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Dominance War V Team BestPre-Dominance War V Champions

Dmitry Parkin  - DWIII World Champion - Freelance character and creature designer/artist Erigo Bogdanbl4 JFletcher Velkin valley LTX g2000 NoriRoll Sephiroth GoodAtom tiare96 yanbo2k1 kanegt blaze79 Guedin stalsky Crashmgn GnarART Beneto LuChao
Kekai Kotaki  - Lead Concept Artist - ArenaNet - www.kekaiart.com
Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
Erigo Bogdanbl4 JFletcher Velkin valley LTX g2000 NoriRoll Sephiroth GoodAtom tiare96 yanbo2k1 kanegt blaze79 Guedin stalsky Crashmgn GnarART Beneto LuChao
Rafael Grassetti - Senior Character Artist - Bioware Montreal
Bogdanbl4 Erigo JacqueChoi hanguny valley JFletcher jdstyles Firebat Velkin Deathperado yanbo2k1 valley zym1983811 Bruno Camara blaze79 Guedin Veles Baj Singh [mad-one] Jips

Comments:
yanbo2k1 - Great design, idea, modeling and presentation! Congrats!

valley - Im not a big fan of the design and the final presentation but the model is really well executed. I would pay more attention to textures, even when the model is clean you can give some extra care on hard edges on specular and diffuse maps.

zym1983811 - Really well executed, I love the style of this character. I would love to see more details on the textures, especially on specular map.

Bruno Camara - Love the idea and the final presentation, but the design of the armor looks a little confusing, also the hair needs some extra care and work to make it really stand out.

blaze79 - Great idea and design. Presentation looks really good. The model need some more attention on textures, details on hard edges and chamfer would improve a lot the final quality of the piece.

Guedin - I'm not a big fan of the design but the execution is really good, again textures need more work, I would love to see more fabric and metal details on the final piece.

Veles - Nice job on the design but I can see some problems with the execution, especially with armor modeling. Great work with textures and presentation!

Baj Singh - I'm not a big fan of the design but really nice execution, it could have a better presentation, specially with the final pose. It's hard to understand what is happening. Would be awesome to see him attacking

[mad-one] - Really unique piece, it’s a little hard to understand what is happening with the presentation though. Model and textures looks great!

Jips - Great presentation, the modeling and textures are really good but the design is weak and not functional.

Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
Nghia Lam - Senior Character Artist - Infinity Ward - nghia59.cghub.com
Velkin Bogdanbl4 hanguny valley NoriRoll MIHAI_D iRj Sephiroth Erigo Moring [mad-one] Bruno Camara Crashmgn SU-Hyun Park Veles  Edvart yanbo2k1 zym1983811 valley blaze79

Comments:
Mad-One -This piece has the best overall grasp of where game art needs to go in the future. The design is supple and elegant, and the execution of materials reflect the idea that game art can approach prerendered.

Baj Singh - Gorilla-centaur, 'nuff said. The creativity in concept design and complete execution from sculpt to surfacing is top notch. The only caveat to this piece I think would be that I would have liked to have seen another layer of detail on the fur as alpha cards.

Crashmgn - The thinking behind the overall look to this one is also impressive with a lot of consideration put into the final; look of the shape and color. The texture work is excellent although can be a bit busy overall.

SU-Hyun Park - This design and sculpt are also amazing on top of a strong design. The only thing with a monochromatic design is that it needs better surface work to separate the different materials.

Veles - Nice modeling work on the entire mesh as well as proper metal shading for the armor. I like the idea of the helmet/mask as a disguise for the character's true monster form. The only thing I'd like to see more of on this piece is for the flesh material to be given the same love as the metal.

Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
Weiye Yin (Franc) - Senior Concept Designer, CG Artist and Illustrator
Bogdanbl4 Velkin valley erigo iRj Sephiroth Pasha_Sevez MIHAI_D GoodAtom Edvart Baj Singh Puckducker Bruno Camara alouette yanbo2k1 Jaradv zym1983811  tiare96 Beneto g2000

Comments:
Puckducker  (3d total)
It is an excellent creativity, awesome and appropriate produced. It innovate in theme and stick closely to the subject. I am strongly shocked by this picture.

