space.

7th Place - Bbox85 - Home Sweet Home
Great distance and lighting achieve in the images. Very easy to get a feel for the surroundings and imagine yourself moving through the space. Small detail add some much character to the area. Details communicate scale in a big way! Well done.

Stuart Campbell - Lead Technical Environment Artist - Realtime Worlds

Stuart made the move into the games industry 6 years ago having previously spent 4 years at IBM UK as a Product Designer then Graphic Designer. He was a Senior Environment artist on the award winning Xbox 360 title, Crackdown, and was involved in all aspects of environment creation from level design and concepts, through to final modeling, materials creation and tech development. He is currently Lead Technical Environment Artist on the forthcoming MMO APB where he leads a team responsible for prototyping environments, Unreal Engine 3 materials development, and prop creation. He also works closely with in-house tech teams to refine the environment tools and pipeline and ease the process for the other artists on the team.

Comments:

1st Place - Peris – Abandoned Colony
- Shows how relatively simple geometry can be transformed with some good materials and lighting.
- Took the concept and expanded on it while keeping true to the original image.
- Out of all the entries this one makes me want to get in and wander around it the most.
- Not too convinced by the wispy fog in the lower areas.

2nd Place - vAntage – Metzelei Haus
- Excellent attention to detail in the modelling, both in the damage to the building and the prop work.
- Have taken a simple concept and really expanded on it.
- Love the contrast in the lighting between the foreground and background elements.

3rd Place - Bbox85 - Home Sweet Home
- Really nice lighting, very atmospheric image.
- Looks like a still from Rage.

4th Place - TocTocToc - Wayward Machinery
- Seems a little sparse in the distance, though it really depends on the point of view the player would have in this environment. Really nice rendition of the machine from the concepts.
- Can imagine this slotting into the Half-life world.

5th Place - Team Bad Juice - Templo De La Vida
- Like the more toon-style take on this one both in modelling and materials work.

6th Place - Tit-Tat-Toe - Pirates Cove
- Really good attention to detail in this one, looks like it belongs in an adventure style game rather than a 1st or 3rd person.
- Have to mark it down for not containing anything from the concept. I would have expected the cathedral building to be present somehow.

7th Place - Joyal - Ellipsoid
- This is a really interesting image that’s a very close interpretation of the concept art but with enough new elements thrown in.
- Marked down a bit as I think its too busy for a game environment with all the angular lines drawing your eye all over the screen. Its very difficult to see where the actual play space would be.

Eduardo Gonzalez - Art Director – Threewave

Eduardo has been in the Games Industry for over 5 years. In that relatively short time, he has influenced the art direction for some of the biggest hits in recent game history: AAA titles such as God of War, Kill Zone, and Twisted Metal to name only a few. Eduardo is the owner of Artemis, a contractual art service studio where he worked with film and TV studios like Identity Studios, Uncharted Territory, TVX, and many more. For the last several months, Eduardo has been with Threewave Software, leading the visual direction of a number of undisclosed AAA titles. Prior to his time in the Games Industry, Eduardo was an instructor at Montecito College in Arcadia, California, where he taught such courses as Figure drawing, Character design, and 3D design. Eduardo graduated from the Art Center College of Design, in Pasadena California, with a Bachelor of Fine Arts in Illustration.

Comments:

1st Place - Peris - Abandoned Colony
This composition of this environment is polished and strong on all fronts; lighting, depth, shapes and form.  I feel a great sense of existence, and I can understand the scale and size of it. I also like the balance between the industrial and the natural elements.

2nd Place - tit-tat-toe - Pirates Cove
Although losing much of the rhythm in the composition and an epic scale of the original concept, there is more history and story expressed.  There are a lot of ideas to be understood in the image which would then inspire the rest of the surrounding environment.

3rd Place - PWNstars - Emberspawn
Organic environments are extremely difficult to do, but these artists nailed it.  Although digressed quite a bit from the original concept, the artist kept the star shaped platform and decided to run with it in a surprising yet refreshing direction. It is hard to see the gameplay since it has no ground but I see a potentially fun flying game.

4th Place - Drink Yo Milkshake - World 7
Organic environments are tough to do well, but this environment achieved it wonderfully.  It's entirely menacing and evil with a touch of quirkiness; however, it lacks the impression of where objects would sit in a dimensional space.

5th Place - Team AB - The Yard
The environment nicely projected a dark and forboding feeling.  The mechanical details are amazing, although it would have been nice to see more of it with some atmospheric lighting or alternative light sources to fill the darker areas of the image.

6th Place - Bbox85 - Home Sweet Home
Although common, desolation and desert themes are always interesting and fun to do. However, this image portrays what has been done many times over with an interesting and compelling perspective.  The artist has taken something that can be violent and dreadful, and made it calm and soothing.

7th Place - EzMeow – Dissonance

This is an excellent portrayal of a quirky but realistically rendered gothic environment.  The organ center piece sets the mood for everything else; offset by the moonlight which is barely seeping through the windows.

Josh Harvey - 3D Artist - Liquid Development

With a little over 3 years of experience Josh has proven himself a viable asset in the gaming industry as he continually pushes the limits of today's graphics ever higher. Currently he works for Liquid development as an Artist/Art manager helping to produce artwork for the next top game. Josh has worked on numerous big name projects, most notably of Josh's recent titles is the Rock Band series of games.

Comments:

1st Place - Team Nom Nom - Coop d'état
This entry was my favorite. I find the art style delightfully wonderful, it feels solid and the lighting is great. When I think about playability I really get that idea in my head of sneaking around behind enemy lines. It's fun but still contains a sense of evil.

2nd Place - artitree - fairy city
I quiet like the mood and lighting of this entry. I could see it as one of the first cities you encounter in a RPG style game. It has all the right sort of elements. I can't help but feel its days are numbered though, that this pristine scene is a fleeting moment.  The lighting is nice, but I don't think it captures the whimsical feel of the concept image it was based off of. The concept image really feels like it is glowing with life even in the dimly lit light.

3rd Place - Peris - Abandoned Colony
I really like how epic this scene feels. I could imagine running through it, wary of what might be lurking, but also taking in the grand view of it all. I think the evilness of it could be pushed more though. Yeah, it is derelict, and I do wonder what happened to drive its inhabitants away, but whatever it was feels long gone. I imagine the sort of "monsters" you'd come across in this world were wild creatures that just happened to setup nest in the city and so the overall scene doesn't feel as evil as it could.

