All of the sketches and renderings referenced on this page are by Stan Gorman, a Laguna Beach, CA. based illustrator with thirty years experience. Working from high-level direction from me, Stan produced all of these drawings over a period of a few weeks. Stan would deliver some sketches via Fax and then make modifications based on feedback from me. |
Stan is a really talented illustrator. |
The most important direction Stan was given was to ignore problems of image complexity. It is far better, in my opinion, to over-specify the art and look and to try to bring the game up to that standard than to "lower the art to the technology" prematurely - particularly on a project that is likely to last three years in a constantly changing technical environment. |
Certain rough sketches were chosen for full color renderings. |
This first group describes the four main cavern systems of the Asteroid Nebulon. |
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Here's something amazing. Stan first created the solid Cind-E rendering as an artificial life-form and she came out looking something like a Stepford Wife. Amazingly, he drew the wireframe version as well, visualizing it completely in his head. A piece of acetate allows the solid form to be placed directly over the wireframe. (You can see some of the wireframe underneath the solid rendering if you look closely. The wireframe was created after the solid rendering.) |
The main focus of the work, after creating certain cavern looks, was creating monsters. Stan's first game work back in 1990 was sketching very rough enemy concept ideas for Virgin Mastertronic's (later Virgin Interactive) game "M.C. Kids". He produced about 50 character ideas within two weeks, sending them all from Los Angeles to Irvine via Fax. Here, he has created some interesting characters that model builders and animators will try to realize for C.I.N.D.-E 1.4. In particular, because the mid-bosses are rendered Sprites rather than hierarchical 3D models, there is no limit to the number of polygons or special-effects (like slime and spider webs) that can be made part of the models. |
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The original concept for the final boss came from Tomm Hulett who had sketched out about 50 levels for the game over the course of a summer. This is the result as Stan rendered it: |
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My original Rover concept was a flying ship that could hold a lot of power-ups. After the initial concept was drawn, I decided it would be better for the ship to be semi-organic and therefore self-healing for gameplay reasons, and so the semi-organic ship was created. The final Rover will use concepts from these drawings as well as experience with actual CAD models. Also, you'll notice in some of these drawings that there are schematic views. Stan is actually able to project onto an orthographic surface the way his model would look from the side, top, bottom, front, etc. This makes building the model in a CAD system much easier for the model builder. |
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And, of course, an inside joke...