Bruno Camara (gameartisans)
It has precious details, a better shape, an apt atmosphere, even though lack a little novelty in theme

yanbo2k1 (leewiart)
The artwork has precious details, good effect, even though is less novelty in theme

Baj Singh (gameartisans)
The artwork has more details and excellent design sense, while a little lack in expression of atmosphere

alouette (3DVF)
The idea is very distinctive, with apt details, at the same time the visual effect presented by the picture is fair.

Edvart (Arttalk.ru  Render.ru  CGTantra.com)
Strong expression, suitable vision wallop, at the same time the design is somewhat medium.

Jaradv (cghub)
Have more details, but creative concept is limited.

zym19833811 (leewiart)
The artwork has precious details, whereas lacked design sense.

tiare96 (cgsociety)
The artwork has precious details, whereas the design is excessive similar with Transformers film.

Beneto (cgsociety)
It has an apt atmosphere, but the visual effect is a little bit weak.

Andy Park - Senior Concept Artist - Marvel Studios/Marvel Film Productions - www.andyparkart.com
BaronImpossible marat-ars himingi eggar Gorislav KageRott Wreckonning minki123ha 3darad yigitkoroglu tooDee masterkey Tt2010 x_tiger yigitkoroglu maomaoandegg wangxiaoyu12_23 cheolseung Rahmatozz Storm1986

Comments:
tooDee - This piece is so powerful. It's like time stands still for this moment. I love the design of this god. And I see the 6 swords circling around him as integral to his design. They are part of him as much as he is a part of them. Great illustration and great design!

masterkey - This piece really stood out to me. I knew that this one would be my #1 or #2 choice instantly. I love the simplicity and yet well thought out design of the Goddess. Great usage of yin and yang. Great composition, colors, pose. Overall it's really solid in every aspect. I love the turnaround too. It really shows off the great design of the character. She's so simple- a silhouette of a dragon and yet she's a gentle looking young lady. Awesome!

Tt2010 - I love the power and simplicity of this design. It is all about circles. And it totally works. The God of Control is balanced and stable. It's a great illustration as well. Very much symmetrical and so many elements having symbolic meaning. Great job!

x_tiger - Yeah, that looks like the god of destruction... or at least what the god turns into in order to destroy. X_tiger did a great job at creating an intriguing design and at the same time creating a very compelling illustration. I love the complexity that retains a simplicity to the piece. Good job in keeping the viewer engaged and focused while inserting so many more elements throughout that keep the viewer interested. I love it!

yigitkoroglu - I really like the design of Tiilula. It is certainly a freaky design that has multiple elements to it, but it's definitely not overwhelming. I love the top of the character that normally would be a head but instead is just an outburst of hairlike tendrils. Yigitkoroglu did a great job at balancing the tough act of creating a clear design and at the same time creating a great illustration with a compelling story as well. That's certainly not easy to do. But you accomplished both with flying colors! Great design and great illustration!

maomaoandegg - This is another great Asian-inspired design. It has a lot of elements that may go a bit literal and perhaps overboard, but I think it works overall because it still retains a focus overall. Your eye always rest on the blue female in the middle and then goes to the nice winged head piece. I respect maomaoandegg's courage in using color saturation at 100% throughout the character. That's not an easy task. Good job!

wangxiaoyu12_23 - I really like the design of this god. Very creative. I love the Asian-inspired design. My only critique is about the final illustration. While I think it is still a great illustration I can't help to prefer the last 2 versions of your work-in-progress. I think it's mainly because the design of the character really gets lost in the final version because of the use of so much red and fire, particularly in the ground level. The previous 2 versions do a better job at separating the character from the background, thus selling it more. But still overall the piece is great. Good job!

cheolseung - Usually I'm not a huge fan of overly busy designs and illustrations, but cheolseung did an amazing job of creating a character and illustration that is very complex and yet not too overwhelming for the eye. So great job on creating an amazing god that has so many elements and features and yet remains focused and contained. This illustration makes me want to see how this god will behave and move. Awesome job!

Rahmatozz - There's a great story in this illustration that needs to be told. The Goddess of Rebirth and her creature being feared and/or worshipped. I love the design of the creature most of all. Great use of the mask covering the top half of it's face. Very otherworldly design. My only critique is in the complexity of the female's design. It gets a little busy and so intricate that it's hard to find places to rest the eye. The black and white start to this illustration has a much more solid read to the character that I wish continued through to the final. But still, a very strong piece. Great job!

