Sunday, February 13th, 2011
This week Courtland was busy scibbling away on some sweet Stabb Fisticuffs pinup art. I was so excited about what he was doing that I just had to throw some color in the mix. Above is the final result. I hope you enjoy looking it as much as we enjoyed creating it! And make sure to catch the most recent Stabb Gunner!
Monday, February 7th, 2011
Hello again everybody! We’ve been so buried in production that I’ve forgotten to post production stills. Above are two production stills from the Atomic Robo: Last Stop animated short.
Wednesday, February 2nd, 2011
Well, Courtland and I have been chugging away to get Stabb Gunner, Chapter One out to the world at large and we’re mega jazzed about the results were getting. It’s been a lot of work but it’s been worth it 100%! Our process has continued to evolve as is the case with all ongoing projects.
Which is brings me to the purpose of this post. Recently we’ve wanted to get those extreme angles with our backgrounds that are kind of signature to the book. So I decided to draw on my knowledge of film making, specifically previs. I build a very rough model of the most important set from Chapter One, the Sleeping Baby Dragon Sanctuary. Now we can fly a camera around a virtual set and make sure we get that killer angle we try so hard to find.
Friday, January 28th, 2011
As I’ve stated in the past, and will surely repeat… Animation is hard. It is one of the most demanding, time intensive, grinding processes I have ever managed. But also one of the most rewarding. Every project is like a child. You nurture it very carefully in the beginning, because it’s fragile. One wrong move, and the whole thing falls on its head. But, if you stick with it, grow and change according to what it needs, you end up with a fully formed film.
We’ve gotten to the point in Atomic Robo: Last Stop, where we can see the light at the end of the tunnel. We’ve crested the hill, and It’s all down hill from here. Sure, there are still unfinshed shots, and some scenes need some fine-tuning, but the majority of the work is there. This year will see it’s release. I’m hoping for the first half but who knows, but that is the nature of independent film. It moves at it’s own pace. We’re all really excited in the studio, and looking forward to unveiling something that we’re very proud of. Those of you waiting anxiously, bear with us as we clamp down on production and keep in mind those who do this, do it out of a love for the characters, and telling stories… nothing more. Stay tuned.
Wednesday, December 15th, 2010
It’s funny how life imitates art… or in this case how art imitates other art. This Monday Julia Atkins came into the studio to work on a little bit of cell coloring for a sequence in Atomic Robo: Last Stop. Well as usual I collected the colored frames and brought them into our compositing software. Then things got strange, I hit the wrong key and was immediately weirded out by what I saw. ROBO LEGION!!
Now I don’t know about our readers. But I was a big time gaming mega-nerd since back when I was still building cushion forts till well into college. And even over such a long spanning gaming career, some of my warmest, fuzziest gaming memories are associated with Castlevania: Symphony of the Night. Staring Dracula’s estranged son Alucard (Dracula backwards, real creative Konami), and none of that sissy whip wielding stuff those Belmonts are always yapping about. One of the coolest and most disturbing bosses in the game was Legion. A floating, pulsing, oozing mass, of nude anguished bodies controlled by a hive mind residing in the center. Here is a comparison image between what I saw and the classic Castlevania Baddie.
Maybe my mind is just playing tricks on me. But maybe, Nikola Tesla had more sinister thoughts in mind when he created Robo. But then again… maybe I’m drunk.