Lane Brown is a concept artist and illustrator working in the entertainment industry. His past projects include work for video games, tabletop games, theatrical poster art, and book cover illustration. Previously working as a concept artist and art director for Goldfires Studios, Lane now works as both a freelance illustrator and fine artist from his home in South Carolina.
Author: admin
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John Park
John Park is a concept artist working in the film/video game industry and co-founder of Brainstorm School. He attended the Art Center College of Design in Pasadena, California where he majored in product design. His list of projects include movies such as Rogue One: A Star Wars, War for the Planet of the Apes, Alita: Battle Angel, Godzilla, Deadpool and many more.
Link: Website












All images © John Park or their respective copyright holder.
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X-Men: Dark Phoenix Concept Art by Sebastien Larroude
Thank you again to CW to give me the opportunity to talk about my contribution and share my experience on the movie X-men: Dark phoenix. I made some moods, props, and environments but I was mainly hired on the project as a concept designer to work with a team on the new X-men plane called the ”X-jet” which took us several months of development.
First of all, It’s an amazing chance to have the opportunity to draw and imagine a plane or a spaceship. What child didn’t dream one day to build something like this, right ? (I remember my first one was for the MadMovies mag challenge in the 90’s, all made with forks, plastic capsules and junk…)
What I can share today is my experience on this project and my working process instead of appealing images. One of the biggest constraints of this X-jet was its capacity to evolve in space and stay credible in terms of functionality. Therefore I quickly focused to develop a very grounded design, from the beginning to the final version. The X-jet has to be stealthy and elegant from the exterior, as if sculpted by the wind to be aerodynamic. It needed to be very functional inside, a bit military like a submarine with a flavor of do-it-yourself. So three words to start, three pillars you have to merge into one direction: elegant + military + do it yourself. Sounds challenging at first but oppositions create interesting dynamics. Also, the plane has to be iconic but respect also the older versions of the ”X-men jets. But it still challenging to find the good balance and what is acceptable for us and fans. For example, we have the ‘’X’’ pattern of the wings visible in a top view camera, the seats which recalls of bucket seat to reduce weight and aid the performance of the Jet (and these seats were not really confortables for the actors), including the cockpit and all others details which help this aspect of the design.
My first step is always to start to understand the different constraints of work which are connected directly or indirectly to the design (like the specific fantasy of the project, the history of the plane, etc.). I also need to understand what are the common notions between all of these elements. Actually, what is the essence of the plane ? From this, I get a first image in my mind. We have to start somewhere. and ”somewhere” is the best place to go ahead with a first sketch. Usually I draw something very naive, simple, intuitive and a bit humorous sometimes. It’s the best way I find to communicate to the rest of the team what I have in mind to begin discussions and avoid over communication. It’s a bit like the drawing of a kid, because they draw only what is essential to them. And also ”funny” because it helps to keep people happy and open minded for your suggestions.
The rest is more relative to what the story or fantasy imposes. The fact that X-men have to customize their aircraft to evolve in space, inevitably impacts the shape of the design. And at first sight, the big reactors above the structure and the articulated legs don’t necessarily fit with the promise of a pure stealthy aspect of the design. The scenario can seriously impact the design and remind us how the design is a part of the story. I mean, I treated the X-jet like a character design, with his own personality. It is an integral part of the story. The attributes of its personality are: ”the esthetic”, ”the do it yourself”, ”the military side”, ”the furtive aspect” etc. like character traits. All can give a complex and interesting vibe to stimulate creativity, but without forgetting the constant input of the team to enrich the design. It’s both a top down and a bottom up process. Some people prefer the top-down or bottom-up process, but actually both are a very transcendental approaches because of the verticality. But both at the same time, are systemic and create interesting dynamics and happy accidents. The most important thing to me is to follow the vision and strong design pillars.
Some very practical examples: We’ve enlarged the size of the fuselage in order to be able to fit the appropriate equipment (camera, lighting, cables etc.) or the people, like the technicians, the actors etc. It was also necessary to take in consideration the X-men are wider than normal humans because of their costumes. Obviously all these adjustments must look natural on screen. Same for the integration of the Wheelchair in the cockpit, and these kinds of things. It’s almost impossible to list everything, I mean all the constraints before starting. From there, the team built in wood and cardboard, the prototype of the X-Jet then we revised the design several times. For example, the place of the seats to give room for the camera, to shoot actors etc. It’s a challenge for concept artists and Set Designers to think about a lot of details like that. I think a concept designer should be a ”problem-solver”. A personal anecdote, long time ago, someone asked me if it was better to design with or without constraints ? I don’t remember what was my answer, but today I would say the absence of constraint is a serious constraint, sometimes for the worst. I consider the constraints as basic realities we have to embrace. And if you understand constraints (extract knowledge), you can digest and integrate them into your process to move toward more freedom and creativity. If you don’t, constraints will be painful.
For the software aspect, I use any tool available to help me to create what I have in mind, depending on the deadline. But for this one, we used Modo, Rhino, Maya and SketchUp. 3D and simple sketches really help to rationalize and transmit a clear vision to the other collaborators. All especially when a team has to build practical props, and not only in CG. It’s a complex job. But nothing is more efficient than a simple drawing with a pen and a piece of paper. Simple and direct. You don’t have to resolve any technical issues beforehand.
Another example is how the set designers use a CNC process / 5 axes etc. In addition, to secure the design, avoid misunderstanding or limit mistakes I always do my own 3D model, then I export to the team. This way, the set-designers have a good base to start, rebuild properly, improve, create or fix with their own constraints. They have a different expertises. Concept design and Set Design are two very different jobs with a lot of similarities. They are complementary, they have to be. And the relationship between the concept designers and set designers is important, because the translation of the quality of the design depends on this cooperation. Obviously, the 3D help this communication. That’s why it’s important to have a clear pipeline. In addition, the interior of the fuselage was rebuilt over my 3D and calculated with a mathematical process within a Rhino plugin (the Grasshopper). The dashboard was entirely rebuilt with Rhino, the bridge of the jet and different modules with Sketch-up, etc.
In conclusion, I was lucky and honored to work with this team. They did an impressive job and helped me to do my job better. A special thanks to Radia Slaimi, Etienne Gravrand (Set Designers), David Gaucher, (Art Director), Michelle Laliberté (Art Director Supervisor), Claude Paré (Producer Designer, (Spider-Man: Far from home, IT etc.) ) and all the production for their trust. I hope people will appreciate all the work we put into the film. Thank you!
More images on my website: Website
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Leesha Hannigan
Leesha Hannigan is a freelance illustrator and concept artist originally from Australia. Her interests and experience lie in fantasy illustration, with a personal focus on creature and environment art.
Link: Website | Twitter | Instagram | Facebook
All images © Leesha Hannigan or their respective copyright holder.
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Frank Herbert’s Dune Illustrated by Sam Weber
Artist Sam Weber has posted some of the Illustrations he created for The Folio Society edition of Frank Herbert’s Dune.
This collector’s edition of Frank Herbert’s phenomenal tale of far-future desert warriors, fallible messiahs and interplanetary intrigue is illustrated by award-winning artist Sam Weber, and published to celebrate the 50th anniversary of the world’s best-selling science-fiction title.

