Entry: 00-039: Get Chronicles of the Void on Amazon!
Written by Wedge   

Happy New Year!

To kick off the new year we have put the Chronicles of the Void: Core Data File hardbound book on sale at Amazon! This 8 1/2 x 11 case bound full color book is a beautiful addition to any RPG collectors library.

You can find it here:

 

We hope that 2014 is a great year for all of you!

 
Entry: 00-038: Chronicles of the Void is now available through DriveThruRPG.com!
Written by Wedge   

We are proud to be selling our eBook Chronicles of the Void: Core Data File through Drive Thru RPG. You can purchase it now here: Chronicles of the Void Core Data File

The book is 160 pages and full color. It contains over 100 pieces of original artwork, a 10 part original short fiction adventure, and the complete game rules including everything both players and GMs will need to run a CotV campaign.

 

 

 
Entry: 00-037: Artist Interview = Prosper "Prospass" Tipaldi
Written by Doug   

As the CotV Core Data File finishes editing and begins its journey to the far off land's of layout it is time for our third and final artist interview. No other artist has played such a large and versatile roll in the CotV project. Covering everything from weapons, to logos, to adversaries, to even some of the Ionics, Prosper has been incredibly professional and creative the entire process.

Ambrose - Iconic Varigator

 

 

1) You are a very versatile artist. What is you favorite subject matter to draw?

People obviously! Creating characters is an infinite source of challenge and wonders. And it's something that people can easily relate to, so you'll always get some interesting feedbacks about your creations.


2) You were responsible for bringing to life some of the CotV iconic characters including Daxim, Hock, and Ambrose. Can you talk about your process for drawing them?

I always start by drawing a ton of little sketches, only focusing on the character's pose/dynamics and anatomy. I'll eventually get one that satisfies me, and I'll redraw a more clean, accurate, "nude" version of it. Once it's done, I'll make a "final" line sketch out of it, adding all the character's clothes, gear, etc... I can then start coloring the line and do the final painting stage.

Aside from the actual character painting, and depending on it's nature, I'll often do researches and drawing/painting studies related to it (Might be anything really, from clothes and props to human cultures or animal species, etc) , which is a cool way to add new things to my repertoire and to go more in depth about them.

 

Split Beam Cannon

3) Who are some of your favorite artist?

Ha, there's too many of them! Min Yum, Kai Lim, LD Austin, JenZee, Claire Wendling, Edouard Guiton, Alex Kanevsky, Sean Gordon Murphy, Josh Homme... wait! This one's not even a painter!


4) How is creating original character art different for you than creating fan art? Do you find one easier than the other?

It's not all that different to me. Doing fan art is kind of a guilty pleasure, but I always try to stay creative when I'm doing it. It's really interesting to bring an already established character to your own style, recreating it completely or not. Fanboys can get really angry or enthusiastic about it, so that's always a lot of guaranteed fun. But if you find it easier than creating original art, you're probably doing something wrong.


5) You have an incredible talent for weapon design! I've had to add several weapons to the game simply because you sent in an illustration and the weapons were just to cool looking not to have in the game. How do you go about weapon design?

A lot of artists today are making weapons out of cool shapes. I tend to work the other way around. I just consider practicality and function first, to get a properly working weapon and try to make cool designs with it. Just like anything else, it's important to know what you are drawing exactly and how it would work before going crazy with the designs. I think the result is more appealing this way.
This may sound very restrictive, but "real life" weapons are all about efficiency, yet a lot of them still got some incredible Sci Fi look, like the Famas, P90, FN2000...


6) What do you like to do in your spare time when your not creating awesome art?

I have little spare time these days. Being a new freelance artist is quite tough! :)
So outside of art, it's mostly nerdy things: Ton of books, trying to figure out how the world goes together, enjoying other people's art, etc... and spending time with fellow artists as much as possible!

 

 
Entry: 00-036: Artist Interview = David Melvin
Written by Doug Bush   

Back with our second in the Artist Interview series is David Melvin. David has an amazing imagination for things that go bump in the night or that make you scream in places people can't hear you. His vision has lead to some classic CotV monsters players everywhere will love to fear, hate and hunt.

