Pledge of the Fall en
A significant part of Paul’s new life as a freelancer is creating his personal art world, for an as-yet unidentified project…
“While the sort of concept art I produce tends to be slightly messy and loose – my goal being to produce clear designs for 3D artists rapidly or produce inspirational sketches using whatever tools I need – for my personal work, I really like to slow down and spend a lot of time on each element.
I grew up thriving on the sort of films, books and games that tell a rich story without requiring exhaustive narratives. Stories that place you in a world without needing to explain why everything is there or what its purpose is.
This piece is an example of me attempting to do this for one of my own projects. A painting like this can take days or weeks rather than hours, and there’s a heavy emphasis on planning to figure out the key themes I’m shooting for. I think about how best to tell the story visually (through composition, lighting, costumes, and so on) and how to layer the painting with details to reinforce those themes to the viewer and to intrigue and entice them.
While technical skill is one way to do this, there’s something exciting about capturing a moment for the viewer and letting them wander through it and ask questions. These characters, for example, have their own motivations in the scene. I know what they’re doing and how they fit into the narrative – the son clutching his father’s sword, watching the villagers trudge out into the ocean carrying their limp offerings, but you may have your own ideas about what’s happening or perhaps overlook the characters entirely!”
sea offerings “With the 3D base acting as a guideline and lighting reference, the rest of my time was simply spent rendering, working from reference photos.”
“This painting started life as an old environment piece that I wasn’t particularly happy with. I decided to spend a few minutes doodling over it and this idea gradually appeared.” doodling delight “Once I knew where I was going with the painting, I blocked it out in 3D. I really wanted to push scale and this helped me figure out where everything would sit in the 3D space.” playing with scale