4th Place - Bbox85 - Home Sweet Home
This entry makes me think of some of the scenes in Fallout3. The war has long gone but people are starting to get on with their lives and starting to see the light at the end of the tunnel. The lighting and mood conveyed in the image are good, the textures are solid, but it is missing something, that last element that ties it together as a peaceful/good scene and not just a hunk of junk in a deserted wasteland.

5th Place - B-DIGITAL - Chambers of malice
Something bad is about to happen, but I don't know what. I think this is the sort of scene you hate to come across. They were up to something evil and something big and I sure don't want to find out, at last not until I find a bigger gun. The color pallet seems cliché, but the overall scene holds together well. It defiantly has a defined point of interest that draws your eye in and it's done well.

6th Place - PWNstars - Emberspawn
It's the sort of world you'd get zapped into through some sort of trans-dimensional vortex, or whatever. I'm not sure how I'd get there, but I would be terrified when I got there. The atmosphere on this one is great and really helps pull the overall mood off. It does feel a little confined though, but I'm not sure I'd want to know what was beyond the fog.

7th Place - tit-tat-toe - Pirates Cove
I see this as that sort of place somewhere between the evil empire and the peaceful world it's gunning to destroy. It's the sort of place you'd stop for whatever reason on your way to take down the evil empire. It tries to betray itself as evil, but you just know this is where you're going to find that one key member of your team who's going to help you take down the empire. Graphically it's well done, the lighting and textures are excellent, but there's nothing really about it that stands out as breath taking. It seems like that breath taking view I'm looking for is just out of frame.


Ben Hayden - Head of Computer Graphics – Digi-Guys

Ben Hayden has over 20 years experience in computer graphic imagery - from the first pioneering work for the BBC to modern Star Wars themes. In his spare time he likes to enjoy game-play, movies and practices medative reading as well as the occasional photo experiment. He has experienced success on both sides of the Atlantic, contributing to countless cutting-edge award winning digital products. Currently he is Head of Computer Graphics at a Digi-Guys Ltd, a hybrid game/film studio in London that is creating what is best described as a '5th Gen Experience'.

Comments:

1st Place - vAntage - Metzelei Haus
Yeah, this I like. Good use of simple electric lighting not to mention the consequences of what these (torture?) machines were actually used for! The creation of an artificial cliff heightens the vertigo and the feelings of terror...loving the colours and use of darkness too.

2nd Place - Bbox85 - Home Sweet Home
A bit like WallE and maybe just cluttered but executed very well. Weight around the phone wires helps with the mood - this home has a real 'lived in' feeling - >ding dong doorbell< ...may I come in ? light touches, blooms, glows, glints, mist and focus are great.  This speeding highway has become a stagnant place of rest; r.i.p! 

3rd Place - Zeus - Abandoned Solace
Dramatic and really cool to draw your eye to the centre, even though the sky is dark there is a strange un-holy light… is there an outer world being coming to visit ? attention to detail; vegetation is a nice touch and heightens everything - giving us life - well done !

4th Place - Druggon - Smugglers Town
Reminiscent of the film 'taxi driver', this has enough small touches to believe that this place could not only exist but also contains clues to stories or events past (or in the future).  Not perfect but entertaining none the less - who is mr. smiley ? ...creating a good authentic afternoon mood.

5th Place - Team Nom Nom - Coop D'etat
Like a cross between 'valiant' and 'v for vendetta' - this whole thing is funny.  A good use of a chicken theme and great styling, the projector search lights add drama.

6th Place - Drink Yo Milkshake - World7
Cool; organic and compelling - very hallucinogenic and again, other worldly… it draws the player in, in an original way - how to actually 'play' this level ? fun, am I inside a living breathing surface of a giant creature!? 

7th Place - Urpa - The Dwindling Eye
I like this - not only are the elements central they are also alive and suggest movement and therefore interaction (not to mention the 'all-seeing' eye that is staring into my soul !).  As a team student entry this is very impressive, I like how you have taken the already suggestive concept work one step further.

Joe Mirabello - 38 Studios - Core Environment Artist

Joe Mirabello is a core environment artist for 38 Studios. He’s worked in the games industry for four years on five different titles, dealing with a large variety of technical and aesthetic tasks. Prior to games he worked in government contracting for The Boeing Company and Autometric, Inc. Joe is a longtime member of the art community, and has done freelance work for books, documentaries, and comics. He’s guest lectured at the New England Art Institute and Worchester Polytechnic Institution, and is currently a moderator for GameArtisans.org. From past to present, Joe has always been fond of helping the community as a judge for big or small events on GameArtisans.org, DominanceWar.com and CGChat.com.

Comments:

1st Place: Peris - Abandoned Colony
I almost don’t believe this is from the Unreal Engine! I love how Bram captured the feeling of ‘abandoned future metropolis’ that the concepts focused on so much. I can see this fitting right in there with some of my favorite games. The construction, material work, and layout all feel pretty polished. The entire environment really feels lush and fleshed out to the point where you might be able to move the camera anywhere and still get a real sense of space and flow. This piece really shows off Bram’s mastery as an artist, and definitely deserves a place at the top.
 
2nd Place - Team Tit Tat Toe - Pirates Cove
Ok, so first off, let me get this out of the way: This piece definitely falls into the dusty orange and blue lighting circle we've all come to know as Next Gen or 'Unreal-ish'...but it's hard to hold that against it when it's all done so well. The modeling, the texturing, the lighting/shadowbake, the material treatments--and the layout itself. I can immediately get a sense about the kind of world I'd find this airship-saloon in. And that world looks like it would be a blast to run aorund in. It looks like a nice mix of unique UVs and tiling textures, looking at the texture sheets. If I had to criticize something, it would be that it's drifting way far from the inspiration concept, and the lighting rig makes everything flatten out..it evokes that Gears of War’s palette a bit TOO much. Looking past that though, this piece shows nothing but absolute professionalism, skillful artistry, and attention to detail. Excellent game art, guys!

