SANCTUARY ::

February 2nd, 2011 :: Joseph Krzemienski

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.

Original Art - Pencils by Courtland Ellis, Ink by Steve Becker and Color by Jeff McComsey

The Vitual Model, in Software

Posted in Fictory Comics, Fictory Production Blog, Stabb Gunner


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THE LIGHT AT THE END OF THE TUNNEL ::

January 28th, 2011 :: Joseph Krzemienski

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.

Posted in Atomic Robo: Last Stop, Fictory Production Blog


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Space Bastard Jump-Start 3 ::

January 7th, 2011 :: Jeff Rummel

Who’s this PYT?

You’ll have to wait until Part 2 of Space Bastard to find out who she is and why she’s important enough to get her own spot here on the Fictory blog.

As I work out these concepts, I realize how much I enjoy playing with very simple gradients. Perhaps there’s something to that, something that will find it’s way into the art for Space Bastard Part 2.

Be sure to check out the latest page of Space Bastard Part 1: PopGun

Posted in Fictory Comics, Fictory Production Blog, Space Bastard


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More Jump-start concepts for Space Bastard ::

December 17th, 2010 :: Jeff Rummel

I’ve been hard at work these cold winter days on new concept art for the upcoming space bastard chapter. Here’s Jack Molly flying through space.

Jack Molly, Going where no man has gone before

Again I’ve been playing with Gradiants. Space Bastard Part 2 will be much more colorful then part one, and I’ve been working enjoying the process of figuring that out.

…And don’t forget to check out the latest page of Part 1:PopGun, or read it from the beginning

Posted in Fictory Comics, Space Bastard


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A Legion of Confused Robos ::

December 15th, 2010 :: Joseph Krzemienski

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.

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Posted in Atomic Robo: Last Stop, Fictory Production Blog


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