Storm1986 - This piece does a great job at creating a very strong mood. It feels like Hell to me. It's not the typical fire and brimestone which is good. It's just darkness. It is quite busy but I think it works in this case because the overall tone of the piece is one of darkness with gleams of specularity and highlights peaking throughout. It's a mysterious feel to the creature where you don't know where it begins and where it ends. Great mood and feel!

Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
Cecil Kim - Creative Director / CCO - Section Studios
storm-1986 wangrongrong Gorislav marat-ars yigitkoroglu Le$hiY Fenrir BaronImpossible victorbang KageRott yigitkoroglu Storm1986 onaciaans wangrongrong wangxiaoyu12_23 firelu1982 BaronImpossible Tt2010 masterkey x_tiger

Comments:
yigitkoroglu - It was interesting to see different background composition in various comps. I like how it reads well as a poster or a marketing image. Simple but intriguing character design. I wish that we can see more clear forms in the head area.

Storm1986 - It's a superb image. It represents a great story and even without showing any landscape or architecture, it gives a horrific yet heroic experience. Artist intended to show only metallic obsidian color however it makes image looking flat and it lacks creative lighting and subtle color treatment.

onaciaans - It works perfectly in almost every which way. A great cinematic concept. Great way of framing the image with architectures and machine parts. However, it is a little difficult to see the three heads of the creature. I wish they were separated from the background a little more so that they could clearly stand out.

Wangrongrong - This one has probably the most epic composition in the challenge, and it's done perfectly. Vibrant lighting works well and so much energy radiates from the image. However the main subject matter, the goddess, could have been rendered better.

wangxiaoyu12_23 - I love the fire rendering and how it illuminates the entire image. Very original concept with interesting details on buddhism mythology. It will make a great boss character.

fireiu1982 - Very cool design of a knight. I wonder if knight can be separated from the creature.

BaronImpossible - Great painter. I love the bottom portion of the painting. It can benefit from having more missiles and explosions in the sky. Overall great storytelling and mood. Super cool.

Tt2010 - Awesome painting with nice rendering and it also has unique concept behind the image. I wish it shows some interaction with background.

Masterkey - Beautifully executed. Yin ying inspired twin dragon concept is brilliant. Nice composition too.

x_tiger - There are some cool head studies and it's interesting design to have tree like body. Creatures head is little hard to read though.

Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
Hyoung Tae, Kim - Concept Artist - studiosis.com/jam
Aria3d Fenrir coolljz999 victorbang 3darad xiaogol storm-1986 KageRott Yeliseyev Raqsonu LadyOwl live2contage onaciaans Tt2010 rkddbxo shiyao4414 BaronImpossible mumuumuuu wangxiaoyu12_23 Claus Yu
Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
John Wu -
marat-ars northern_song Fenrir wangrongrong Wreckonning storm-1986 minki123ha georgeguo alexnegrea david.zhou x_tiger wangxiaoyu12_23 firelu1982 onaciaans live2contage masterkey mumuumuuu yigitkoroglu Tt2010 Claus Yu

x_tiger - This image screams epic destruction and demonstrates a good sense of scale. The creature's overall silhouette design can be simplified a little more and made more iconic though, since the idea is for it to be made for an MMO. Nonetheless, the overall concept does capture the essence of this god-like beings' capabilities. The progression sketches are well executed but missing the thumbnail ideation shape studies. Lastly, the model sheet or orthographic views can use a bit more clarity in terms of construction and description of the major pieces. Some areas are made too vague and can cause confusion for the modeler. Essentially, a quick wireframe-like sketch of all the major pieces will do the trick.
 
wangxiaoyu12_23 - This concept could have made it to the top for me. It is extremely well executed and almost fills all the god-like, epic, and jaw dropping criteria. Where I felt it lost points for me is the cutesy proportions of the characters. The model sheet is well done and contain enough information, but the progress workflow sheet could have used more exploration in the thumbnail and silhouette idea studies.

firelu1982 - The overall character design of this demonic rider is very well executed. On the composition side however, it could have had more space added on the left side so the image isn't cropped too closely to the tip of the spear, forming a tangent. The bodies on the ground leading to the tiny sword underneath the rider gives good indication of this god-like creature's enormous scale. Lastly, the area I think can use some improvements is in the model work sheet. It is unclear if the rider is sitting on the creature or part of it. Instead, the work sheet should contain the creature(s) separate, and/or naked before any armor and accessories are to be placed on them. Accessories can be tackled separately with call-outs if the design becomes too complicated.

