This post is aimed at everybody interested in what the work of a concept artist is like and how to become one as well.
I've been working as a professional concept artist and storyboarder since 1994 after scoring a three-year apprenticeship at a Berlin film studio called Hahn Film. At the time I was 24 years old, pretty full of myself and I just finished six years of a fine-art school in Munich. The art school helped a lot to score the job, but to be honest, the true skills of a pro production artist I learned at this studio from people who were directing movies like Roger Rabbit, The Beauty and the Beast by Disney, and other top-notch geniuses from studios like Warner Brothers, Hannah Barbera and most other big name places all around the world.
After the initial shock of learning that I wasn't even half as good as I thought I was, I realized what a great chance I was given and so I put my whole heart into working as much as possible. I was especially lucky that my training started at the same time as they were producing a feature film called "Asterix in America", based on a comic book series by "Uderzo" called "Asterix & Obelix". The very man, Uderzo himself, was at the studio during production, too and it's needless to say that it was plain magic for a young artist like me to be working and learning from such hugely talented people day in and day out.
It's probably worth mentioning that the way I got to sign what was called a "sorcerer's apprentice contract", followed my four-week internship at this very studio. Work experience I only got because of a newspaper article I luckily read, about two weeks before I started there when I was still living in Munich.
Besides the Asterix movie, the studio also produced a show called "Wermer - Beinhart" at the time, and they urgently needed artists who were able to draw Werner, the main character of the comic that was made into a feature film. The next thing I did after I read this news article was to sit down at my drawing desk and started to work on my job application.
And so it happened, as a hardcore fan of Werner myself, that I sent my hand-drawn job application to Hahn Film in Berlin. Well, it was hardly a standard job application at all. Instead, it was two penciled comic pages in the requested style of the Werner comic. It featured me reading the newspaper, jumping on my chopper motorcycle (which I never owned in real-life), and heading up to Berlin to work on the show. To my surprise, even though I didn't write a single serious word except for the text that was within the speech bubbles, I got invited to a job interview with Gerd Hahn himself two weeks later.
So, the internship was how I started in the film industry. I wouldn't have minded a real job contract as a standard artist either, of course, but since I wasn't a pro production artist at the time, I was more than happy that I got my foot in the door of Germany's biggest film studio at the time.
It all hit me even more when the first person I spoke to was the former director of the Disney film "Who Framed Roger Rabbit", Robert Zemeckis. I remember meeting him like it happened just yesterday. And beside him is the most humble person ever, he was also the most skilled artist I ever met until that point. Btw, he didn't even tell me who he was, instead, my roommate who sat next to me told me who I just spoke to.
I also quite vividly remember the image he was working on when I first walked into his office. It was a sheet of paper about the size of a standard room door, laid out flat in front of him, featuring a bird's eye view, or a down shot, of an Egypt city in the middle of a desert with each house being about the size of a cigarette lighter. It was the establishing shot of the show he was working at at the time. It was insanely detailed and it had at least 200 buildings, little streets, palm trees, market stands, and all sorts of things one would find in a city like that.
Hahn film studios were huge at that point. It consisted of two five-floor buildings and it housed about 150 artists in all departments a movie production needs. It was plain amazing, to say the least. It was also during those initial weeks when I realized that it was most likely the best decision I ever made to start this apprenticeship thing at a hands-on studio instead of going to university and studying visual arts there. I never regretted anything and I so never looked back.
Now let's jump 15 years ahead to the year 2008 and talk about what it is like to work as an experienced concept artist. Which is of course all about the look and the feel, the visual side of stuff in any given film or game project, and how to put it all together.
The images I am about to show you are all done by me, from several shows I was working on since 1993.
Let's start with the artwork I created for a Nintendo Wii game. From characters to props, from level design to color schemes, since I was fortunate enough to be the head of arts for this great project.
My initial job was to create the main character. The briefing from the client was rather limited, which meant they gave me full freedom on everything. They did give me a bunch of cornerstones to work with, though. Such as the main character had to be female, futuristic looking, smart, and suitable for all audiences. It started off by giving them a few sheets of brainstormed, scribbled-up characters that popped into my mind.
The client went with the right most, double-horned design on the sheet called "Explorations 4".
The next step was to work some more on the chosen design to finalize the details and colors of it.