Recent (mis)fortune has led to my first portfolio and resume update/ redux in years… since 2004, actually. I have still to do a proper editing, description, tagging, and attribution pass but the framework and content is all up, live.
Teef’s evolution.
“Q“‘s sketch development. Prior to these stages shown here, “Q” went through a bunch of old-school tracing-paper overlay refinements before being scanned in for digital iteration and coloring.
The Killa Beez villain, Dr. Fuggbucker. His vague backstory is: bent on revenge due to horrendous disfigurement from a killer bee attack. I’m pretty sure he has an eastern European accent, and liked to think that under the mask he was just a meaty skull. Not very developed, we just needed a first-pass villain image.

“Massiv” for Killa Beez. The tats were a late addition, done in the same pass as “Teef“‘s scumminess to give the big guy some distinction.

This is “Teef” for Killa Beez. He went through a few revisions (which I’ll put up soon) but hit his stride when he became seedier. It’s a bit overdone at this stage but makes the point.

Character sketch for another pitch, Killa Beez. Urban bees. You know. Anyway, a rhythm-based open-world flying game (we just can’t keep it simple, can we?) where you, the bee, are trying to cause as much choreographed Rube-Goldberg-like mayhem as possible in a suburban neighborhood.
The prior Art Director and Project Lead went through a few rounds of character designs with a variety of artists without quite hitting the right note. When I came on I got hands on and hit a lot closer to the mark. None of these designs were close to final and would have gone through revisions had the project continued past the early pitch/ prototype phase.
This one is (wait for it) “Ali Bee”.

Some of the first thumbnails for Killa Beez, starting with the original silhouette of a squat, stocky bee (upper left) who became Teef, with the musculature given solely to Massiv for silhouette differentiation.

Ali Bee’s progress.
For the heck of it, here’s three images uploaded as a tumblr filmstrip. I just like seeing them fade into each other :-)
The pencil sketch for the color image.
Now that I look at it, the right foreleg could have had more of an action bend to it, and the left side arms and legs should have come forward a bit more (for a clearer and more dynamic shape… like, the left foreleg could be extended forward, grabbing).

Color sketch for a one-page PSP game pitch, Dragon King, from a few years ago. Nothing fancy, just your garden vanilla variety fire dragon (with one-pages, it’s best to keep it simple and direct). It’s an okay scribble.
The pitch concept was fun: nominally a flying game (like our PSP After Burner: Black Falcon) but as a dragon, with the appropriate RPG meta-game wrapper… capturing princesses, eating errant knights, attacking castles, defending your lair, growing in power while spreading your range and progeny, all done with a bit of humor and a lot of AWESOME. I thought it would have been a lot of fun to make and play.
But then Lair came out on PS3, tanked, and killed the “genre” in the eyes of publishers (a craven, self-defeating lot) so the pitch never got much traction.