Dr. Wellington Yueh and Duke Leto Atreides 
Muad’Dib Summons The Great Maker 
Slave Concubine Before The Padishah Emperor 
Jessica Drinks The Water of Life 
The Gom Jabbar 
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Character Design for Animation: Using Contrast and Pose to Tell a Story
Character Designer Kyle Sarafolean tells us how he pushed his designs with feedback and weekly challenges in Character Design for Animation.
Introduction
My name is Kyle Sarafolean and I am a character and prop designer for animated film and tv originally from Michigan. In college, I studied Graphic Design and Art at Saginaw Valley State University because my dream of becoming an artist in the animation industry seemed impossible for me to achieve. Almost as soon as I began working professionally as a graphic designer, I realized that my true passion was for character design and storytelling and that was when I decided to begin pursuing my career as an artist. After working diligently on my own for 3 or 4 years, I knew that I had to take decisive action if I was going to meet the industry standard for professional artwork. It was then that I decided to leave my full time job as a graphic designer in order to focus on my art education and on improving my craft. CGMA’s classes have been a key part to me gaining the skill set, knowledge, and confidence that I needed to begin a successful career as an artist without having to take on the massive financial burden of a traditional art school education.
Character Silhouette
This assignment was to design a Medieval Crusader. I decided to create my character, the Pumpkin Knight, who is a jovial and lovable glutton. Perhaps once he was a proud warrior, but now he is more likely to be found at a feast than in a fight. His jolly nature is reflected by his rotund figure and his round and soft shape language.
I based his character on the shape language of his namesake, the pumpkin. If you look at his silhouette, you will see that his overall shape is round and plump, just like a pumpkin. He also has motifs in his design like the ridges on his round shoulder pauldrons, the little leaf shapes at the bottom of his chain mail, and his wavy axe handle that recall the shape of a pumpkin, their leaves, and vines. The orange and green color palette that I used was a clear and intentional tie in between the knight and a pumpkin.
One of the tips that Nate gave in his draw over was to make sure that both of the knights arms are pushed out far enough from his body that they can read well in silhouette form. He also had me push the axe out a little farther from the knights body to give it some comfortable space in the pose. One piece of advice from Nate I can recall is that you can frame a character’s silhouette against a cape, or even frame a characters limbs within their own body. As long as you avoid tangents, your silhouette will read clearly.
Character Line Up