3rd Place - Joyal - Ellipsoid
So, this is a pretty incredible 3d piece. Vincent Joyel’s done some great work, and I'm impressed with the attention to detail, the modeling, and the overall mood. This is a piece that really feels more like an illustration than a game--absolutely no game looks like what’s been created here. It's fresh, rich with detail and incredibly polished. Part of me feels like it’s not a tangible space that I could navigate around in realtime very easily, if it were intended for an adventure game, but this could easily be a boss arena or fighting game backdrop. On another note, your use of the texture space is nothing short of incredible. Joyal essentially used only a 1024x2048 for the scene, which on one hand shows great resourcefulness, but one the other hand—he could have used up to a 4096, so I really wonder what he could have done with that unused space. Regardless, no one can deny that's it's fantastic art. Kudos!

4th Place - vAntage - Metzelei Haus

What's not to like about this entry? Strong modeling, skilled texture work, solid lighting, and some of the best rubble I’ve seen anywhere, ever, period. This entry looks engaging right off the bat. These three artists should be proud of their work! If I had to pick out a few things to comment on, I'd say that the interior doesn't seem like it's seen the same level of attention as the exterior vista/side of the building. It's essentially a flat office building, and given that the interior is where most of the play-space is, I'd think you'd want to add more steps/vertical breakup of the floor plan. But, that's such a minor comment--the final really did turn out fantastic.

5th Place - PWNstars - Emberspawn
These artists did a great job with a very challenging topic. Organic stuff isn't easy to mix into environments--they tend to fly in the face of most of the staple enviro-art tricks like texture repetition and tiling, but this ma-eating plant…thing came out great! There are some things that held it back from a higher slot though--the textures feel a bit low-res/muddy and there doesn't seem like there are many avenues for player traversal, but the piece in it's entirety is still very strong. I particularly think the lighting is helping make everything work together—special kudos to whoever set up that rig.

6th Place - bbox85 - Home Sweet Home

This piece nails the fallout post apocalypse look pretty well. I get a sense of desolation and people really struggling to survive in a desolate wasteland. I feel like a few technical issues keep this one from getting higher on the ranks for me—the textures are very blurry, and a few things look vertex lit when they really could benefit from a shadowmap. The various effects do a lot to sell the scene as a whole though, and the showcase “turbine house” really came out well.
 
7th Place - ilegacy - Return 
Pretty solid entry, and faithful to the concept—one of the most faithful in the competition I think. I had these images up for a long time, considering them. There’s a lot of attention to detail in the textures, which is nicely done, but as a result I don’t have many places to rest my eyes—there’s a very consistent size and spacing to the details, and it creates a rhythm over the whole piece. I think it could have benefited from some big, solid shapes--perhaps hanging banners or something would have broken up the space into bigger shapes and brought more red into the piece. If you take all the assets by themselves, the pillars, the structure, the rubble, all the work done in this piece is pretty top notch, in my opinion. I think Simon’s going to be an artist to watch out for, come the next Unearthly Challenge.

Honorable Mentions:
Team Nom nom, Coop d'etat: Chris Whitaker,  Emily Huffman, and Kelli davis.
This entry was hands down the most hilarious. The humor is right up my alley, and the execution was strong throughout. The artists did a great job pushing the Unreal engine away from its usual grittiness and the artistry throughout is pretty fun. The modeling isn’t incredibly detailed or anything, and in some cases like those arches, I feel it’s almost too simple. But for the most part it fits the humor, and above all it makes me feel like exploring that game/world. My only criticisms are that they could have pushed Unreal's shadowing systems much more and that some more ground height variation might have led to a more interesting final. Still, great work guys!

And

Team Drink Yo Milkshake, World 7: Shawn Spetch and Dusty Charles Nolting.
The presentation of this piece really makes it sing--I love all the photo clippings and fun notes throughout all the final images. The final collection of assets didn't make for as strong an environment in my opinion--I feel a little more subdued and careful lighting could have taken this a lot further, but I'm definitely looking forward to seeing what these artists come up with next time around!

Sam Rucks - Environment Artist – Cryptic Studios

Though Sam has only been in the industry for a short time, he has been influential in the development of Star Trek Online and Champions Online. Sam is also a very accomplished traditional and 2D artist, and played the bass badly in The Waifs, a Nirvana tribute band.

Comments:

1st Place - Peris - Abandoned Colony
Excellent mood, great style, excellent shapes

2nd Place - Tit-tat-toe – Pirates Cove
Very well executed, awesome theme and style

3rd Place - vAntage – Metzelei Haus
Great colors, excellent mood, very well executed

4th Place - Bbox85 – Home Sweet Home
Excellent execution and scale, very unique style

5th Place - Team AB – The Yard
Great mood, excellent modeling and feel

6th Place - Joyal – Ellipsoid
Very illustrative quality, excellent modeling, lighting, and scale

7th Place - PWNstars – Emberspawn
Great modeling and mood

Jorge Verea - Project Manager – Shadows in Darkness

Jorge Verea was born in Miami, Florida. He started developing his 3D skills on his own 15 years ago, eventually becoming a freelance artist and over time finding his way to Shadows In Darkness where he has been for the past 5 years. Starting as a 3D Artist at Shadows, eventually becoming a Project Manager over seeing projects that come in from beginning to delivery. Helping to keep the pipeline moving wherever needed, making sure and helping artists meet their deadlines while keeping quality up. Overall, Jorge has been a part of game development for over 10 years and has worked on more than 30 titles in that time, most notably "Brothers In Arms: Hell's Highway", "Call of Duty 4: Modern Warfare", and "Dragon Age".

Comments:

1st Place - artitree - fairy city
Makes me want to jump in and explore this city. I can spend a while here.  Wish the water "fit" the scene better (more effect where it meets land).  Rock texture could be a little sharper as well.  It feels... "Good" here though.  An entire explore able town, nice.

2nd Place - EzMeow - Dissonance
Love the style, unique.  Lighting could use a little more "evil" mood, green feels too bright and inviting.  I want to read that book though!

3th Place - B-Digital - Chamber of Malice
Waiting for the boss fight to start any second.  Don't see much of anywhere to take cover though, death trap, don't want to be here.  Visually, looks great!  Almost too much to see for such a small room.

4th Place - Peris - Abandon Colony
I want to explore this place and I can see that there's places to checkout.  Focus building could use something to make it stand out a little more.  Lighting could also be a little moodier for "evil".  The city feels huge.  Foliage looks great on these buildings.

5th Place - Toc Toc Toc - Wayward Machinery
Focus looks like something I'd want to stay away form, but not many places to take cover.  Streets could have used more clutter (abandoned vehicles, garbage, ruble, etc...).  Nice touch with the "comet/device on entry" in the background.

