Hey everyone!
Infamous 2 and the DLC Festival of Blood have officially come and gone. It was a blast to work on both projects and it was an amazing experience to help out with concept art for the DLC.
These are some of my key selections of work I did for the game: texturing in-game assets, textures & signage, and concept art. I'm going to be updating my online portfolio hopefully by the end of the week to have all this new work on it, as well as revamping the layout completely.
We (a few coworkers and I) have been wanting to throw together a big thread that has select work from each of the teams to show a broad range of all the sweat and tears that went in to production, but we haven't gotten around to it yet.
I'll show screenshots first and describe what I did in them, because many of the environment artists jumped all around the world working on different parts at the same time... I tried to just show screenshots where I had done a very significant amount of the work shown in the screenshot.
The textures, signage, and concept art are all done by me unless otherwise stated (usually a coworker doing small revisions to something, but I felt was important to show).
All the work is copyright © Sony Entertainment 2011 and Sucker Punch Productions LLC
Textured the building
Textured the building and concrete sea wall directly below it
Textured the set of buildings in the foreground
Textured both the buildings, walkway, and entire dock area, excluding pallets & train car
Textured building, walkway, and entire dock area excluding the forklift and barrells
Textured the road, sidewalks, and entire construction area
Textured all the buildings, roads, and sidewalks in the area
Textured all the bridge, machine, and gear components... pretty much everything dealing with the bridge, but not the ground and surrounding buildings
These are screenshots from the DLC, Festival of Blood
Textured everything, preliminary textures & layout by Andy Xiao. I also did the concept art, see below
Textured everything, preliminary textures & layout by Andy Xiao. I also did the concept art, see below
Textured the door. Also did the concept art for it, see below
Textured the floating demon head balloons. Prelim texture by Josh Rife
Textured the entire stage. Preliminary textures by Josh Rife
Textured the entire stage. Preliminary textures by Josh Rife
Retextured this back area near the Cathedral due to mission importance. Prelim texture work by Sucker Punch (not sure who)
Replies
I did not paint the girl in the lower-mid-right sign. That was a contract concept artists' piece that I turned into a sign
Love that stage scene, very punchy!
What was the most fun to do? I bet it was the posters and signs (and the stage).
Isaiah awesome work. Concept art and textures! Need new pants.
You've got some solid concept skills, Isaiah, why weren't you doing concept art for inFamous 2?
P.S. Just make sure to remind the fellas at the office to make their share of the art dump please:)
I love it isaiah! Your work is always so pro man! Glad to hear the good news you told me to!
If you guys have questions I'll do my best to answer them.
Wahlgren: I had a lot of fun doing everything, really. Environment texturing was fun because it was kinda mind-numbing doing tons of UVs and vert paints, could just zone out and crank it out. Signage was a lot of fun because I got to make some really polished and detailed work, and concept art was fun because I got to help flesh out ideas before they went into production
Pzychaoz: Infamous 2 and FOB are a big leap forward from I1, I'm sure you'll love em
d1ver: I was hired back in the summer of 2010 and Sucker Punch was right in the middle of production then for I2, so that's what I was hired for. Once I2 was done and we were moving onto the DLC, there was about 2 months where we all came up with a lot of prepro work, and they liked my stuff and decided to keep having me to concept art for various assets during production... on top of me doing texture work too. Lots of work, lots of fun
Gannon: Inspiration for the whole project came from some fire festival in Europe. Then from talking with the teams on which direction we wanted to go with the look, we wanted some scary looking posters to try and help set the mood.
Seforin: Yes, there are many nipples to be rubbed
awesome stuffs!
Jesse- Haha, no, I didn't make all the art for the game, of course . I was fortunate to be given the opportunity to work on many different things, though, which was awesome.
I would not decline a pair of robot legs, so long as I didn't have to pay for them...
KennyTies: Glad I could be an inspiration
'This image exceeds bandwith with too many views'
Dropbox could be a good alternative for imagesharing.
If I where you, I would use dropbox or imgur, personally I recommend imgur
on second screen i find it weird that only one bolt has a decal below it, that's nitpicking though.
Blaisoid: Interesting you point that out, the reason I only have it on one of the bolts is many times in life there will be unexplained grunge that exist in one spot but not another. There will also be tiling textures everywhere in life. The exact opposite can be said as well. It just comes down to artistic choice if you want to grunge every bolt or just have it be A-symmetrical. I personally choose the A-symmetrical route 90% of the time.
KennyTies- I'm going to be trashing about 50% of the work on my site right now, but the sword and hunter project are going to both be on my new site, as I feel they're still pretty decent. Some things that are getting the cut are: misc prop sketches, the serpent painting, and the Frank painting. I will also be removing some of the major paintings with the Hunter project, as I hated them all. I just liked the conceptual process of that project.
KennyTies- I don't think anyone in their right mind would say no to that. Be my guest