Jedi News Interview: Preston Stone – Art Director, Atomic Mass Games

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Jedi News Interview: Preston Stone – Art Director, Atomic Mass Games

It is hard to believe Star Wars: Shater Point By Nuclear Mass games Less than two years has passed. The cover box and squad pack can be found in almost every gaming store. It is difficult to ignore this amazing artwork that decorates all the game release. I want to know something else about what happens behind the curtains, and those who help to create such fantastic, stylized artwork for a galaxy, a galaxy. Art Director on Nuclear Mass Games, Preston Stone, was quite grateful that he spent some time to answer my questions about his trip Star Wars: Shater Point And helping to create art.

Jedi News: What was your experience? Star Wars Getting older?

Preston: I remember seeing the actual tri -si on VHS and going to the theater Jedi’s return (And because of the enthusiasm about Little Jedi Knight Luke Action data, what he gave) and all the prepaid films. I also remember that when I was doing more plastic painting, I had to get a really excellent model cut of Dartwder and badly injured myself with a hobby knife. Children, when you are hobbies, handle your parents sharp things.

JN: Who was your favorite? Star Wars Character?

Preston: In the movies, it’s probably Han Solo, but now it’s Sabin Varin Star Wars: Rebel.

JN: Who was your favorite artist?

Preston: Alex Ross has been an artist who has been praised since he has since high school. His ability to create realistic interpretations of characters and hypertensive scenes still seems unprecedented. She is also on the list of dream artists to work.

JN: What did you decide to become an artist/art director?

Preston: It has always been negotiating to art in some capacity. Ever since I have been capable of making thought and memory, I have been drawing. Creation is a need. I had been working as a professional author for different sports for almost five years and reached a really good place with my abilities. However, lacking myself to market and work with customers, so I decided to go to art for a more stable life. Not familiar with me, this role as an art director will be incredibly bright and through the study of the work of other artists will work to improve my art skills and need to eliminate working and working work for every art piece.

JN: How did you get a job instruction? Star Wars: Sheater Point?

Preston: I had become a thing Star Wars In my time of fantasy flight sports, experts in my time and re -instructing all my mini games in 2020. When the game all moved to the new nuclear mass Games Studios I went with them, and I was inadvertently Star Wars Art director. Star Wars: There was a great opportunity to be a part of a comprehensive style for a game from the Sheater Point Groundup.

JN: Artwork and Managers are very closely connected, which decides the overall vision and look of the character?

Preston: This is a team attempt, but I and the creative director, Dallas, do most pose sketches for us Star Wars Sports art and sculpture teams are found to talk about options, and when we descend on a pose of our choice, we put it on a conceptual document that describes the character’s height, period, dress and weapons and any specific details. Then goes to the sculpting team to create a completely detailed 3D version. At the same time, on the art, I’m working on the same references that are sculpture, and in some occasions, the mini sculpture is sending a reference to ensure that we are similar to the details. For example, we end up with a semen and art that feels alike.

Jn: In the characters Star Wars Everyone has real representation, whether in the form of animation or actor/actress, how easy is it easy or difficult to capture the imitation of a character?

Preston: Due to the style of animation Star Wars: Sheater point is the easiest to translate into a dynamic reference, as there is little interpretation of the detail, and mostly in different ways is a problem. The most difficult task is to translate a dynamic character to a real person from the film. Not only is it difficult to create a stylized match, but you are also dealing with the point of view of many people whether this stylized interpretation is a successful or not, so it is a delicate dance to get what you are very excited about and look at everyone around you.

JN: Has it ever been a role that is difficult to attract or guide?

Preston: Some roles demand higher scrutiny and detail accuracy than others. For example, the main character such as Ahsuka is mainly zero tolerance. Speaking on a large scale, it can be a challenge to express that you want to be perfectly perfect, but also that you want to be slightly slightly excessively exacerbated by the process and the proportion of statistics. Everyone interprets different characters, so sometimes it ends with something that feels wrong to others and is amazing to others.

JN: From the beginning to the end, what is your process to make a piece?

Preston: Once the development team lets me tell me that I need to make art, I will write an art brief for everything we need. When I am happy with the Art briefs, I reach the artists I think that will be best for each product (Shater Point LI, I like to have an artist on every extension so it feels very stylistically in the same box). There are three important stages of work -accepting artists through which they work: this sketch (I want to see 3-6 per character, some kind of options, though if you are mad like Patrick Brown, you can turn 20 completely into ink pose), ink (these are final details without color).

JN: There are many ways to go from pencils and pen to digital technology about the example of a role. Which is your preferred way to give and/or instruct?

Preston: For Star Wars: Shaater Point, we aim for a very clean animation style. We want clean and colorful cell shading and ink that feel sharp. Because we cannot refrain from it, there is no other option other than a digital approach to the final. But if you are asking me a personal question, my favorite media is in work, I really like to draw in Silverpoint/Metal Point (mainly, drawing with precious metals at the ground level) and I like painting with water color.

JN: So far describe/who has been directly your favorite character?

Preston: I know it’s not the same role, but I really like to work on the entire squad of inquiries Obiwan Canabo Due to the need to be very secretive with the details of these characters, I had to describe all these characters at home. I was really happy with these light cyber effects with which I came to show the rotating move of their spinning blades, and I thought that the show turned out to be as good as the one -to -one copy of realistic characters.

JN: Is there a character you really want to make an art in the game?

Preston: If I explain myself the art, I always like the challenge of trying to make the most famous version of the main characters. Mul and Asjj will probably be on my list right now. To guide, I probably may not give you a special name, but I love secondary characters and more creatures because there is even more scope for interpretation, and we can further the proportion and process.

JN: When you go to a gaming store that sells a sheater point, these are your examples that decorate the boxes. How does it feel, by knowing the game (whether playing a game or not) is coming in front of your art?

Preston: Hahaha, okay, I remember when I started this whole game for the first time in the world of art, I was very excited to see this art on a display on a product in a store, but now I have been working for a long time that I just started to criticize myself or what I was better. The thing that now excuses me is actually a great display of all the things we have developed as a studio and people are playing through our studio. It is surprising to see a collection of what we have done as a studio so far and see that our game is enjoying in the world.

JN: For emerging artists, what would you advise them if they want to go to the gaming industry?

Preston: If you want to work as a freelance painting with studios and get the attention of art directors, you need a portfolio! On the online portfolio, keep 12-15 pieces of your best developed art related to the industry you want to work. Make sure an art director can easily see all your work at a glance and send great updates to the people you want to work with. Our submission email artist is @smodee.com (it goes to us, fantasy flight games, and other studios that are interested in working with freelance authors). Keep your portfolio just curting curting to be the best (don’t be afraid to get rid of the work you have improved. It is not so good to represent you anymore), and offer the most relevant work choice about the industry you want to work (show me a steel life study in charcoal). Also, as long as what you do not want to do is a fan art, does not need to present the art that is not fully fully created by your original creation. I can tell when someone will be good Star Wars Drawing without them Star Wars The character, and you will benefit more than your own original work and take advantage of it in the long run. Find opportunities to promote yourself and not to be beaten publicly, to meet and criticize the art directors, and try to find what you feel in the industry of interest and try to exceed some aspects (to improve your territory, to work for a person.

Thank you that Preston’s time to talk to us and thank you for finding all the artwork for it The sheater point. You just have to walk in any gaming shop that stocks the game to see how the artwork for the game is to go immediately. I also want to say that Ross Thomson’s many thanks to you for making all this possible! As always, keep an eye on Jedi News as we update you with everything The sheater pointFrom news, reviews and interviews.

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