Ken Capelli


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.


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.

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.

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).

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).

Anwyn 2, high-res. I cheesed it with a very art-nouveau look not only out of a preference for the style, but also one of speed (it’s much easier/ faster to go decorative than realistic).

Anwyn 2, high-res. I cheesed it with a very art-nouveau look not only out of a preference for the style, but also one of speed (it’s much easier/ faster to go decorative than realistic).

Anwyn 1, high-res

Anwyn 1, high-res

Maal, high-res.

Maal, high-res.

More illustrations from the same RPG sourcebook gig. Only a couple hours for each piece. I went with less linework on some of these to speed things up, opting for more solid shapes and smushing around of tone.


Illustrations done for a RPG supplement. Deadline was tight, pay was low, and I only had a couple of hours to do each one over a cross-country roadtrip, but I liked what I whipped out well enough.


Lady of The Lake, for Armed And Dangerous. I looked at a lot of Waterhouse during these sketches.


Main character Clash for a game titled MINDF*CK, which eventually morphed into dystopian giant-robot action game Slave Zero. The project was pre-Matrix by a few years; I was bringing SKIN TWO and SECRET style fetishwear to the costume art direction (and was doing wedge heels quite a few years before they came back into vogue). There’s a whole sketchbook of great visual development that accompanies this character and I had a lot of fun developing this fucked-up, bad-ass mercenary chick. Her proportions in the model sheet are off (head is small, arms short); I corrected in the 3D model.

It took a lot of back and forth to get the jointed 3D model looking right… consoles and PC’s weren’t powerful enough yet to handle single-skinned, skeletally driven meshes with any performance back then (in those pre-3dFX days), so 3D characters were built like action figures with rigid, jointed segments. They were low-poly, so you had to rely on Gouraud shading to hide the boxiness/ faceting of the models. Animation was applied directly to the mesh segments.

Of particular importance was how Clash looked from behind in a 3rd-person perspective, the primary view of the game and character. Basically, her ass had to look great (my razor). In under 500 polygons. I wish I had screenshots of her in action from the prototype, it was satisfying watching her run.


Just some quick goofy Photoshop sketches from a while ago, done idly while chatting.


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