Bram Eulaers


Forum: peris
Entry: Abandoned Colony
City: Stockholm
Country: Sweden
Email: bram.eulaers [at] grin.se
Website: www.brameulaers.com

 
Favorite Software:
notepad, photoshop. 3d studio max

Inspirations:
Old crappy scifi

Favorite Games:
God of War, ICO

Favorite movies:
The Darjeeling Limited, Forbidden Planet, Speed Racer

Favorite music:
Sonic youth, walter wanderley, the jesus and mary chain

Good habits:
I set my standards high

Bad habits:
Smoking, can never get out of bed in the morning

Future Goals:
Get better and more efficient at what I do, I still have a lot to learn when it comes to 3d art.

How do you bounce back from a bad day:
Stay in bed, play xbox

What's a good day:
When I manage to achieve the goals I set for others and myself.

Can you introduce yourself? Why game art and how did you get to where you are today?   
 
Hey I'm Bram Eulaers, I'm 23 and from Belgium and I've been doing 3d since I was 11 years old. In my early years, I created levels for Duke Nukem 3D and made basic 3d movie clips with Corel Motion 3D. My inspiration to continually create came from all those FMV games in the mid 90ies, which I thought were awesome at the time! I’m talking about games like Lost Eden, Cyberia, Creature Shock etc. 5 years ago, I started to get more serious with Game Art when I had to use my own textures and models to create levels and mods for half-life. I have always been very active in the half-life and half-life2 mod community, and it’s through the people I met there that I eventually got into the industry. I got my first job at Khaeon Games, where I worked on The Chronicles of Spellborn, an MMORPG built with unreal 2.5. Since there were only a few of us there, and since huge mmo worlds needed to be created, I learned a lot about efficient workflows. These days, I’m working at GRIN Stockholm, on Bionic Commando and Terminator Salvation.

Was this your first competition? What are your thoughts about this new annual challenge and online wip competitions in general?
 
 I have been in a few small level design and community modeling competitions, but this is the first big one with real prizes attached that I participated in. I really like this initiative, since most game art competitions focus on character art, and environment art is such a big part, if not bigger in what makes a great game experience. There are a lot of games out there with crappy environment art, so a contest like this can only be a good thing to get more people interested. Hopefully, Unearthly Challenge will grow to be as popular as the Dominance War! Good environment artists are really hard to find, so I really hope the Unearthly Challenge can set the bar higher for everyone, and inspire more people to do great environment work!


How did you come up with your idea to make an Abandoned City? Tell us about the process you took to get the results that you did and were there any bumps in the road?   
 
Before the contest started I knew I wanted to create a big environment. Something you can put in a game that makes to player want to explore and experience it. The architecture in the Giedi Prime concept by Thomas Tenery immediately grabbed my interest. It had nice solid shapes and no crazy details that would take ages to recreate in 3d. I started out by doing a quick painting of how I could lay out my scene, copying elements from the original concept. Next, I created a quick block out model that I painted over to get a good sense of what materials I was going to use. With a block out image, I could experiment with various modular meshes to recreate the scene, essentially minimizing the workload in the end. During the block out stage, I still wasn’t sure yet if I would be working with friends or alone. It ended up being alone, and as a result, I had to scrap a lot of stuff I had planned. But I still had enough stuff planned in my head that would make the scene interesting anyhow. The biggest thing I had to scrap was a crashed spacecraft that I really wanted to have as the focal point of my scene. I also scrapped a lot of smaller details; fortunately, they were hardly missed since the scene was so big anyways. There was a background story I had in my head for this environment, but I wanted to keep it vague, with only some elements in the scene here and there hinting at it.

What would be your advice for aspiring game artists out there? What type of training do you think would be helpful in becoming a successful 3d environment artist? 
 
When making your environments, definitely try to realize them in an actual game engine. Try to make something you can run around in yourself, don't just make a pretty picture. Build an actual level for an actual game, this way you will learn better how to make your art become a part of the game play, and you can invite other people to explore your creation. I have started out with level design, and I'm still a level designer in my heart. There are so many great tools out there to build levels for various games, so it’s a great stepping-stone to get into environment art. It’s very fun to make multiplayer levels and then play them with friends, watching them explore your little universe. Also try to learn every aspect of making a good environment. A good environment is the sum of everything, the lighting, materials, composition, small details, effects and more. Experiment with all of that and don’t give one of the elements less attention than it deserves. Also, Don’t get lost in the details, only add details when they are an important part of the whole, otherwise they just become noise and a waste of your time. Work with modular pieces as well, a well thought out modular set of meshes will allow you to create big environments within a small amount of time, even better if you can use those meshes to create a variety of shapes and layouts. Another thing that I believe I learned a lot from is painting concepts myself, it’s a great way to learn what makes something attractive, and what tricks you can use to make your environment more interesting. Also, I can’t stress this enough: Post your work on game art forums for feedback, you’ll get invaluable tips and criticism from industry professionals! Seeing other people’s work will also give you a great standard to compare your work too. I definitely believe I wouldn’t be where I am now if it wasn’t for game art and level design communities.


Was there someone, or some thing that helped make you who you are today? Is there anyone you would like to thank, or at least give a shout to?
 
Well, first, a big shout goes out to my mom who has given me every possibility to make art when I was young and my dad for getting me interested in working with computers and their games. Without them I would never be working as a 3d artist. Also a big thanks for the great people at GRIN for supporting me on this challenge and giving me kick ass feedback on how to make my entry better. I also want to thank Sjoerd De Jong, aka Hourences, as well for helping me out with my struggles in unreal 3. And lastly thanks thanks thanks for all the people from Polycount and Mapcore for the tips and support!

What plans do you have for your future?
 
 Hmm, I definitely feel I still have a lot to learn when it comes to creating 3d art. Especially high poly modeling, I’ve been a bit slow on that. I cannot stand subdivision modeling and am secretly waiting for something so I will never have to do it anymore. I really hope I can keep on doing this for many many years, and get to contribute my work to some awesome titles!

  Your work in Unearthly Challenge was an inspiration to all! Thank you for your time and I am positive that we are all looking forward to seeing more of your fantastic work in the future.



 


HOME PAGE | VIEW ENTRIES | RULES & REGS | VIEW PRIZES | JUDGES | ABOUT | SPOTLIGHTS | FAQ | WALLPAPERS | CONTACT US

© THE UNEARTHLY CHALLENGE


Brought to you by GCCore.org - All Rights Reserved


 
Polycount Gameartisans