6th Place - Joyal - Ellipsoid
Busy looking city.  Diffuse and specs look great, feels cartoony yet not, I like that.  Wish I knew were to go to explore the rest though.  Focus platform could use something that would draw my eye even if it wasn't centered in frame.

7th Place - Zeus - Abandoned Solace
Like the render style and colors.  Looks peaceful here, enlightening, even in a ruin.  Foliage on upper back wall doesn't look natural, I keep looking at that.  Background could use something more interesting. 


Valve Software

Valve is an entertainment software and technology company founded in 1996 and based in Bellevue, Washington. The company’s debut title, Half-Life®, has won over 50 Game of the Year Awards and was named "Best PC Game Ever" in the November 1999, October 2001, and April 2005 issues of PC Gamer, the world's best-selling PC games magazine.

Today, Valve is composed of just over 160 of the industry's best artists, programmers, and writers. In the company's 12-year history, it has risen from "unlikely new entry" to industry leader, producing a string of best selling and critically acclaimed PC products and technologies.

Comments:

1st Place - Peris - Abandoned Colony

2nd Place - Joyal - Ellipsoid

3rd Place - Team Bad Juice - Templo De La Vida

4th Place - PWNstars - Emberspawn

5th Place - EzMeow - Dissonance

6th Place - tit-tat-toe - Pirates Cove

7th Place - Bbox85 - Home Sweet Home

A2M - Artificial Mind and Movement

Based in Montreal, Quebec, A2M is dedicated to creating memorable games and original concepts that capture the player’s imagination. Since 1992, A2M has developed nearly 50 titles across every genre, on every viable platform. The studio has also partnered with the industry's top publishers and licensors, including Activision Blizzard, Disney, Electronic Arts, LucasArt, Sony and Warner Bros.

A2M is Canada's largest independent game developer, employing over 500 talented people, and is committed to producing unparalleled game experiences with original or licensed Intellectual Properties, in a creative environment where talent thrives.

Over the past three years, A2M has ranked amongst the Deloitte Technology Fast 50 and also as Canada’s 50 Best Managed Companies, two years in a row.

Comments:

1st Place - PWNstars - Emberspawn

2nd Place - Joyal - Ellipsoid

3rd Place - vAantage - Metzelei Haus

4th Place - Peris - Abandoned Colony

5th Place - Bbox85 - Home Sweet home

6th Place - Team Nom Nom - Coop d'État

7th Place - Team Bad Juice - Templo De La Vida


Listed by last name in alphabetical order

Thom Ang - Director of Art - 38 Studios

Thom Ang is the Director of Art at 38 Studios in Maynard, MA. Over the course of his diverse and accomplished career, Thom has illustrated for clients such as The X-Files, DC Comics, Marvel Comics, BusinessWeek, Random House, White Wolf, Topps, Eclipse, and The Village Voice. He has garnered awards from and exhibited in the annual publications of Print, Society of Illustrators New York, Society of Illustrators Los Angeles, and Spectrum. Concurrently, Thom has worked in video game production as a Senior Artist and Art Director for Disney Interactive, Electronic Arts Los Angeles, and most recently at THQ. He has also storyboarded for Sony T.V. Animation on Roughnecks: Starship Troopers Chronicles, Max Steel, and Heavy Gears. Thom has a broad artistic aesthetic that he has successfully employed, Art Directing on diverse video game titles such as Medal of Honor, Conan, Sopranos, SpongeBob SquarePants, Disney’s Tarzan, A Bug’s Life, and Toy Story II. Thom majored in Illustration and received his B.A. with distinction from the world renowned Art Center College of Design in Pasadena.

Comments:

1st Place - nihilicon - Wreck of the Polaris
First and foremost, this is a beautiful painting. The palette, at first glance is limited, but you look deeper and see subtle value and temperature shifts. The loose “brush” strokes are confident and energetic. There’s no fussiness in the mark-making, and there’s just the right amount of detailing indicated. The world that it depicts is also compelling and evocative. There is a definite sense of a story and world that I want to experience.

2nd Place - Shae@Surreal - Stuff
As a concept painting, this piece has so many elements that appeal to me. The vibe, perspective, and architecture follow in the best traditions of Syd Mead. Deconstructing further, I find myself intrigued by the juxtaposition of the clean and slick structures against the occasional reveal of a more chaotic, construct of shapes that evoke an almost organic texture. And then there is that almost flat and frontal treatment of the back ground, flesh tone structure that elevates this piece from merely serving to depict a space, it’s also playfully incorporating interesting abstract art and graphic design within its composition.

3rd Place - NerveSaw - Obelisk

To be honest, the concept and set up of the “world” in this entry far surpassed the technical execution of the painting. The painting is good, but I was more intrigued by the nature of this world, I want to know “what’s the story here?” It inspires conjectures of how this primitive culture came to entrench itself into this land of stoic obelisks. And the grassy/moss/sod-like material encroaching upon the partially dismantled monoliths is rendered with convincing contrast. The ideas in this image just make me want to see more of this world, to explore it and play in it.

4th Place - syncmax - The Hidden Space
This piece works really well on a compositional level. It’s a dynamic layout with multiple and rhythmic lines guiding and bouncing the viewer’s eye through the image. As well, the lighting also leads the eye and fills the image with depth. As an illustration, I really enjoy the different patterns, textures, filters and overlays. But I think when considering this as concept for building out an interactive environment, the treatment gets too heavy handed, impeding the production practicality. In short, style over substance, or illustration-for-print over concept-art-for-production.

5th Place - kenjitsu - Benjamin Salmi

I really wanted to place this piece higher in status. It's beautifully painted, and the lighting is great. But I think it missed an opportunity to be a more compelling “concept”. Sure, it's a grand landscape study, but the only thing that makes me curious about this “world” is a very odd piece of “manmade” architecture. It's more of a curiosity than a strong compelling attraction. In looking at the 3 thumbnail roughs from which the final piece was developed, the middle concept caught my attention and interest most of all. The contrasting juxtaposition of the clustered architecture and civilization against the grand arch landscape inspired more interest, curiosity and story then a lone, dwarfed, esoteric construct. For this one, it came down to what kind of story the image evokes. And the thumbnails were far more successful and seductive. Still, I can’t withhold this artist can paint really well.

