illustration
The Skull Bridge is part of the playing field for the video game Maia that Femme Fatal is developing. It was entirely created in pixel art using Adobe Photoshop. High contrast was preserved in the design for detailing and texture effects, especially when creating the skulls. Bright colors were introduced for the vines to attract viewers eye and keep the piece interesting. This bridge was created for the Drop Play Field section of the game, so the character can cross.
The Big Platform is a two level platform for the video game Maia that Femme Fatal is developing. Its use is intended for a Mini Boss (villain’s minion) to jump on and off of. Also, so the character can reach special rewards. The piece was created with contrasting pixel art. The color tone for this platform is red so it can stand out against the brown playing field. Shadows were applied to add to the depth and 3D illusion.
The Drop Play Field is a section of the foreground playing field created for the video game Maia that Femme Fatal is developing. This piece was composed of pixel art, maintaining the high contrast rule to give the ground texture and dimension. Grass, river water and stone paths were applied throughout the playfield to increase dimension and depth. This is the location of the Skull Bridge, so shadows of the bridge were applied to this section.
This character was created using pixels. To keep within classic pixel art, Mouse was created at a small scale with balanced strokes (symmetrical pixels), high contrast, and three base colors. Mouse’s three base colors are: the original color green, a specular color (lighter tone of original), and the shadow (darkest tone). The specular color is closest to the light source, followed by the original color, and finished with the shadow color. This shadowing technique is to create a 3D illusion.
The plane manual is an assignment executed for the Technical Illustration course. The purpose of the reconstruction was performing a 3D illusion with correct proportions to each plane piece. In addition to these requirements, the manual had to be of a 15-50-35 perspective. This specific perspective was developed using the Axonometric cube which works as a guide to accomplish a correct angle degree. The plane was fully constructed to test fitting and then “disassembled”.
St. Basil was a final project for the Technical Illustration course. The purpose of this project was to accomplish a photorealistic, color rendering of an image. The image did not have to be fully rendered, just a representative part, to demonstrate the mastery of tools and geometry. This representative requirement gave it an interesting turn because it is intentionally incomplete.
Wardrobe was another photorealistic, color-rendering project. This is one of my favorite pieces. We had to recreate a photograph by illustrating it in Illustrator by using various techniques, like the opacity and gradient tools. It was a fun and challenging process due to the fact that new filter effects were learned and determination was high to create a detailed piece. The most challenging part was to figure out how to recreate the glitter-covered coats.
Nature was a photorealistic, color-rendering project. This piece primarily used the gradient and opacity tool. The purpose of this assignment was to detail the object in the foreground and have little to no detail in the background. It was one of the first projects so the level of challenge was not as high. Through trial and error, each creature was made with creative solutions. The only challenge of this project was determining an effect for the snake scales, due to the perspective view.
Heels was a photorealistic, color-rendering project. The class was asked to recreate a photo of an image with a reflection. This image was chosen for the different colors, shiny material, and reflection. It was not as easy to recreate this image because of the shine each heel had, as well as, the plastic bag and bow. Further illustration is needed to finalize the reflection of each shoe, since the bottoms of the heels were not properly represented.
Tights was a photorealistic, color-rendering project. The challenge was recreating the high levels of contrast and harsh texture the photograph has. It was a learning experience to balance the texture effects while maintaining the shadows on the folds. Looking back on this now, there are so many solutions that can be applied to improve the issue of texture and dark tone.
Ballerina was a “photo inspired” final project. (The class was asked to submit two final pieces with a cohesive look or theme.) Picasso’s painting, The Nude, inspired this piece. Due to the cohesive look/theme for the final, the image was produced without the high amounts of brush textures; however, some brush effects were added on the background and tutu. Also, the final was a soft representation of the harsh original.
Ballerina 2 was a “photo inspired” final project. (The class was asked to submit two final pieces with a cohesive look or theme.) This photograph was selected for the powerful “simplicity” captured. Color and a soft textured tutu were added since the final was “image inspired”, not necessary a recreation. Looking back, the piece would have had a more captivating appearance if it stayed to its original image.