onaciaans - The overall design of the creature is solid. My only comment is that the image lacks sufficient scale cues to enhance the creature's enormous relative size. The ground and foreground allow for good opportunities to add relate-able objects, like cars, tanks, roads and such, so to create the illusion that the character is enormous relative to its surrounding. The model work sheet is solid and easy to work with and the thumbnail sketches have sufficient shape variety.

live2contage - The initial response I got when seeing this image is of a titan possibly fit for the God of War universe. After studying the image further, I noticed areas that where improvements can be made. For one thing, the scene can use a bit of atmospheric perspective to push the god further back. Also, the dirigible that is cropped on the top left edge is forming a tangent and distracts from the main subject. And finally, the foreground character also wasn't necessary in my opinion because it competes against the god for attention. A solution could be to replace the person with an ocean vessel that is being pulled away from the camera - just an idea. Aside from that, the workflow sketches are really beautiful and the model sheet easy to work with.

masterkey - The execution of this image has near flawless production quality. The theme however didn't quite have god-like qualities and felt more like a mortal character who can summon dragons. That alone made it a bit less worthy of the god status in terms of theme. Ultimately, this piece is so well done that it deserves a spot in my top ten list.

mumuumuuu - The design in this image is original and the subject certainly feels god-like. The design of the tech has a nice 1980s style to it, almost in the realm of retro scifi minus the over saturated colors. Proportionally though, the head to body ratio is divided too evenly in my opinion and makes the design feel repetitive and predictable. As for the model sheet, the connections between the pieces feel stuck together or somewhat vague. Lastly, be mindful of tangents in the composition. There are quite a few awkward areas like where the bottom tip of the character lines up with the edge of the frame, or where the floating asteroids and ships are near or cropped too closely to the border.

yigitkoroglu - Doom-like and hellish. The lighting and color palette are appropriate and well balanced in this piece and there's good use of atmospheric perspective. In regards to the composition I actually prefer the bottom left comp from the workflow sheet, because the framing of the subject is subtle and not as harsh as the one in the final piece. The chains on the right side can be pushed back with fog and curved out at the bottom to create a natural frame that conforms with the subject's silhouette. In terms of color palette, the character can use more variation in hue and contrast in its extremities. The tentacles are somewhat repetitive in design and can use some silhouette breaks by either adding smaller spikes or suction cups towards the tips, and perhaps even skin pigmentation. It's important to have the limbs or extremities read well in games where the characters take up little screen real estate.

Tt2010 - This piece overall is well executed but can use a more magical effects to bind all the components together. As it is now, the animals are levitating and feel like individual pieces rather than a whole unit, bound by magic. The main character also appear more sorcerer like than a god. In addition, there is a disconnect between the workflow sheet and the final illustration. The workflow sheet contain sketches of an elemental creature whereas the final piece a human character. It would've been nice to see the in between progress that morphed the elemental character idea into the human.

Claus Yu - The God of Sound is definitely a different approach from the norm. I like the fact that the design features obvious musical instruments to sell the idea that it's sound related, and 'obvious' usually works well in video games because the majority of players do not care for subtle nuances. The arms in the front seem to be split in two and it's confusing to tell which one belongs to which part of the body, left or right side. A no-no in this piece is the hands lining up to the top of the frame, and perspective on the city portion needs some work. It also would've been nice to see more thumbnails showing the different ideas the artist went through before reaching this final design.

Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette

Dehong He -


Comments:
wangxiaoyu12_23 (leewiart) - The character design is simply awesome and interesting. It's very inspiring, I could imagine lots of interesting stories from this character. Great composition, lighting, atmospheric and rendering. It's a powerful work.

onaciaans (cgland) - A very unique dragon design, this artwork has wonderful composition and powerful mood rendered, this artist's ability of controlling mood is outstanding. There are tons of details to make whole battle scene lively .he just bring us to a truly fierce war.

x_tiger (leewiart) - Infinite power come out from this artwork, giant creature with horrific looking is growling to you ,and tentacles are attacking you from everywhere, you have nowhere to run!!! what a nightmare!!! Great composition and mood, and massive details, x_tiger described an ultimate war with his strong skills.