6th Place - Davek - Netdevil
What a wonderful, whimsical world. I believe this as a fully realized world, a complete vision with every detailed organically integrated. I almost passed on this piece on first viewing. But the strength of all the study drawings made me reconsider it. I’ll say it bluntly; I’m not thrilled with the painting treatment. I think the concept reads far better in the line drawing, in all the line drawings. I think the painting application obscures the beautiful line work and detailing with distracting textures, grit and bleeding colors, and it almost unseats the underlying concept (which would which would’ve been a shame). Within the line drawing, I see all the information I need save for color and lighting; all the forms, finishes, and materials are well defined. Simplify the color/painting treatment, let that beautiful drawing shine through.

7th Place - Jacobromeo - Imperium Vampirious

In amongst the many painterly, or Photoshop submissions was this little gem. It had a limited palette, simple and clean line drawing, and an interesting concept. This one just had a vibe and atmosphere that drew me in. The restrained palette and line work harkens to an era of Heavy Metal/Metal Hurlant European graphic novel style. And a game environment that could look like this (rather than gritty and photo-based) is an environment I want to explore.

Dan Murphy-Hecht - Art Manager - Liquid Development

Who is Dan Murphy-Hecht? Some describe him as a leader, a visionary, a ladies' man. Dan eats triangles for breakfast and UVs for lunch. He has established his career with Liquid Development over the last 8 years, managing numerous titles ranging from Rockband to Fallout 3 to Killzone 2. As Dan leaves a wake of titles behind him, he eagerly awaits the next big wave!

Comments:

1st Place - Jeff MS - Purple Haze
This concept definitely conveys mood and adventure. The unique setting, atmosphere and shapes make this my number one pick.

2nd Place - ZFCoe - Water Crystal Realm
I love the idea of a fantastical underground life. It's very well thought out and imaginative. Color scheme is perfect for the presented environment.

3rd Place - Kenjitsu - Benjamin Salmi
I really like this one for its sense of scale and openness. Looks like a fun place to explore!

4th Place - Davek - Netdevil
Very cool contrast between technology and nature. I get a really good sense of playability in this one.

5th Place - Hideyoshi - Alien Gounds
Great lines, great energy, cool technology. The modeling sheet really shows off the sense of scale nicely.

6th Place - NerveSaw - Obelisk
Atmosphere is great here. Nice balance between man's geometric shapes and nature's unstoppable growth.

7th Place - Shae@Surreal - Stuff
I like this entry because it feels like that futuristic sterile environment we once thought we would live in when we dreamed about the future. Nice marriage of man and technology.


Jens Holdener – Concept Artist – Cryptic Studios

Jens has been working in the gaming industry for a year and a half. He has worked on recent shipped titles such as The Simpsons Game, Dead Space, and Tomb Raider Underworld. He Is now a contributor to the production of Champions Online and Star Trek Online.

Comments:

1st Place - Hideyoshi - Alien Grounds
This work demonstrates wonderful composition and design. The supportive material is excellent showing how many good possibilities led the artist to his final design. Strong shapes really create a clean architectural style.

2nd Place - ScipioDalamar - Silver Tower
This is a great painting with nice lighting, and mood. The technique demonstrates proficient mark making and the artist really pushed the scale of the structures which adds to its appeal.

3rd Place - Glash - Pearl Station
The artist used the environment in a clever way with very clear representation of how the structure is unified with its surrounding terrain. The color is very nice and subtle with just the right amount of warm highlights.

4th Place - Kenjitsu - Benjamin Salmi
This painting is successful in its use of light and color. I enjoy the design, in its framing of the focal point, which is in the sweet spot of the composition.

5th Place - Syncmax - The Hidden Space
I like the Dramatic mood which is made with such strong contrast in value and color. The design is very interesting and destinct.

6th Place - Jur - Secret entrance
The simplicity of the design is very nice. The artist made great use of a very nice palette.

7th Place - ravensbane - Catacomb world

I enjoy the expressive feel of the finished piece. It is a great exercise in restraint which helps the clarity of the design.


Marcel Mercado – Art Director - Shadows in Darkness

Currently an Art director for Shadows in Darkness, Marcel Mercado has worked on over 15 next-gen titles to date. He started out working within the cinematic department as a compositor/lighter and moved his way out to next gen game assets where he lead the texture department. Now, his responsibilities lie in making sure all assets look good from start to finish, as well as the creation of concepts for new developments. When not making art at work Marcel enjoys working on art at home.

Comments:

1st Place - Davek - Netdevil
Lots of character. I would love to see this in game. Also all his sketches work well by themselves.

2nd Place - actcathorse - Fallen Church
This is a great evil world, makes you shudder at the thought of what sort of beast call this place home.

3rd Place - GSlash - Pearl Station
This place stands out as a ray of hope inside a bleak and dreary world, the perfect sanctuary for a battle wounded hero to heal all wounds.

4th Place - Jeff MD - Purple Haze
The imposing structures seem to be clawing away at the sky. This isn’t a place for brave heroes, only lunatics venture here.

5th Place - Hitsys - Skyships
The two gigantic structures seem to be forever in conflict. Great balance between the organic and non organic.

6th Place - Hideyoshi - Alien Gounds
Even though this place seems rigid, there’s a peaceful tranquility to this.

7th Place - syncmax - The Hidden Space
Even though the concept is loose, It’s grandeur and evocativeness is very clear. As a player I can see myself arriving at this level and being in awe at this heavenly structure.


Sean A. Murray - Concept Art Lead (RPG) - Big Huge Games

Sean is the Lead Concept Artist for Big Huge Games/THQ in Timonium, MD. Sean started his career as a freelance illustrator after graduating from Syracuse University's Illustration program in 1998. He has worked for clients such as White Wolf Games, Wizards of the Coast, Steve Jackson Games, EA Games, and others. As a concept artist at Turbine, Inc. of Massachusetts he worked on both of their massive-multiplayer-online games: "Dungeons and Dragons Online", and "Lord of the Rings Online". He is currently working at Big Huge Games on their unannounced next-gen console RPG title. Sean’s illustration "The Globe-Chaser" appears in this year's "Spectrum 15: The Best in Contemporary Fantastic Art" and he also placed 11th in 2008's Dominance War III - 2D.

Comments:

1st Place - And - The Cathedral
This environment has a really unique feel to it. I love the sweeping forms reminiscent of bird and wing shapes. It feels like some sort of ancient underground temple to a bird god. Great location for a final battle or meeting with a cyclopean oracle . Nice job! Wonderful sketches!

