3 Artist Studies

Per Bergman

Per Bergman is most well know for his artwork contributions to little nightmares 2, using moody and dark tones in his work, often creating a sense of mystery and tense environment in his work in Little Nightmares.


Bergman uses light in his work sparingly, to create a sense of drama and to center your attention to one part of the piece when you first look at the artwork. The color scheme is very muted compared to other artists, using washed out colors to give the sense of age and disuse to the picture.

Bergman uses very sure lines in his artwork, making the image look very lifelike, yet still keeping a feeling of realness due to the characters size compared to his environment.

The color wheel that Bergman uses is very muted tones for his artwork, I think using the analogous color wheel to get his tones.



Todd Keller

Todd Keller's artwork in the game Recore has lots of elements that I really like, including the great use of reflection that is used on the artwork. The addition of shiny parts included in the piece draws your eye to those shiny areas, attracting your eye across the piece. This could also additionally make you think the glints from the light make the cave give the impression its full of treasure.

The use of where the light is coming from behind the character makes the artwork have the sense of adventure in a dystopian universe in the future. I like the use of his way of making artwork using bold lines to portray the paint and rocks rough and weathered appearance.

Your eye when looking at the artwork, goes in an arc-ward movement, from the characters, to the enemy bot, to the mysterious object embedded in the ceiling of the cove.


Todd's use of colors in the piece are quite vibrant, maybe a little unreal compared to real rocks, using deep orange and reds for the rocks.




Gilles Beloeil

Gilles Beloeil was the artist for the game Assassins Creed Unity, he perfectly blends the real and unreal parts of this piece together. The detail in the artwork is very realistic using very sure lines and colours that match real life scenarios. Your eyes are first drawn into the character at the right foreground who you follow his line of vision to the center of the picture, to where you can see a crowd gathered round an execution tower. The height is very exaggerated in the work as the houses seem to have a nearly unreal height compared to the world around the character.


The colours Gilles has used is a very grey based palette, the only other colours are from the character, drawing your eyes into him and the bright glare of the sun on the excessive amounts of smoke around the picture.

Gilles Beloeil uses the analogous colour scheme for his shades, using the shades of smoke in this example of his shading.

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