This assignment was to create a character line up of three pirates in order to create a diverse cast of unique characters. I set out to tell a story in my designs by having all three characters interact with each other. The story revolves around the capture of an old man who is in chains. I call him The Prisoner. He is proud and defiant of his captors, noted by his upright posture with his chest thrust out and his shoulders back, while glaring fiercely down at his foe. Despite his chains and his tattered clothing, he carries himself with dignity and strength as if he may yet again gain the upper hand. The long and elegant lines in The Prisoners body and legs evoke a rangy grace to his physique but this smoothness is punctuated by the sharp triangular shapes in his wild hair and beard, which speak of the resilience of his frosty demeanor.
The next character is the captor, I call him The Firecracker Captain. He is small but fierce with a flamboyant mustache and an oversized hat that seems to be his way of making up for his lack of height. He uses it to bolster his power hungry persona. He carries a notched cutlass and harpoon to make him seem more menacing, though he isn’t really a fighter, as indicated by his small pear-shaped physique. He is hopping up in the air with wicked glee as if he has firecrackers that go off in his boot heels as he walks around. I imagine him to pop up and down and move in quick rapid bursts like a small fierce bird. You will see triangles repeated in his design, from his pointy boots, to his weapons to the sharp ends of his mustache. These sharp shapes reinforce his aggression and volatility.
The third character I call The Muscle. He is the brute force behind the Firecracker Captain’s brains. He is large, and rotund with long powerful gorilla arms and is fittingly on the other side of The Prisoner’s chains. He has an underbite and heavy bushy brows that help indicate his mean and simple brutality. He is large and formidable but he can be outwitted by a crafty opponent. His bulkiness and size contrasts sharply with the thin Prisoner and small stature of the Captain in a way that underlines his considerable strength.

To create a successful character line up, I made it my mission to create three characters that fit within the same world, but are all distinctly unique from each other. I achieved this by creating designs that are all thematically similar, ie. they are all pirates, however, they are all based on different shape language and have distinct personalities. By amplifying the contrast between their sizes and shapes, and by choosing poses for each one that underlines their reaction to this situation, we end up with a line up of three unique and interesting characters whose designs tell the story of the Prisoner’s capture.
Matching A Style
In this assignment we were tasked with creating a character design for a dragon in the style of two iconic artists: Ronald Searle and Jay Ward. I chose to draw a dragon who is relaxing while drinking a poison green cocktail and smoking a cigarette in his fashionable cigarette holder. The dragon is mellow and fairly contented with nothing to do but enjoy himself in a smoky dragon bar.

The first step that I took was to break down the key elements of both artists style before I attempted to draw my character. The key marker of Searle’s style is his wobbly rough ink line and that he typically works in india ink. He tends to use a lot of contrast both juxtaposing heavy ink lines next to delicately thin lines and by placing large shapes next to tiny ones. For instance, he might design a character with a large body who has small and dainty limbs. Searle also draws bulbous close set eyes with a lot of wrinkles around them. I found the wobble in Searle’s linework and his messiness to be a challenge for me to replicate. I tend to have a very controlled and clean line, so the looseness of Searle’s style took some practice for me to replicate.

