Retro Gamer

ILLUSTRATO­R Q&A

TOM DUBOIS ON HOW HE CREATED THE COVER ART FOR BELMONT’S REVENGE AND OTHER KONAMI GAMES

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CAN YOU EXPLAIN HOW THE PROCESS WORKED FOR EACH ILLUSTRATI­ON?

The process was rather basic. I’d go to the ad agency in downtown Chicago, which was within walking distance of my little loft, and the art director would describe the game. Then he’d give me all the material he had on it which was never very much. I never got to play any of the games but sometimes they would give me VHS tapes of the gameplay so I could get a feel for the characters.

HOW MUCH CREATIVE FREEDOM WERE YOU GIVEN, AND WERE YOU EVER ASKED TO TONE ANYTHING DOWN?

Creative freedom varied. Sometimes the art director had something very specific in mind. Other times they would just unleash me and let me go. I don’t recall ever being asked to tone it down. I think I actually got hired for the expression I would put into the art.

WHAT ARE YOUR MEMORIES OF THE BELMONT’S REVENGE COVER?

This was one of the early covers and I remember that no revisions were required. My first concept was approved and I had everything all lined up to just cut my groove. I’m guessing it took a couple weeks from start to finish because I remember it going quite smoothly and I also did a magazine ad for the game too. Nowadays, that Belmont’s Revenge cover would take me a couple of months at least. I do remember doing this and every other cover like it would be the only cover I would get. I was never told there would be another game down the line. Lucky for me they kept coming.

WHAT WAS YOUR MAIN INSPIRATIO­N FOR YOUR CASTLEVANI­A ARTWORK?

Ray Harryhause­n! I remember going with my older brothers to the movie theatre and seeing Jason And The Argonauts for the first time. I was aged six or seven and like so many impression­able kids I was completely mesmerised by the entire film, but the giant bronze Talos, that crazy Hydra, and the skeleton army absolutely rocked my world. And I can reflect on those particular elements in that film as my store of value for my work on Castlevani­a.

HOW DO YOU REFLECT ON CREATING SUCH WELL-LOVED ARTWORK FOR KONAMI AND THE CASTLEVANI­A SERIES IN PARTICULAR?

It’s my magnum opus! But I have to say it only became the highlight of my career around 2010, when a collector found me and informed me about this community of retro gamers. Before that I had no idea this body of work was even noticed. The fact that this community reached out to me is without question the greatest experience of my life since I first saw Talos turn his big iron head. Something deep inside told that wide-eyed kid that thing was going to move.

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 ?? ?? » [Super Game Boy] The version included on the Japanese release, Konami GB Collection Vol 3, displays a unique border when played on the Super Game Boy.
» [Super Game Boy] The version included on the Japanese release, Konami GB Collection Vol 3, displays a unique border when played on the Super Game Boy.
 ?? ?? » Tom’s cover shows a buffed-up Christophe­r Belmont taking on Rock Castle boss Iron Doll. “I always tried to make my guys BAMFS,” he says.
» Tom’s cover shows a buffed-up Christophe­r Belmont taking on Rock Castle boss Iron Doll. “I always tried to make my guys BAMFS,” he says.
 ?? ?? » This design doc from the Castlevani­a Anniversar­y Collection shows the proposed final scene, where you had to escape from the collapsing castle.
» This design doc from the Castlevani­a Anniversar­y Collection shows the proposed final scene, where you had to escape from the collapsing castle.
 ?? ?? » [Game Boy Color] The European re-release adds a basic colour palette on the GBC, lifting the sprites out of the murk.
» [Game Boy Color] The European re-release adds a basic colour palette on the GBC, lifting the sprites out of the murk.
 ?? ?? » Tom illustrate­d the covers for many Konami titles released outside of Japan.
» Tom illustrate­d the covers for many Konami titles released outside of Japan.

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