Rhineville
Jason Rainville
Rhineville

MTG Artist here (that's my mardu Strike Leader up there looking VERY colourful :P); It's likely because a lot of the files were created in or converted to CMYK. When jpegs are saved as cmyk the previews get really wonky. Try converting the files to RGB and resaving.

Hi Kotaku.

Redoran wasn't the only house to have bonemold armor, they had a particular set/style of it but it wasn't only theirs. The guards in balmorra are obviously Hlaluu aligned, but they're walking around with bonemold.

It is, as are a lot of elements in all the images - they're matte paintings.

I agree, but just to remind you (and everybody) this is production art, not illustration or fine art. It's created to give direction to a creative product and is often (as it is here) created with photos, photomanipulation and painting to blend everything together. None of it is published with the final product

I hate to be "that guy" but I think this guy needs to brush up on his anatomy/structure and rendering before he gets those bigger gigs. Black Widow's head is tiny and she has the longest torso ever. A lot of neat effects and he knows how to make a dynamic image, but the foundations could use a lot of work.

It's one of the reasons I really can't stand korean art for the most part. I don't even care that much about realism, I care about DESIGN. none of the armor looks... good. It all has the same bullshit swooshy, pointy armor that fails to cover areas that need to be covered. You can make sexy armor without showing tits

I agree with this. I'm a big fan of Massive Black and Jason Chan (I was actually in the illustration competition that birthed the zombie playground image) but what I'm seeing here is a game that's gaining a reputation for it's art.

It all looked the same. the demo'ed level design looked boring, it all "felt" like just standard halo stuff, nothing really new but the enemy design.

You don't need to be able to do something to be able to criticize it. Like he said, the rendering, anatomy, forms etc are all great (and I doubt anyone here could even approach the artist's level), but the armor and character designs are generic. Artistry needs to be as much about design as it is about "the pretty."

The Elderscrolls isn't a game, it's a series. From what I can tell bethesda isn't developing it.

On the one hand, a game shouldn't have to deal with censorship issues, especially for this. on the other hand, I wish the artist who created these would pull his head out of his ass.

I don't know where you studied your art history but the grotesque character art has little and less to do with frazetta. You know a Frazetta influenced artist when you see one, because they actually strive for some semblance of proportion and realism (frazetta's men for instance weren't body builders, they were

Is it just me, or is Nintendo's Music getting more and more generic? The old Mario themes set right next to the tennis theme in that vid really threw it into contrast.

Now playing

Immediately reminded me of this, from 4playerpodcast

Artistic vision and integrity? Game devs/publishers are quick to point out that they're businesses first when there are issues with them making a buck in ways the consumer is unhappy with (sometimes at the COST of innovation and artistry), but all of a sudden they get to become pioneers of new artistry and bastions of

Zaeed was free to all people who bought the game new. that's the distinction.

Kasumi wasn't a launch dlc, as far as I remember.

As a working artist I'd have to agree. I've been watching her for a while now and it's striking how she draws she same face over and over and over, in the same few basic poses (either 3/4 with a slight downward tilt, or like Jessica rabbit with and upturned head) There's never any change in expression, no mad people,