Jay Ward’s style came more quickly to me. The key marker of his style is the simplicity of his shape and the economy of his line. Ward has a clean and “swooping” line that carries through his characters designs. Ward’s line weight tends to be uniform, clean and minimal and his characters are classically “cartoony.” His characters have 4 fingers on a hand and have large, round close set eyes with a dot for a pupil. He uses a flat color scheme in his characters designs with usually only 3 to 4 colors per character. His style is graphic and relies on iconizing shapes and details in order to minimize the linework and make it easy for hand drawn animation.
Animal Design
The assignment for this week was to design an animal character. I chose to design a villainous cockatoo and tie him with the characters from my Pirate line up. This project eventually became a large part of my portfolio and I’ve added many characters and props to it from this world, but one of my favorites is still this pesky bird.

My goal with this character was to create a pesky sidekick to the main pirate villain. The cockatoo himself is more of a thorn in the hero’s side than he is a danger. He is somewhat scheming and troublesome but he never poses an immediate threat. I wanted to create a sly character who can easily spy on and taunt our heroic characters while staying safely out of their reach from the air. Because this cockatoo character is mostly harmless, but is a scheming and malicious pest all the same, I chose to use primarily round and soft shape language in his wings, body, and feathers while punctuating his design with strategically sharp, triangular shapes in his beak and claws. I aimed to create a character with a 80/20 round to triangle shape ratio.

In the pose where he is in the branches of the tree, he is silently spying on our hero while plotting his ambush. I wanted to taper his pose and use a clear line of action to show the moment of anticipation before a strikes. His silhouette is smooth and streamlined to show the direction of his attention and draw the eye off camera where he is looking.
In the pose where he is flying away carrying the amulet, it is a story moment immediately after the first pose I drew, when he swoops in and snatches the enchanted amulet from our hero much to his dismay. The cockatoo is overjoyed at this moment and I wanted the feathers in his wings to form a radial uplifted “U” shape which to me symbolizes triumph or an explosion of action or success. The contrast in this character comes from the careful ratio of round to sharp shapes in his design and in the contrast between his closed pose in the first drawing vs. the explosiveness of his open pose in the second drawing.
Final Thoughts
When I decided to pursue further art education post college, I faced a bit of a dilemma. I already had a bachelor’s degree and going back to traditional college for a Master’s or for another four year degree didn’t seem like the right path for me. I needed to fill the gaps in my existing knowledge and I needed professional feedback that would help me take my art skills to the next level, but I didn’t want to lock myself into a rigid college program or take on the massive cost of a big name art school education.
When I found out about CGMA’s 2D Character Design program it seemed like the perfect fit for me. The classes were taught by experienced and current industry veterans, and I could fit the lectures and homework in around my freelance schedule. The price in my view was a fair and reasonable cost to pay for a high quality art education!
One of the first CGMA classes that I took was Nate Wragg’s Character Design for Animation course. I was interested in it because I have been a fan of Nate’s work for a long time and I have a high regard for his experience as both a talented character designer and as a seasoned art director. In this class I learned how to create designs that will work for either 2D or 3D animation and I also learned how to adapt my drawing and design abilities to breakdown and work in various different art styles. Nate’s draw overs are probably the best that I’ve had in any class. He has the ability to see what the intent of a design is and he knows how to identify what needs to be changed to make a tangible improvement to a design. His notes on character posing and clarity of silhouette have made me able to spot tangents in my own work. His emphasis on understanding and using contrast within every element of a design has been a key step towards me mastering my craft. His class has given me greater control over what I am able to communicate using my design and drawing skills and have made be a better artist overall.
A 10/10 art education investment!
You can see more of Kyle’s art on his website: https://sarafoleank.myportfolio.com/work
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Colie Wertz
Colie Wertz is a concept artist and modeler working in the film industry. Colie has created 3D vehicle and prop designs for feature films such as Dune(2020), Captain America: Civil War, Star Trek Into Darkness and Lone Ranger.
Link: Portfolio | Twitter | Instagram
All images © Colie Wertz or their respective copyright holder.
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Roberto Robert
Roberto Robert is a concept artist and illustrator based in Vancouver, Canada. Roberto has worked in the entertainment industry creating concepts for companies such as Relic Entertainment, Applibot, Sequence Post, Eidos, Activision, Lucas Arts and others.
Link: Website | Twitter | Instagram





All images © Roberto Robert or their respective copyright holder.
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Daryl Mandryk
Daryl Mandryk is a concept artist specializing in design and illustration for the video game industry. Daryl is based in Vancouver, Canada where he is currently working as a freelance concept artist and illustrator.




