KaranaK (Arttalk.ru Render.ru CGTantra.com) - Simply stunning work! The heavy machine's appearance combines classical and modern elements, makes it look like very reliable and powerful. This heavy machine combines classic and modern looking. The structure design is amazing , perspective is perfect, nice rendering and clear details. Alexey did an excellent work.

masterkey (cgsociety) - Grate style and concept which are very different from those of other artworks, this one is much more peaceful. It seems that the inner peace infects and releases to everyone in that chaos world. Yin and Yang of tai chi are perfectly described by dark dragon and white dragon, what a smart idea, and the goddness is also cute and beautiful.

Claus Yu (gameartisans) - This is cool, great idea and great rendering. It is the Perfect combination of art and music. it will be really cool if someone make a musical action game with your idea.

wangrongrong (leewiart) - Gorgeous and epic scene with nice color and lighting, it is a little bit overload with details that are not related with main character, so that the point is not so clear. But it's still a brilliant drawing.

firelu1982 (leewiart) - The death mood in this painting is very well, great shape and details.

BaronImpossible (cgsociety) - Very interesting design! I'm wondering how he tortures those prisoners in that sphere. It's inspiring work.

Sergey Lesiuk (Arttalk.ru Render.ru CGTantra.com) - Great scene with nice mood and atmospheric, even though the creature design is simple. But this is also the reason that yours is different with the rest entries that have tons of details. Clear conception and great artwork.

Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
Branko Bistriovic - branko.cgsociety.org
BaronImpossible KageRott Le$hiY marat-ars yigitkoroglu Omen D3 northern_song suburbbum kaktuzlime Wreckonning Tt2010 masterkey live2contage BaronImpossible wangxiaoyu12_23 mumuumuuu rkddbxo shiyao4414 cheolseung yigitkoroglu
Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
Sparth - Lead concept artist at 343Industries on Halo 4 - www.sparth.com
storm-1986 david.zhou georgeguo KageRott wangrongrong BaronImpossible minki123ha Wreckonning Gorislav Marishka onaciaans BaronImpossible Sergey Lesiuk wangrongrong masterkey Claus Yu Dimas-CH maomaoandegg tooDee wangxiaoyu12_23
Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette

Bruno Velazquez - Lead game animator at Sony computer entertainment Santa Monica

jchristo - Very creative use of cameras and lighting.  It was an interesting and dynamic way to introduce a character and it left me wanting to find out more about what was going to happen next. Well done!
 
Terryliu - I didn't just like this because of the homage to Kratos, it had great animation and camera work.  The sense of power and destruction is really well represented.
 
vtc1213 - I had a good laugh with this one.  This was a great way to sell the personality of the character - not to mention it was really well animated too.
 
Yarmolik - I really liked the use of heavy contrast and good silhouette work.  It was an interesting use of models and special effects.
 
Arizin - An awesome way to reveal a god of nature. The way it blended in with the background was very cool.  I kinda lost a little interest with so much text however.

rhdndeodhkd - I could not tell what god this one was supposed to represent.  I feel the animation was solid but the monster lacked personality like the other entries. jchristo Yarmolik arizin Gatecrasher Blackheart squall787 QTAJ zerotion rhdndeodhkd Anna_Bot jchristo terryliu yctc1213 Yarmolik arizin rhdndeodhkd

Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette

Charles Tinney - Animator - Robot Entertainment - http://chazamation.com

Comments:
jchristo
a. This animation is great. Your actions are clear and the staging and composition helps to define the character.

b. I really only have an issue with the beginning up to frame 142. The reason is because my interpretation of all of the action the character does until that frame is from a weak character, in contrast to how he is displayed in the rest of the animation as strong and commanding.

c. When the character “wakes” at the beginning of the animation he looks in two directions; the first almost directly at the camera and then screen right. I feel like you could lose the first look entirely. Have him move from one pose to one other pose rather than have three head poses. The transitions from head pose to head pose are really fast, again this gives me the perception of a weaker character. If you slowed them up and toned them down I would feel more confident of this characters power. Less movement would leave me feeling like I’ve witnessed a stronger character. This is really important when I see the eyes fluctuating, though ever so slightly, they are constantly moving. A stronger character would have a gaze; an unfaltering solid stare. I think the same could be said about the camera in this first shot, it is moving a lot too. If you toned that down as well and gave us a solid firm position for the camera this would all help to sell the power that this character commands. You might also think to move the camera angle down and give us a slight up shot to show a subtle sense of power.

