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    Into The Pixel 2011: PlayStation Artists Honored

    iPROFamily
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    Into The Pixel 2011: PlayStation Artists Honored Empty Into The Pixel 2011: PlayStation Artists Honored

    Post by iPROFamily Wed May 25, 2011 6:18 pm

    Today, the Academy of [You must be registered and logged in to see this link.] (AIAS) and the [You must be registered and logged in to see this link.] (ESA) announced the winners for the 2011 [You must be registered and logged in to see this link.]
    collection, the only juried art exhibition that brings together experts
    from the traditional fine art world and the interactive entertainment
    industry to display and discuss the art of video games. We’re excited to
    share that art from four exclusive PlayStation titles have been chosen
    to be included in this year’s list of winners – [You must be registered and logged in to see this link.], [You must be registered and logged in to see this link.], [You must be registered and logged in to see this link.] and [You must be registered and logged in to see this link.].
    The ITP has selected only 17 pieces of art to be included in this
    prestigious collection, so this is a true honor for SCEA and our
    developers.
    Check out the art below to see the winning pieces from our SCEA developers as well as a few words from the teams.
    UNCHARTED 3: Drake’s Deception


    “The Pelican Inn” by Andrew Kim
    Naughty Dog, Inc
    [You must be registered and logged in to see this link.]
    Everyone at Naughty Dog is extremely proud to have one of our
    artist’s works of concept art accepted into the Into the Pixel 2011
    exhibition! This is the first time we’ve had a piece of art selected and
    we couldn’t be happier for Andrew Kim and his piece, The Pelican Inn! I
    caught up to Andrew after giving him the great news and wanted him to
    say a few words about his art and the honor of being selected for the
    Into the Pixel 2011 exhibition.

    “The Pelican Inn is one of the first scenes you’ll see in
    UNCHARTED 3, where Drake will toughen up his fists for the first time.
    It’s a compact space with mostly drunken brutes and hustlers. What a
    perfect place to start a brawl!
    When I was first introduced to this level, I was amazed at how a
    typical London pub has so many stories contained within itself. The mix
    of vibrant colors from the stained glass and muted colors of antique
    furniture with all kinds of stuff behind the bar, old frames, and
    personal messages on the wall… wow, I really could picture so many
    things that might have happened in this pretty small, compact space. We
    decided to give the pub a boxing theme, as it seemed a perfect fit to
    have Drake and Sully brawling in a small pub that has been historically
    patronized by boxers and boxing fans. It definitely was lot of fun
    decorating the place under that theme. I paid lot of attention to the
    details knowing that we wanted to show a very authentic looking pub yet
    very suitable for our game world.
    Having said this, it’s a tremendous honor to be recognized by Into
    the Pixel. As an artist, it’s always very fulfilling and proud when my
    work is liked and appreciated by an audience and such competition like
    Into the Pixel just adds that much more magnitude to this honor.” - Andrew Kim
    Ratchet & Clank: All 4 One


    “Oktonok Cay Cannery” by Dave Guertin
    Insomniac Games
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    Insomniac Games is extremely proud to have one of our long-time
    Principal Artists featured in the 2011 Into the Pixel exhibition. David
    Guertin has been with Insomniac for over a decade, and drew the original
    concept sketches of one of PlayStation’s greatest heroes, Ratchet. This
    marks the second time he has submitted artwork to Into the Pixel and
    the second time one of his pieces was accepted into the exhibition (His
    first, the Viper Caverns from Ratchet & Clank Future: Quest For
    Booty can be seen [You must be registered and logged in to see this link.].

    You may already be familiar with Dave Guertin’s work. He creates
    many of the concept art pieces for the Ratchet & Clank series, and
    he conceptualized, created and painted the box art for all of the
    Ratchet & Clank Future games, as well as many of the Ratchet &
    Clank magazine cover that you’ve seen. If you’ve been a fan at all of
    the Ratchet & Clank series, you’ve no doubt been exposed to his
    paintings over the years. If you’d like to learn more about Dave and see
    some of his non-Insomniac related work, check out his and fellow
    Insomniac Principal Artist Greg Baldwin’s side project called
    CreatureBox at [You must be registered and logged in to see this link.]

    “Inspired by childhood summers along the New England
    coastline, Oktonok Cay serves as our ravaged seaport in Ratchet &
    Clank: All 4 One. Continuing the franchise tradition of exploring vast
    unique locations, we sought to capture the history and character of a
    weather-beaten seaside village. Complete with winding docks, alien sea
    life, and a bustling cannery, the area encourages players to find their
    “sea legs” while clobbering a host of menacing creatures along the way.
    Into the Pixel continues to represent a broad range of spectacular
    video game illustration year after year. From gritty realism to unique
    stylization, ITP has always displayed a great respect for the many
    visual facets of our industry. I feel extremely fortunate to be included
    in 2011′s collection alongside so many artists I admire.“ - Dave Guertin
    Killzone 3


    “Stahl Arms” by Jesse van Dijk
    Guerrilla Games
    [You must be registered and logged in to see this link.]
    “‘Stahl Arms’ shows the main base of operations for
    Killzone 3’s prime antagonist, Jorhan Stahl. It’s remote location allows
    for secret testing of powerful new weapon technologies. The
    architecture of the complex is predominantly industrial: the dark,
    segmented sections contain the production facilities, while the lighter,
    yellow-banded sections house the R&D departments. To underline the
    commercial nature of Stahl Arms as an organization, part of the
    structure serves as commercial office space.” – Jessie vanDijk
    God of War III


    “Cronos Battle” by Tyler Breon
    SCEA’s Santa Monica Studio
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    We are absolutely thrilled here at Santa Monica Studio to have a
    piece in this year’s Into the Pixel 2011 art exhibit. A well deserved
    congratulations goes out to Tyler Breon, character artist, who created
    Cronos Battle, the piece that was selected. We are very proud of Tyler
    and the exceptional work he continues to do here at the studio.

    “The Cronos Battle is another one of those epic scenes
    that doesn’t exist anywhere but in God of War’s insanely over-the-top
    universe. A monster larger than a mountain with a temple chained to his
    back attacking you while you try to kill him in the middle of a ravaged
    wasteland as enemies sprout from his skin…how could that not be
    awesome? Plus he’s your grandfather so it’s really twisted.”
    “God of War defines the word epic and working on this game moment,
    for me, defined our studio. There is no quit in the Santa Monica Studio
    vocabulary and I have nothing but admiration for all of the hard work
    everyone on our team put into making this battle completely
    unforgettable. Thank you!”
    “Finally, like any artist, I appreciate having my work liked by
    others! Receiving this award from Into the Pixel is a great honor, and I
    look forward to doing it again.” – Tyler Breon

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