TR artist speaks about typical office day and concept arts

TR concept artWhen it comes to games, it is needless to say how important graphics is. Sometimes though, people are so focused on this technological magic that they forget these methods actually started as concept arts. It is from this angle then that we see the importance of paper sketches and drawings being done tirelessly by artists.

During the past few weeks, PlayTR collected questions and inquiries from Tabula Rasa-dedicated sites to be given to one of the game’s concept artists, Brad Jeansonne. The artist’s job begins long before a team works on a specific concept. Jeansonne needed to coordinate with animators, designers and world builders to know what assets are being asked. Image research then follows before the actual sketch, whether to be done on paper or Photoshop.

“The thematic guidelines and functional style of the work have evolved from a very long process of work and re-work over the length of the project,” shares Jeansonne. The artist further shares that his background as an industrial designer is mainly instrumental to his being on the TR team. “We do try to create a very different feel for each environment, and we often design little vignettes or points of interest within the environment to give you a sense of one particular culture or place,” he added.

Furthermore, Jeansonne gives a rundown of typical work at the office: “Everyone on the dev team is expected to be there from 9am to 6pm, but weÂ’re also expected to go as far beyond that as needed to finish our schedule.” Aside from the overall fun, Jeansonne expresses that he loves best the laid back atmosphere in their headquarters.

TR concept artWhen it comes to games, it is needless to say how important graphics is. Sometimes though, people are so focused on this technological magic that they forget these methods actually started as concept arts. It is from this angle then that we see the importance of paper sketches and drawings being done tirelessly by artists.

During the past few weeks, PlayTR collected questions and inquiries from Tabula Rasa-dedicated sites to be given to one of the game’s concept artists, Brad Jeansonne. The artist’s job begins long before a team works on a specific concept. Jeansonne needed to coordinate with animators, designers and world builders to know what assets are being asked. Image research then follows before the actual sketch, whether to be done on paper or Photoshop.

“The thematic guidelines and functional style of the work have evolved from a very long process of work and re-work over the length of the project,” shares Jeansonne. The artist further shares that his background as an industrial designer is mainly instrumental to his being on the TR team. “We do try to create a very different feel for each environment, and we often design little vignettes or points of interest within the environment to give you a sense of one particular culture or place,” he added.

Furthermore, Jeansonne gives a rundown of typical work at the office: “Everyone on the dev team is expected to be there from 9am to 6pm, but weÂ’re also expected to go as far beyond that as needed to finish our schedule.” Aside from the overall fun, Jeansonne expresses that he loves best the laid back atmosphere in their headquarters.

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