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January 20, 2012
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Art Test by fightingfailure Art Test by fightingfailure
So here is the result of my art test for Gameloft. They gave me a set of instructions on what they wanted to see and gave me a set time to paint it. It got me a second interview, but in the end they went with another candidate. You win some, you lose some.
I had a great time making it though. There are definitely some things I would do differently if I had to do it over again.
A learning experience for sure.

I'll Keep fighting.
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:iconsebo3e:
sebo3e Featured By Owner Aug 10, 2012
wow
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:iconhopecia:
Hopecia Featured By Owner Feb 2, 2012  Student Digital Artist
Awsome! Great work This is a very realistic art :love:
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:icondagonrs:
dagonrs Featured By Owner Jan 27, 2012  Hobbyist General Artist
wonderful work...
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:iconclassicalrevolution:
ClassicalRevolution Featured By Owner Jan 21, 2012  Hobbyist General Artist
This is as good as Sierra's Quest for Glory and King's Quest backgrounds, which were one of their attractive qualities.
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:iconfightingfailure:
fightingfailure Featured By Owner Jan 21, 2012
Thanks! ^^
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:iconclassicalrevolution:
ClassicalRevolution Featured By Owner Jan 21, 2012  Hobbyist General Artist
Don't take this as criticism. It's just an idea think about. Some of sierra's environments had objects very near the cameras as in this more extreme example [link] on mobygames.com. This scene's objects gave the feeling of spying on the characters, but anything between the viewer and the action, trees or blades of grass, seems to draw the player into the environment, and may separate you from your competition. I have not seen this done very often elsewhere.
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:iconfightingfailure:
fightingfailure Featured By Owner Jan 21, 2012
Actually, there is an object close to the camera in the lower right hand corner. Supposed to be anyway :P
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:iconclassicalrevolution:
ClassicalRevolution Featured By Owner Jan 21, 2012  Hobbyist General Artist
I hesitated to say something and one reason is that object. I looked and pondered on why that object does not give me the same feeling. I think it's that its simply not near enough, but it needs to be where it is. The scenes that stuck out in the game had objects definitely within arms reach. Here is another more typical shot [link] skyrender.net (I've otherwise never been to the site just stating the name.). Here is the rub, when they did put object near your face it dominated the rest of the work. It was imposing on me and a on the rest of the background, kinda broke the typical rules. However, The reason why I think it works is, lets say from your piece, we are spying on the door. We would be on a peak within arms reach there would be ground and grass we wished was out of the way, the turf that was ours psychologically. The the monitor leads to "our turf" and it leads to your mushrooms which lead to the door, the action. Thus, a bridge is made between the real and your scene. I'm not telling you to change the scene. It's great. I think the imposing aspect is why it is not done much. I'm just throwing out something you might add to your tool kit or throw away as ridiculous.
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:iconumerean:
Umerean Featured By Owner Jan 21, 2012  Professional Digital Artist
Was that for Gameloft Montreal? Really seems like a Dungeon Hunter game.
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:iconfightingfailure:
fightingfailure Featured By Owner Jan 21, 2012
It was for Gameloft New Orleans actually. Thanks :)
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