Aaron's great 2d adventure














Today I tried a much more complex shape. My goal is to be able to get to the stage where I am doing a figure from memory, so I decided to through myself into it now. I think I didn't do very well but, that's what practice is for. I did see some improvement, but on average my shapes failed to match.


Its for keeps. The first line is the one that stays. No more undos. I do not have enough time in the day for one. For two, this will be a more honest, down and dirty reflection of my drawing abilities. So you should notice the messiness in this line exercise as opposed to previous.

Turning up the heat on these exercises as well. I only review the shape for a few moments, then draw, rather than redrawing or trying to measure according to landmarks.

Gesture drawing is a new addition to help continue the speed and accuracy part of my training while trying to relate it specifically to the all important figure.





Today I tried something a little different with my line exercise. I was concerned that the line exercise was not easily measurable and as restrictive as a quick exercise should be in my opinion. so I decided to add an underlying guide as well as a 3-6 redraw rule. In some ways the exercise will not be as diverse in what I demonstrate, but this exercise is meant to focus on the exactness of line work, so ignoring other factors is ok. The third exercise of the day is what is meant to bring everything together.






Although it seems like I did less line exercise today, in a lot of ways I did more. I tried to get myself used to switching the directions of my stroke from the way that I am most comfortable to the opposite. The reason for this is because I do not just want to use lines to make lines, but to have them come together in different direction while remaining fluidly attached. This is so I can make shapes that are clean and flexible, not just lines, which in themselves do not make anything of significant worth.


On this page I will be recording my progress on how I currently stand in drawing to where I would like to be. In other words, to a place from making cool but unsellable art to cool sellable art, from my point of view. So with that, I will make my first post.

These images will be the begin of a game proposal for venture track - a student course that teaches the fundamentals of creating a start up company centered around the casual and mobile video game market.

The IP that I propose is a time based casual game where the players main objective is to defeat various monster that are trying to destroy Hope, the home town of our hero Flicker. If successful in defending Hope, the citizens of Hope will expand the town, allowing Flicker to acquire new abilities and equipment for the next level monster that will be more difficult to defeat.

I am asking for help during the next two weeks in making my visual presentation as attractive as possible. alot of that has to do with the impact of the concept art being alot better than it is now.

I also want to get general better at drawing.

In is an example of some concept art that I produced that seemed to be fairly successful according to personal taste and the opinions of others.

This is an example of me taking some of my past, personal works, and trying to bring them around to something a bit more finished. In these pieces i still have introduced any improvements in overall drawing style which is probably evident. There is probably a great deal I could do to improve the colors, lighting, tonal balance, etc.

I've always liked whimsical children book imagery. Dr. Suess' work would be the example of this for me.

I've always like Japanese illustration. These are some concepts from a popular game that I am a fan of. I believe me tendency to create many small details comes from my inspiration of Japanese art.

If there was any western commercially successful contemporary example of what I felt my art shares similarities to it is Ratchet and Clank (video game series) and Adventure Time (cartoon series), Tim Burton's Nightmare Before Christmas and Invader Zim.

I am looking for the most effective ways I can improve my own drawings, and other foundation skills in order to make my art more attractive to others, to make them want to invest time, money, and effort in them. 

I found a few resources that will definitely assist me in becoming a better artist if I take them seriously, and commit to practicing them regularly, but I would like to invest my time in places that will best increase my chance of success in the area that I am looking to be successful in.




I also realize that the examples of commercial success that I selected were not necessarily good examples of what is most popularly consumed, but rather examples of nitch successes. 

That being said I am prepared to accept the hardships that go along with creating something unique and commercially successful. I do not expect to be popular, just make what I love and be successful enough that I can have an apartment with a cat, internet access, and pay for the art supplies that I need for whatever artwork I need to make. Food is good too.

In the end, I am asking, what about my art needs improve for it to seem professionally viable to get a job as a commercial game concept artist or cartoon illustrator. 


The Beginning of my Daily Exercises


This exercise I think is the only on that is not self explanatory by looking at it. Basically what you are trying to do is to memorized the way you draw the first shape. Hide that shape, then try your best to replicate its shape and location. I also added the stipulation that the shapes should not have any unconfident wiggly lines.

This is the link to the page which gave me the grounds of this exercise: http://www.petermcclory.com/drawings/artist-tips/shape-drawing-exercises/






After doing these exercises for a while now. I have learned that I can spell exercise consistently. I have also learned that it is very difficult for me to draw a straight consistent line, even more so when pen pressure is added. I find the value exercises reveal to me how much of a value range that my drawings/paintings should strive to have. And the shape exercises show me how hard it is for me to consistently retain the visual placement of a shape in space from my mind's eye to the canvas. 

My plan is to continue with these exercises into the coming semester. By these exercises I mean I plan on doing the shape, line, value, and one that tries to culminate the other three and include another important art principle such as space, composition, perspective, etc. 

Any feedback is welcome. Does this sound like a good plan to you? Is there something that I seem to be overlooking, or misinterpreting? 



So this is the result of taking 6 of those blind contour drawings and developing them into drawings. 


I found a new exercise that I thought gave a pretty good variety of  techniques to practice on line and line weight. 











Flicker or Hope animatic

This is the initial animatic for my idea of what Flicker of Hope would play like and look like. It will likely be change into an animatic for a web comic or something like that. 

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