d. The 2nd shot, frame 81-142 the character is very agile in his movements, almost as if he has no weight. You could hold the contact positions longer, have the feet and hands stay on the ground longer when he jumps forward. Here with weight I believe would be good symbolism for power.

e. On frame 267 the character is in anticipation for another hands high pose. This pose is hard to read for its silhouette value, distance the character is away from the camera, and the camera movement. What I think would help is moving the screen right arm out, mirroring the screen left pose. I know they say in animation school no “W” posing, but I think moving the arm out would only help legibility here. On 297 when we see the character again through foreground arms, I think he should still have both arms raised to help sell that he is still summoning creatures.

f. The screen left arm on frame 390 is blocking the character’s face and slowly moves out of the way, you could probably drop the arm to a different pose and keep the spacing of it moving slowly/evenly back to the pose on frame 415. Though on frame 415 I would move this elbow out a bit so the hand isn’t pointing directly at the camera and the silhouette is clear.

g. Same frame 390, I can’t tell where the bicep ends and the forearm begins on the screen right arm. You could drop the elbow down so there’s a bend there and better silhouette.

h. Again good job, and congratulations!

terryliu
a. I think this is a really great piece that displays the attributes (devastation, destruction, annihilation, death) of the god of War very well. I like how you show all of the action from a distance and then the final shot is a close up of the character. Though, I think this could have worked better if at frame 502 you didn’t cut to a close up, but used a medium shot instead, building up to the final close up shot. I also feel like this cut on action (the head turn) happens a little too late, as if there’s a lag in the cut. The head turns and seems to stop turning; then there’s the cut. When we have the new camera shot, his head is still turning, and then finishes turning again. It’s like you have the action occurring twice here, and could be fixed easily by cutting earlier.

b. The skeleton/undead guy walk cycle at the very beginning of the shot feels like everything (leg key poses, arm key poses, body key poses) are all hitting at the same time, and would come off a bit better if the these extremes were overlapping.

c. When the god first comes down into the screen at frame 54-60, the chains coming out and obliterating the undead, and the camera pushing forward all seem to be the same timing. (There may be 1 or 2 frames difference but it feels the same.) Like clockwork or metronome the action happens at regular beats. You could vary this up so it feels more naturally paced and to give more rhythm to your animation. Hit the anticipation to the chain kill, and hold it there pushing it into a further extreme…hold it longer and…..NOW attack. The anticipation here is so small and does nothing to really build up for the coming attack.

d. After the camera push is finished around frame 96 the character starts shaking his head and looking upward. I would love to see an anticipation for this action, just a quick squashing down before he starts to rear back. The spacing when the character begins to uncurl his back is very linear and could use a fast out of an anticipation and a soft accent into your final pose. The head shakes themselves seem okay, but the last two have very hard up accents; having those back-to-back makes it look poppy and unnatural. When the character starts his action of rearing back, it would also be good to give the arms a stronger action and more powerful pose; like he’s really whipping them out and flexing his muscle. At the end of this shot the character looks screen left and brings his swords closer to one another. It would be great to see a grunt, snort or some sort of I’m ready to fight behavior to show a bit of the personality of the character.

e. On frame 131 you cut to wide shot of the character and start an anticipation to an attack. I think it would work better if in the previous shot the character starts the anticipation, and then you have a cut on action and finish the anticipation in the wider shot. That way you have a visual motivation for a cut. Not that it’s hard to follow, but it would help these actions read more clearly. Also, this anticipation pose could be pushed much more and held longer. On frame 142 is your most legible silhouette for this anticipation, and that’s just seems to be an inbetween pose. I think a bigger build up with this anticipation (and a clearer more defined silhouette) would help this entire action sequence. Which is awesome action. The build up to it needs to contrast the action. As your anticipation goes the opposite way showing the audience that something is about to happen, if you have a fast/intense action, you need to draw the slow points before it out as much as you can. It helps with the change of pace by going from cold to hot, rather than cool to warm. It would add some great contrast and texture to your animation. Which feels very repetitive and one speed; an even rhythm.

f. During the action sequence before the camera move, the timing of the actions seems the same (before frame 250). You could keep the timing and vary the spacing on some of this action, or vary the timing of some of the actions; making some shorter and others longer.

