
This is a lighting key I did for the opening shot, which was actually a bit of an addendum to the short. Andy Erekson was the layout artist on this. As a bonus I also got to paint each of the posters within the shot. It’s not very often in CG that your original touch makes it from the art department all the way through production and on screen fully intact, so I felt pretty lucky that I got to do these (though Lobster Boy was cut, and I think there were some slight photo filters placed over them in post to try and “blend” them into the shot). Below are the posters, designed by Chris Sasaki. And a bit of trivia: the Sword Swallower is a caricature of the director, Kyle Bell. Subtle (or not so subtle) innuendo seemed to find its way into a lot of the art…



The next few pieces are things that either got cut from the short, or never made it into the animatic. First up are some bugs that were designed by Ovi Nedelcu. Everyone loved these but they never really found a place in the story. I experimented a lot with different textures on these, trying to layer it in a way that would add depth to the color without calling attention to itself. There’s rusty metal, leaves, fabric, even a vinyl shower curtain pattern in there.

The image below was supposed to be a prop in a sequence that was cut. Chris did the character and I drew up the layout and painted. A lot of influence from Ren & Stimpy here. The lettering was done by hand, and our poster boy was again a caricature of a co-worker. The nipples still sort of gross me out.

Below is a paper airplane I painted, drawn up by the hugely talented Fred Gardner. Like a crazy person, I did all the lettering by hand for the flat sheet. It’s all greek jibberish, as I didn’t want it to be readable when the camera came in close on our character (painted here by Lauren Bair, by the way). Then I actually printed it out and made a Real paper airplane (office fun!) so that I would be sure the torn edge and lettering was oriented correctly according to the folds when I painted that version.
This page is a typical example of how the painters and designers would turn in work. In order to preserve the integrity of the art as it traveled through the pipeline, we made specific notes on what we were doing. Frankly, much of it would go unnoticed or be ignored otherwise. Sometimes it was still ignored. Oh well. Anyway, after all that work was said and done, the paper airplane sequence was cut from the short. C’est la Vie!

So to artists out there who preach that style is not of deliberate creation, I say, “hogwash!” Our art department went to great pains to develop and articulate clearly for all involved what our visual intentions were. Aesthetic ideologies often become like the Clash of the Titans in animation. Artists generally want to “push” the design paradigm. CG technicians become flustered trying to realize the work within the boundaries of what they believe the computer (or budget) can or cannot do. And of course executives want to make sure that in the end, the whole thing turns a profit. There is a complex web of interaction, a group psychology, always at play–not always an amicable one. The bottom line is, if you want to find any happiness working in visual development, you must have a conscious awareness for your process and purpose of design, how it fits into this grand scheme, and how to talk about it with others–especially those who may not agree. The work is not necessarily supposed to be easy, but developing those skills will help to make it worthwhile.
More art to come in Part 2…