BigWormFace

 

How long have you been drawing creepy monsters?

20 years personally, 8 professionally.

What are your tools of the trade?

Pencil and paper, Photoshop, Corel Painter 9 and 11, Illustrator.

In general, how long does it take you to complete one creature once you have the concept nailed down?

On average 1-2 days depending on the level of finish required. A really involved piece requires about a week sometimes.

Your creatures are so unique, where do you draw inspiration for them?

My inspiration comes from doing something that I haven’t tried before when it comes to design. I do my best not to stick to stereotypes in nature, but at the same time have to draw upon the inspiration that comes from so many of nature’s awesome varieties of shapes, colors and personalities.

Banx

Why do you like drawing monsters?

Because personally I find people to be boring subjects. (although extremely challenging, so I do try to draw them every once in a while) Plus, there are so many different options when it comes to designing new life forms, that I feel like I could come up with an entire species and its story every day, which in turn starts the wheels turning towards new and even more interesting designs in the future. I also like to see how deep I can pull the viewer into my world even if only for a minute.

Who are some of your favorite artist?

H.R. Giger, Brom, Peter Konig, Jakub Kasper, Paul Bonner, Kevin Eastman, just to name a few. The list is way too long for this interview.

How do you go about designing a monster for Chronicles of the Void?

My first thought is, “How can I make this guy better than the last one?”. Once the description is given, there are obviously parameters to be considered and followed, but I really wanted to try and push the envelope with this set of creatures for the game. Especially considering the other impressive artists participating.

Once the shape is found through the process of scribbled thumbnails, I then begin the fun part, which is turning nothing into something that no one has ever seen before. I look at about 30 or 40 different pictures very quickly of beasts and insects that might have some influence in the overall design, then sit in front of the canvas and almost watch the creature come to life in front of me. We call it sculpting, but it’s done in a 2D format.

You are in a deep cryostasis traveling on a 40yr trip across the galaxy and you can only watch one movie the entire trip. What is the movie?

Is this a trick question? I could pick my favorite, which is “Se7en”, but I’d probably be a depressed, nervous wreck by the time I got there.

Recently you worked on one of CotV's  ten Iconic characters; Numi. Numi is part of a sentient, bug like race know as the Carapen that have the ability to cocoon themselves and radically morph into something new. How did you go about illustrating such a versatile character?

I’ll admit, this was the toughest of the bunch. I always do my best to inject as much personality as I can into every creature and character I create, and the Carapen posed a challenge unique in the world of COTV because of its intelligence and proximity to humans, while being about as alien as you can get. I guess I just tried to keep it organic, while being strong, confident and somewhat regal. The honey bee kept coming to mind because their ways of life are so similar. I wanted to focus especially on the face to give the impression of a brain that could keep up with the brawn, behind those shiny blue eyes. And I thought the idea of something that could morph into something else was a pretty amazing concept, so I wanted to try to make it cool to begin with.

Numi

 

 
Entry: 00-035: Meet Daxim and Ambrose
Written by Doug Bush   

Introducing our Iconic Unclassified Detective and Human Varigator - Daxim and Ambrose. Artist, Prospass did a great job with these 2 and that only leaves 3 left! For more info on the Unclassified Detective and Human Varigator classes check out these blog post.

http://www.chroniclesofthevoid.com/index.php?option=com_content&view=article&id=26:entry-00-026-playable-classes-carapen-xenosociator-and-unclassified-clandestine-investigator&catid=8:blog

http://www.chroniclesofthevoid.com/index.php?option=com_content&view=article&id=24:entry-00-028-playable-classes-human-varigator-prism-and-escriman-seeker&catid=8:blog

 

Daxim

Ambrose

 
Entry: 00-034: Final Orbital Shipyard
Written by Doug   

Check out the completed illustration by Sinix alnog with  his killer Design Lab on how he created it! One of the best things about working on CotV is being involved with such talented artist and Sinix knocks it out of the park every time.

http://www.youtube.com/watch?v=MRPbOZFaR3E&context=C4b645fdADvjVQa1PpcFOxxESfy_YQ3LG3AogbT-x-lIJFkZdDiBY=

Orbital Shipyard

 

 

 
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