2nd Place - Jeff MD - Purple Haze
The ultimate evil landscape! Great forms and atmosphere. I would definitely be creeped out if I had to walk through this space. This is also the kind of approach to a final level in a game that gets your blood pumping!

3th Place - actcathorse - Fallen Church
This environment has such surrealistic/psychedelic doom.  I like how you really explored the space with sketches. I could almost see this as being inside of a huge creature or alien, which I think is a really neat concept. Impressive amounts of detail too!

4th Place - ZDCoe - Water Crystal Realm
I love the combination of classical architectural forms with the precarious underground realm. The structures seems carved out of the stalactites and stalagmites themselves and really accentuate the drama of the scene. Also, nice job with your detail sketches. Those are the types of things 3D and Texture artists love because they can build patterns and forms from those types of sketches. 

5th Place - JacobRomeo - Imperium Vampirius

The combination of the industrial forms and the ominous lighting make this a place I would really enjoy exploring. It is very clear there is a very compelling story here, and that evil things breed in these spaces. One thing that always impresses me when I look at an environment piece is when I can very vividly “hear” the space, like, I know exactly what it would sound like when I walk around in this space. Nice work!

6th Place - davek - Netdevil
Great style and whimsy. This place definitely feels like the realm of a benevolent race of creatures. Your pencil/line drawings are really superb and show a lot of playfulness. This definitely passes the “I want to know more” test!

7th Place - Shae@Surreal - Stuff
Even though I have seen a lot of futuristic cityscapes, this one really has interesting forms and great use of mood lighting and color. I think this would make for a great location in a near-future type of game, where things seem safe and peaceful, but underneath the pristine façade is a world of intrigue and adventure.

Nicolas Oroc - Concept Artist – A2M

12 year veteran artist with 6 yrs experience in gaming. Currently a senior illustrator/concept artist at A2M. Nicolas has worked on triple AAA titles such as Prince of Persia Warrior Within as a lead character texture artist, Rainbow Six Lockdown as a marketing artist/art director, Rainbow Six Vegas as a marketing artist, and Splinter Cell 5 senior pre-conception character concept artist. When not creating artwork at home or at work, he takes pride in being a 21yr addicted veteran snowboarder and hopes to continue snowboarding for the rest of his life.... or until he breaks every bone in his body!

Comments:

1st Place - GSlash - Pearl Station
This one had the most impact for me.  It's simple, straight forward, and graphically bold.  A 3- tone color palette very well executed with the warmest values directing your eye straight to the focal point.  The layout design from a bird's eye view clearly illustrates the environment. Your eye obviously gets directed straight to the tower and makes you want to climb it up to the glowing orb.  My only minor critics would be to offset the center of focus either to left or right so as not to perfectly center it in the middle.  The glowing orb tower is too close to the top edge of the page for my taste....but then again it's a question of personal taste. Great job!

2nd Place - Jeff MD - Purple Haze
Really like this one as well.  Very nice execution for a 2 tone color palette which creates a nice contrast of creepy glowing lights within architectural structures and that of the cooler valued environment.  I also like the amount of designed detail that went into the architecture.  Very well thought out.  My critics for this piece revolve around the design of the layout.  I personally think with an angle shot like this, a wide screen landscape layout would've been better.  It would've allowed more space for the elements in the scene to breath.  This kind of page layout works best for something close up i.e.: closed room or corridor.  This scene would've also been more dramatic if the 1 point perspective were more exaggerated with a bit of a wide angle lens feel.  This is a very scary looking structure so exaggerating the perspective in any angle would've added more drama.  Last but least, there's a great amount of contrast in the foreground element to set it apart from the main focal point (middle tower), but not enough with the background towers.  Adding a bit of haze or fog between the middle tower and rear towers, as well as beneath the bridge would've separated them nicely by adding more depth as well as bringing more focus to the subject matter. A simple color pick of the dominating purple value greyed down would work very nicely.

3rd Place - james wolf - Kingdom of Unknowns
Love the subject matter.  The idea of crystals in a vegetation environment creates a good amount of contrast within itself.  The rendering of this subject matter lacks some final and polished details.  My major critic would be that it lacks contrast between the background, middle ground, and foreground.  They're all pretty much the same value which in the end, makes it lack depth and mood.  This can easily be corrected by breaking up these grounds (background, middle, foreground) onto separate layers with the background on top of the stack of layers, followed by the middle ground and background.  By adding an empty layer between the grounds, you can than color pick a dominant hue and lightly glaze some transparent fog/haze to break it up a bit.  The foreground elements could easily be corrected once they've been separated onto their own layer with a simple brightness/contrast adjustment.  This would, in the end, create good balance of contrast between back, middle, and foreground.  Last but least, contrast can be down with color values as well as contrast between shapes.  The last thing I would do is bring more focus to the center element by increasing the size of the bottom left crystal in the foreground and giving it a darker shot of levels filter adding more to the illusion of a bird's eye view camera angle.

4th Place - NerveSaw – Obelisk
This is a very interesting subject matter.  The composition works very well.  My comments on this would be to break up the elements between the background, middle ground, and forground.  Always keep in mind atmospheric perspective....meaning density in the air, fog, dust, particles.  There are things that exist in nature that create depth in everything we see outdoors...even indoors.  In this case, the density, air, or fog, would push back the background to bring more focus to the middle ground subject matter.  I feel the values (on a grey scale range) are too close and fight one another.  This takes away from the focal point which I assume is the birdnest-like structure suspended between the towers. Also, I find the lighting on the grounded structures is too saturated.  This also takes away from focusing on the focal point.  Last but least, the tower, on the right side of the layout, has blocks far to small from that of the one on the left.  This  causes a good amount of conflict in terms of size.  Since it is closer to the viewer in should have massive blocks forming the structure.

5th Place - ScipioDalamar - Silver tower
Great composition and paint work.  It has a good amount of style and consistency throughout the whole painting.  My main critic would be to add more contrast to foreground by either painting it in or simply adding a LEVELS, and breaking up the middle ground structure from the background with a small amount of haze/fog.  This haze/fog would drop the saturation and value down, which would in turn bring more focus.  Nice job!