All images © Daryl Mandryk or their respective copyright holder.
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Vance Kovacs
Vance Kovacs is a concept artist and illustrator currently working in the film and game industry. His list of projects include God of War, Black Panther, Batman v Superman: Dawn of Justice, Riddick, and The Jungle Book. Be sure to check out The Art of Eclipse: The Well and the Black Sea, a concept art book collaboration with fellow artist Justin Sweet.
Link: Website | Twitter | Instagram

All images © Vance Kovacs or their respective copyright holder.
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Destiny Grimoire Anthology, Volume II: Fallen Kingdoms Illustrations by Piotr Jabłoński
Concept artist and illustrator Piotr Jabłoński has posted some of the artwork he created for Bungie’s Destiny Grimoire Anthology, Vol II. Be sure to check out more of his illustrations featured in the book, Destiny Grimoire Anthology, Volume II: Fallen Kingdoms.
Destiny Grimoire Anthology, Volume II: Fallen Kingdoms continues Bungie’s deep dive into the rich lore of the Destiny universe. This volume focuses on the rise and fall of civilizations, exploring the stories of the Eliksni (Fallen), the Cabal, and other key factions. Through a combination of curated lore entries, narrative expansions, and striking illustrations, the anthology offers a deeper understanding of the forces that shape the world of Destiny. Ideal for fans of the game and collectors of sci-fi and fantasy lore, Volume II builds on the foundation of the first volume to further explore the mythic themes and complex history behind the Destiny franchise.
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Morgan Yon
Morgan Yon is a concept artist and illustrator from France working in the game and film industry. His list of projects include video game titles such as Assassin’s Creed Syndicate, ZombiU, Heavy Rain, and films such as Prince of Persia, G.I. Joe: The Rise of Cobra, The Wolfman, and Wrath of the Titans.
Link: Website | Facebook | Instagram
All images © Morgan Yon or their respective copyright holder.
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Darek Zabrocki
Darek Zabrocki is a senior concept artist working in the film and game industry. He is currently living and freelancing from his home studio back in Gdansk, Poland. Darek is also the CEO and Co-founder of Focal Point School.
His clients include studios such as 20th Century Fox, Blur, Framestore, Sony, EA, Valve. Some of the projects he has worked on include Death Stranding, Maze Runner: Death Cure, King Arthur: Legend of the Sword, Mindhunter, Assassin’s Creed: Syndicate, Destiny 2, and Dota 2.
Link: Website | Twitter | Instagram
All images © Darek Zabrocki or their respective copyright holder.
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Kekai Kotaki
Kekai Kotaki is a freelance concept artist and illustrator originally from Hawaii. His list of clients have included companies such as ArenaNet, Bungie, National Geographic, Wizards of the Coast, Tor Books, Blur, DC Comics and Valiant Entertainment.
Link: Website | Twitter | Instagram









All images © Kekai Kotaki or their respective copyright holder.
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Chris Rahn
Chris Rahn is a professional illustrator with a BFA in illustration from the Academy of Art in San Francisco, California. Chris has worked for a variety of clients including Wizards of the Coast, Discovery Channel Magazine and the Village Voice, he has also displayed his work at the New York Society of Illustrators.
Link: Website | Facebook | Instagram

















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Eternal
For the past three years Concept Artist Greg Semkow has been working hard on his first art book Eternal, and it is now live on Indiegogo! Eternal a 180-page, hardcover art book with an original story and new sci-fi universe packed with action, ancient mysteries, cool tech, alien creatures, warlords, and of course a ton of really cool art!
You can check out the campaign here.
All images © Greg Semkow or their respective copyright holder.
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Andrew Baker
Andrew Baker is a creature and character designer from Weta Workshop design studio, working across film, games and other entertainment media. He graduated from the Wanganui School of Design specializing in computer graphic design. After completing the Honors Degree, he went on to do some freelance work for Gentle Giants, Grinding Gear Games and Image-Metrics before getting a job as a previs artist on TinTin.
Once finished there, he was given the opportunity to do conceptual designs for the creatures and characters on The Hobbit at Weta Workshop where he currently still works across multiple projects.
All images © Andrew Baker or their respective copyright holder.
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Tuomas Korpi
Tuomas Korpi founder of Piñata, is a concept artist and illustrator from Helsinki, Finland. He has created concept art for films such as X-Men: Days of Future Past, Guardians of the Galaxy and Tarzan.
Link: Website | Twitter | Facebook | Instagram
All images © Tuomas Korpi or their respective copyright holder.




























































































































































































































































































































































