www.simonstalenhag.se
Work I did on the Scar Village for The Last of Us: Part 2. Definitely one of my favorite areas to work on! Great direction by John Sweeney and Sebastian Gromann.
This was a personal project I created where ghosts and monsters would attend school with normal kids. The environment is of a young boy wondering in the park and finding a pair glowing eyes staring at him from the bushes. The character design is an idea I…
Cortometraje completo One Small Step (animation short film) de Taiko Studios. Incluyo arte, making of y behind the scenes ❤️
Good day everyone. This' first artwork of new upcoming picture series called "Colonization". Maybe it will have different title, but right now i can't think of a name. Hope you like it.
3D vis dev and game artist. Other half of @pawchaw
early she-hulk Athletic Body design exploration done for Marvel Vis Dev lead by Jackson Sze........this was not an easy task i only had 2 days to do this.....but great fun to take a crack at her......Ryan Meinerding did her final body,hair and face design for the show.........other talented artist involved were Imogene Chayes,Wes Burt,Mushk Rizui,Jana Schirmer,Jeff Simpson,Rodney Fuentebella,......shout out to director Kat Coiro and costume designer Ann Foley........great fun working on this show and loved the show really hilariously funny:)
The visual development artists that worked at Disney Studios over the years pioneered all kinds of different styles for characters as well...
VIVO_Feature Animation. Sony Pictures Animation/ Netflix Early exploratory sketch of Andres’ apartment Interior_opposite view
Part 2 of classic Disney Vis Dev art begins with The Legend of Sleepy Hollow and ends with The Rescuers. The films that followed were draw...
In their 1990 book Bambi, The Story and the Film, Frank and Ollie don't identify the artist who produced these magnificent poetic rend...
Rovio vis dev - Art Director: Jan Lidtke
Art Director: Jan Lidtke https://www.artstation.com/janlidtke Thanks to Jan and the team at Rovio for letting me work with them on this cool project.
Here some of my contributions for Moana. What a fun project!Moana has been a huge hit when it came out. I’m extremely proud of the fantastic team I have around!Everything you see here has been done 100% in Photoshop with custom brushes.The skin was qui…
I am collaborating with the project "A very Potter Animated Musical" over at Artella (https://www.artella.com/project/11dab69f-aff0-4d72-88bf-cff641f0d471) the project is produced by Emily Claus. My role in the project is of Visual Development
Hello, fellow ArtStationeers! At long last, here it is - our final major Crash Bandicoot 4 portfolio update. Crash 4 was a huge project for us, and we thought there's no more fitting choice for this post than going with artworks that bracket everything else we've published. The first five images in this gallery are visual development artworks that were created in a very early stage of production to establish the general look & feel/mood of some locations and set-pieces. If you've played the game, you'll instantly recognize some of them. The airplane chase, of course, got adapted as it became the climax of The Crate Escape. The other five images are artworks that were created during the final stages of production - you'll get to see them in the epilogue once you achieved a 100% completion rate in Crash 4. Which y'all surely did, riiiiiiiight? :) Important note here: design, composition and line art on those were done by Nicola Saviori, and we took them from there. 2D Artists: Johannes Figlhuber (Lead) Simon Kopp (Lead) Maximilian Degen Brun Croes If you're not familiar with our work on Crash 4 yet, knock yourself out! ;) https://www.artstation.com/airbornstudios/albums/2720504 One more time: gigantic shout-out to all the 2D & 3D artists who contributed on our end for knocking it out of the park! If you've followed our previous updates, you know their names - and if you didn't, you'll find them listed here: https://www.artstation.com/airbornstudios/blog/OmrE/in-which-we-talk-about-crash-bandicoot-4 . Same goes for all the other terrific artists we got to work along with throughout the production. Been a blast! Of course, all of this wouldn't have happened to begin with without Activision and the great folks of Toys for Bob - and we can't thank them enough for having us along for ride on this from vis-dev phase on. It's been a mindboggling honor and joy for all of us - and a dream come true for some of the artists for whom the original Crash Bandicoot was a formative part of their journey into the world of videogames. Big kudos to their Art Directors (Josh Nadelberg & Amber Long) and their internal art team for having us - and, of course, to all the game designers, audio specialists, programmers, people on the producer side of things, QA ninjas, and the IT crack team who made Crash 4 the sweet game it is. It's no small feat to create the collaborative environment that yields these results - and Toys for Bob deserves all the credit for this. <3 Lastly, a heartfelt shout-out to all the Crash fans out there! Thank you so much for all the kind feedback, shares and comments! Everyone working on the game enjoyed and fed off the radiant enthusiasm that preceded and followed the reveal of Crash 4. And seeing how much of a good time the community seemed to have once it was released was amazingly rewarding. THANK YOU. :)
A short fan project exploring Warhammer 40,000's Adeptus Mechanicus, undertaken in October 2021. This was the first time I'd drawn anything AdMech related, so it was fun exploring the range of equipment and units.
Art Director: Lee Sullivan Lead Artist: Carl Button https://www.artstation.com/spaceapegames Some vis dev work for Space Ape games. Check out the great character concepts done for this project by Martyn Driscoll here: https://www.artstation.com/spaceapegames/blog/mWPE/fishing-seasons-character-designs
Very early visual development for Ruby Gillman Teen-age Kraken. Based on a few concepts by the incredible Tim Lamb.