6th Place - ScipioDalamar - Titan land
Classic sci-fi theme.  Nice execution of haze over the industrial city.  My major critic for this piece would be to add more contrast and proper perspective.  The perspective on the lower part of the image works great, but improperly done to the background goliath structures.  Contrast between the middle ground and the foreground elements are too weak and fight each other.  By painting darker values or adding a LEVELS to the foreground, this would easily correct everything and make things jump out.

7th Place - ravensbane - Catacomb world

Great subject matter.  Love the idea of the abstract sculptures as well as the color palette chosen.  My biggest critic is weak perspective.  3 point perspective is challenging for most artists, so taking the time to properly lay down your perspective grid and respecting it should be top priority.  Once you're content with the angle, truly respect it.  If not, than elements and structures within any scene of this complexity will obviously stand out and cause discomfort to the viewer be it a trained or non professional.

Thomas Schmall - Lead Concept Artist - Streamline Studios

As Lead Concept Artist, Thomas is responsible for artistic direction, as well as leading individual artists and art teams in order to produce concepts for current and prospective projects. Thomas joined Streamline in 2005, since then he has worked on Gears of War, UT3, and Overlord amongst many others. Prior to Streamline Studios, he freelanced in a variety of disciplines within game development such as concept art, texturing, modeling, and animation. Thomas broke into games back in 1999 when he started working for a small German development house. Thomas has a traditional art background, and in his leisure time he enjoys being creative with traditional art methods, materials, and techniques such as oil painting.

Comments:

1st Place - Jeff MD - Purple Haze
Wow, that looks indeed pure evil. Great design, unique and to the point – especially the colors work very well, it does not look boring despite using a limited palette.
And hell yeah - I want to play a game with that scenario.

2nd Place - syncmax - The Hidden Space
What an impressive image, it is a close call from being number one. I like the amount of detail, which makes this a very convincing environment - which one would love to explore. The design and presentation is very professional.

3rd Place - kenjitsu - Benjamin Salmi
Very high quality image, that instantly makes one dream about how it would be to be there. Color and contrast work very well and the composition is effective for drawing the viewers attention. I also find the sketches very impressive. The points that cost this image a higher rank is the rushed model sheet, which does not clarify the central object.

4th Place - Davek - Netdevil
Great colors, and catching design. The composition of the artwork guides the eye very well. The sketches and model sheet show great lineart skills and nice design ideas, that unfortunately lost a bit through inconsistency in the coloring.

5th Place - Shae@Surreal - Stuff
This image shows great how to convey a "good" environment - the colors are very pleasing and support the great composition. The model sheet seems quite useful. The only thing missing for this piece to achieve a higher ranking is a surprising new detail that distinguishes it from common futuristic concepts.

6th Place – Asa - Rock Island
Very tough to decide on those rankings - there are many images of similar quality. I voted for this one mostly because of the great idea, and the excellent model sheets. This is how model sheets really should look like, they give a clear picture of the design, explain smaller details and show the modeler hidden parts. The final colored image lost some of the potential and without the model sheet some of the great ideas would not be clear.

7th Place - WickedFingers - Realms of Nefarious
The idea and atmosphere of these images clearly put them above other entries. I would love to see this scenario in a game - it is unique, clearly shows an evil twist, and a breathtaking scale. But it lacks in execution, like clear lighting, convincing effects and sharply defined shapes of the details. Yet apart all that: it would make an astounding level to walk though.


Gert Stevens - Concept Design Supervisor - Digi-Guys

Gert was born and raised in the Flanders of Belgium. After his studies in Product Design at the former Henry Van de Velde Institute in Antwerp and some projects in the world of Product Design he specialized in Film Design in London and works since 1999 as a freelance Concept Designer/3D Set Designer in the Feature Film Industry on projects such as Harry Potter I, The League of Extraordinary Gentleman, Troy, Charlie and the Chocolate Factory, Star Wars Episode III, etc... and the most recent City of Ember. Attracted by the unique technicalities, the newly developed hybrid movie-game production pipeline and the immense to be designed universe the storyline from the project has to offer he immediately came onboard as Concept Design Supervisor on the Digi-Guys Hybrid Movie-Game project 'WarDevil'. Moving between feature films and computer games has been the ideal background for this kind of project. Combining the realism needed in feature films with the high technological tools from the computer games world gives a 'no limit' approach in conceptual design that suits him well. Translating scripts and creating designs, yet believable but actually only imaginative is the aim of his brain. This was only possible by going into the direction of Entertainment design for Film and Games, a decision he never regrets. Besides his hobby turned job he stills enjoys designing for the real world and produced recently the 'Flemish TV and Film Award'.

Comments:

1st Place - Kenjitsu - Benjamin Salmi
Conceptual landscape design has been always a bit on the backburner in the world of concept design I think. Machines, architecture, vehicles, robots, they all are more interesting to work on conceptually maybe because they are less difficult to tackle. Landscapes however are a bit more difficult. It often doesn't work out as perspective and over- or under-scaling can push our perception of a landscape concept quickly looking 'off'. This however is a beautiful, almost alien landscape that nature has brewed for us on another earth like planet. Playing around with the different levels, waterfalls, cliffs and taking a simple arch, which is not new on our planet but overscaling it here works very well. It is not overdone and therefore works very well. I like to sunset that is happening offscreen but casts a shadow of the architecture on the natural arch formation. The minimalistic style of the architectural construction is kept simple which works very well with the landscape where it is set in. Technically I like the depth of field but the distorted rock formation and waterfall on the left is slightly weird. Colour works well. This piece of art is also telling a story and invites us to ask a lot of questions. Is it a hidden civilization? Remains of a lost civilisation? How and by who is the hanging bridge being build and why is it broken? Is there more behind the right cliff? Can you imagine you discover a place like this on a hiking trip.     

2nd Place - Jacobromeo - Imperium Vampirious
I like the drawing style of this, very close to Moebius who has been for me an inspiration not only conceptual but also artistically. The monochromatic colours are great and the clear line style might look out of fashion those days because of all the refreshing and new Photoshop and Painter painting styles but it stays and is a strong style which we often use in the Concept art department especially to communicate detailed assets towards the rest of the hybrid production pipeline. Perspective and the use of shadow is strong here. The light beam on the back wall makes this piece of art coming to live. The mysterious professors lab, steam punkish, interstellar, machine lab as I would call it is telling a lot of story. What's the device doing in the tube? Where is the light coming from? What is this room and the machines its function? Is this set in the past, alternative present or future? It makes me curious, which is what a concept drawing should do in the first place, together with defining space and already eventual indications how it can be build or transformed to sets in a stage or in 3D . Strong piece of art, clever use of light and shadow. Although the setting is busy and detailed it is not overdone. 