g. When the character starts to spin attack on frame 347 the arm and chains are parallel to the horizon line, which is parallel to the camera line. I’d break up this parallel here with attack starting down and working diagonally up as he spins 360. You can have the guys fly across the screen diagonally too, which will help sell that line of action and break up the parallel lines. Same with the spin that starts at frame 423.

h. When the character is airborne at frame 441, the frame looks like it’s literally holding and not changing. You can push this more and have it slow in or have even spacing moving the hold to an even more exaggerated pose. Overlapping the action on some of the arms and legs would help keep the character alive here too.

i. Before the character flies off at the end of the animation, on frame 542 you start your first of two anticipations. The first where the arms are up and the character is stretched out. The second on frame 555 when the character squashes/kneels down and the wings fly up. The first anticipation is held longer than the second. I think it would be better to hold the second anticipation longer than the first. The character flies out of screen so quickly, and moves through the 2nd anticipation so quickly that I hardly have a time to read what just happened. (Though I know when the shot changes). But my mind is playing catch up. You have the character go UUUUUPPPPPPPP, down, UP. I feel like a stronger more legible way would be UP UP DOwn down down down down down down UP! The 2nd pose is the stronger of the two anticipation and is underutilized. You could also have the character go down, then have the wings come up. This would give the wings their own screen time for a beat or two, and then fly out. Make it known that the character is about to use his wings.

j. Overall great work! I think your silhouettes and timing and spacing, rhythm and texture needs some work.

Yarmolik
a. I really like this, but it is weird in a very cool way. Although I’m confused by it, I watch it over and over again to try and see what’s going on.

b. Around frame 350 the character slides in from off screen right. It’s not very clear to me if he’s being dragged in by the white orb, or if he’s sliding to a stop because he ran there. I just don’t know that’s going on. It seems like that pose could be stronger too, to help convey what’s happening.

c. The overall animation style is very cool, lots of holds and then fast actions. The action that feels weird to me is when the character starts to land around frame 517. He moves really fast to that in the air held pose, but then moves really slow out of it to a landing animation. He looks like he lunges back slowly and awkwardly during that movement. It seems intentional because afterward he jumps off really fast. I think it would work if you kept the same fast – slow – fast – slow action.

d. This is a very abstract animation, and I like that!

yctc1213
a. I think this is a funny and well done piece of animation, and a nice use of one camera shot as to not over complicate things. There isn’t anything glaring wrong about this but the concept seems a bit flat for an introduction to a god. The god character seems confused that he was awakened or released from his prison. Maybe he should come down and intentionally kill the human (rip in half or something) instead of accidentally (I see it as an accident becomes he never looks at the character on his foot) squashing him. It’s good, but the tone seems like flat comedy which is not the expectation for god of evil.

b. I also had to watch it a few times before I got that the nexus was even opening at all, much less coming from where the sword was withdrawn.

c. The animation is good, but the concept is teetering on comedic and serious, and I wish you had chosen one or the other.

arizin
a. This is good, though I think the awakening part would come off a bit better if it was an entire army walking over him rather than just some random guy that happens to sit on him.

b. There’s a jump cut on frame 274 that I’m not sure is necessary. You have a lot of camera shots that could have probably worked better placed elsewhere such as a close up of the leg/arms coming out of the ground or a midshot/closeup of the torso face area of the god. Maybe at the end the god could have gotten right up to the human face to face, and we could see a close up of that; akin to the aliens movie where the alien is face to face with sigoureny weaver.

c. I like the idea and concept, but you could have pushed it to be bigger and grander in scale. Good animation.

rhdndeodhkd
a. Good work. All of the dissolves add a bit of mystery.

b. The first dissolves happens over about 5-6 frames and feels really abrupt.

c. During this first shot the screen left arms starts moving before anything else. So with the abrupt dissolve I only have a fraction of a second to orient myself and see the character’s face, and then his arm starts moving and my eyes dart to look at that. I would leave his arm relatively motionless that way I have time to focus on the face of the character and start to take in who this person is and what’s going on in the scene.

d. In the second shot there’s more of the same type of distraction; the moving orb/light above the character. It’s moving really fast and my eye wants to keep darting back and forth between that and the character. I also feel like you could have held this shot a bit longer and panned down some more.