3rd Place - Nihilicon - Wreck of the Polaris
A lot of story in this one as well. Pirate lair protected by thick salvaging, deep cliff, ice sea that is the perfect natural protection for a hide out. The windows in the foreground structure reveals an interesting level structure not only in height but also in the depth going under the ice cap. Not sure about the connection between the small houses and the main central column. Needs to be more reinforced to give it a more realistic feel. Composition would work better when the image was not angled. Perspective needs work. Nice painterly style and distant depth.

4th Place - ScipioDalamar - Titan land
I would almost say that this is on the same planet as the artwork Kenjitsu from Benjamin Salmi is from. The big difference of course after a civilization colonized and planted their refineries there to extract this world its natural resources (humans maybe?). It's an interesting setup. We are dealing with 3 different styles here. The big unearthly scaled monolithically structures in the background that are very stark in style, the more industrial functional factory like structures covering the surface and the natural shaped rock formation that seems to be part of a huge high cave and the world's natural habitat. I like the way we are viewing the whole composition from inside the cave and looking outside. Perspective and depth of field is great, colours are working very well for this rather dry, hot vista. The integration of the Architecture with the landscape is also working quite nicely and looking at the preparations of this artwork it pays of to first study, in small doodles, some compositions. This artwork is probably the start of visualising a big Sci-Fi story to be told, in the realms of Blade Runner.    

5th Place - Shae@Surreal - stuff
Peaceful Utopian vista. Maybe a bit to clean but all very realistic and a perfect drawing to explain the architecture when it needs to be translated to a real live film set. Would work perfectly for a realistic bluescreen backlot or studio build. Clearly defined shapes. The perspective is standard but is always working well to explain this kind of architecture. It's not entirely correct as the person on the right together with the balustrade looks much smaller, compared with the people on the left.       

6th Place - Centrifuge - Heavensfire Tundra
Although not complete in my view, a good setup. I therefore consider this more a speedpaint concept to communicate a certain mood. Composition is strong. Colours and landscape are telling us it is an evil, unnatural hot place. Needs much more work though. Reference person in a withholding posture to go any further in foreground is missing (giving the whole image a better scale), accompanied tracks showing where the person comes from and that the mountain is covered in a slightly thick ash dust can reveal more of the story to be told. Conceptual there might be an interesting story here. It might be a trapped entrance to the deeper underground, inside caverns of the mountain. I like the looseness, colours and composition of it. Maybe part of a Conan film sequel art department concept. 

7th Place - ZDCoe - Water Crystal Realm 
Reminds me to a scene in the movie 'In the Name of the Rose' where Sir Sean Connery is loosing his apprentice Christian Slater in the staircase library labyrinth inside the tower, but with a much bigger budget. This could have been the outside of the labyrinth. This is the kind of stuff a big budget feature adventure movie is asking for, a la Tomb Raider. Composition is ok but the camera tilt was not necessary. Careful with blurring elements out close to the front. The broken construction left of center was not really necessary as it is sitting there a bit unsuccessfully. It disturbs the view of the caves behind the waterfall. The drawing tells a lot of story and at the same time raises a lot of questions. This is what concepting is all about, coming up with just still believable and not too unrealistic realizable ideas.


Jonathan Stockwell - Realtime Worlds - Senior Concept Artist

After studying illustration on the south coast of England, Jon initially worked as a freelance illustrator before entering the games industry as a concept artist. He has been working at Realtime Worlds, Scotland for the past 4 years and is currently working on the MMO title APB.

Comments:

1st Place - nihilicon - Wreck of the Polaris
Unique, expressive brush work and a good sense of mood.

2nd Place - kenjitsu - Benjamin Salmi
Very nice use of light in final piece and some good environment sketches.

3rd Place - Jeff MD - Purple Haze
A well painted final piece. Also some good concept angle sketches.

4th Place - Hitsys - Skyships
Nice expressive sketches and good use of colour in the final piece.

5th Place - Shae@Surreal - Streaming Cubes
Vibrant colours and an interesting building design.

6th Place - Davek - Netdevil
Environment looks interesting and fun to play. Also some nice detailed drawings.

7th Place - Hideyoshi - Alien Gounds
Clear modelling sheet and good sense of depth in final piece.

Valve Software

Valve is an entertainment software and technology company founded in 1996 and based in Bellevue, Washington. The company’s debut title, Half-Life®, has won over 50 Game of the Year Awards and was named "Best PC Game Ever" in the November 1999, October 2001, and April 2005 issues of PC Gamer, the world's best-selling PC games magazine.

Today, Valve is composed of just over 160 of the industry's best artists, programmers, and writers. In the company's 12-year history, it has risen from "unlikely new entry" to industry leader, producing a string of best selling and critically acclaimed PC products and technologies.

Comments:

1st Place - Hideyoshi - Alien Gounds

2nd Place - Davek - Netdevil

3rd Place - Kikekun - Desert Town

4th Place - james wolf - Kingdom of Unknowns

5th Place - ScipioDalamar - Throught the Abyss

6th Place - Jacobromeo - Imperium Vampirious

7th Place - jouste - skytumor


The following modifications have been done to the results of Unearthly Challenge:

3D Tie breaks

2nd - 3rd Place Tie Results

vAntage
2nd place
PWNstars
3rd place


5th - 6th Place Tie Results

Tit-Tat-Toe
5th place
Joyal
6th place


7th - 8th Place Tie Results

B-DIGITAL
7th place
artitree
8th place


2D Champions

4th place champion disqualification - nihilicon
Reason - Based on first impressions, the dark foreboding atmosphere, abundant use of green Polyount colors, burning fire type inner house lighting, black witch hut-like structures, and thick tomb-like stonework - this entry did not look like it belonged with the Good team.

14 Champions reduced to 7 Champions
There were not enough 2d entries to merit 14 placements. For this reason, the amount of finalists have been reduced to the same amount of 3d finalists, 7. The prizes for the missing 7 slots have been put back into the pool and will be given out once again in Unearthly Challenge II - 2009.




 


- Top 7 Champions   |  Judges Comments  |  UC Credits and Thanks -
 


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