e. In the third shot the spacing of the poses seems even when the character is rearing back in anticipation of the punch. I’m not even sure why he’s punching the ground, is it to fire himself up to break out? Could that punch been better serving attacking the pole he’s attached to? None of the poses feel strong or have good silhouette value when he’s pulling with his screen right arm at the chain. It seems like his center of balance is off too when he starts to stand up and his screen left leg is still behind him. That leg should come out and balance him more so he can tug more firmly at his bindings. Then when he’s giving his greatest tug you dissolve to the next shot of him standing there. I feel kind of left out, I saw him struggle but I don’t get to see his victory. I don’t think this cross dissolve works well here; you’re cross dissolving on an action and it gets disorienting when fading that action in with another shot. I think a cut to black and then fade in to the next shot would work more clearly.

f. When you finally dissolve into the next shot on frame 395, you start moving the character immediately. So I don’t even get to read where we’ve dissolved to and what has happened. If I pause it, I see that he’s standing there, the skull pole is broken, and he’s no longer chained. But if I play I have only a few frames to read all of that information. It passes by too quickly.

g. When the character is hanging and leaping in the air you’re moving from one pose on frame 410 to another frame 424 very linearly (even spacing). Breaking the action up by overlapping the different parts (torso, legs, arms) from each other and modifying the spacing would help turn a mundane movement into a purposeful one.

h. After the character punches the ground around frame 450, you move the screen right arm at the same time as the screen right leg, the action of the arm is blocking the action of the leg. You need to separate these actions out so, 1) they aren’t happening at the same time, 2) one isn’t literally blocking the view of the other.

i. One frame 516-517 you cut/dissolve again. I think this should just be a cut, because you’re not necessarily showing a long passage of time. I also think the cut comes too late. It should happen around 494, the action here motivates the cut to the top down shot. Hit the cut with the action so the camera helps tell the story of the character.

j. The staging of the shot that begins at frame 516 doesn’t work with your previous shot. In the previous shot the character is in the middle of the frame, thus that’s where my eye is looking. In the next shot he’s on the left hand side of the screen, and his face is in the upper left. You should keep the character positioned (relatively) in the same spot shot to shot, so my eyes don’t have to dart around trying to find the character.

k. The last action when the character swipes the screen is cool. When he starts swiping on frame 633 I’d move the screen left arm down some so it’s not overlapping and sharing the same screen space as the swiping arm.

l. Overall I felt that this character could have broken from his bondage at any moment; I wish you played up the restraints more and possibly added a guard or two. Good work. jchristo HypA Yarmolik Gatecrasher QTAJ squall787 Bartok Rustam Blackheart rhdndeodhkd jchristo terryliu Yarmolik yctc1213 arizin rhdndeodhkd

Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
Luis San Juan Pallares - Senior TD - the Mill London - www.luis-sanjuan.com
squall787 Gatecrasher Yarmolik jchristo arizin Bartok QTAJ Rustam shen_slg rhdndeodhkd Yarmolik arizin jchristo yctc1213 terryliu rhdndeodhkd
Bogdanbl4 Velkin JFletcher valley jdstyles hanguny Aldarius TD ArunaPrius Moring Sephiroth SU-Hyun Park Jips Puckducker Bruno Camara [mad-one] yanbo2k1 valley Baj Singh jaroldsng alouette
Zach Volker - Animation Lead - Infinity Ward

Lu Wei Vincent - Animation leader at Shanghai Eyou Digital

Comments:
Yarmolik (3dtotal) - Nice cohesion of shots and sharp contrasts between light and shade area appropriately represent character's appearance for its dark and violence. The silhouette is handled very well!

rhdndeodhkd (cgland) - Just like the devil escape and go up to sky, and he will start his war of vengeance.
The duration is not long so that I still feel attached to this excellent work. It would be more perfect if with more details.

terryliu (leewiart) - Bloody slaughter is the best explanation about the character's personality. The animation and explosion are both cool!!!

yctc1213 (leewiart) - The character's motion coordination is best in this group. While it is a little pity that there is hardly any dark and violence.

arizin (cgland) - It is a shocking appearance, but gives too many back shots. And composition is not dark enough.

Yarmolik Gatecrasher squall787 shkrebko_ivan Blackheart rhdndeodhkd zerotion Bartok Rustam jchristo jchristo Yarmolik rhdndeodhkd terryliu yctc1213 arizin

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GatecrasherYarmolik squall787 jchristo arizin Bartok QTAJ shen_slgshkrebko_ivan zerotion yctc1213 terryliu jchristo arizin Yarmolik rhdndeodhkd