Grand Space Opera The Book

Grand Space Opera Sponsors

• Boxx Technologies

• PNY Technologies

• Softimage

• Discreet


• The Gnomon Workshop

• Ballistic Publishing

• Luxology

• Pixologic

• Corel

• Ballistic Publishing

• Turbo Squid

• Digital Tutors


Images will be judged on originality, storytelling, how well it conveys either a sense of awe and scale or action, technical process.

Images need to be imaginative and loosely based on the theme. We're not interested in giving absolute guidelines to work with, we're interested in seeing original works of art that suits your vision.

Titles are important. Titles and short (less than 100 words) descriptions do have a significant influence on how images are remembered and appreciated. Although judging does not include Titles and Descriptions they can be powerful influences.

Grand Space Opera Judging Method

Phase 1: Public Voting/Scoring
Outcome: 15 shortlisted entries in each category (30 total)

Phase 2: Internal Judging
Use shortlisted entries, the internal judging will be weighted accordingly
50% - Jury scoring
25% - Public scoring (phase 1) weight
25% - Community interaction scoring (how well each shortlisted challenger interacted with the community, gave information about their work and helped others, how early they started submitting work in progress)

Outcome: Winners. All shortlisted entries are included in the Honourable Mentions.

To be eligible for prizes, all shortlisted contestants must provide detailed Making Of's within 1 month of the initial announcement.

Note: Scores from judging will not be made public.

Panel of Judges (preliminary)

  Stephan Martiniere
Stephan Martiniere is an internationally renowned Science Fiction and Fantasy artist. He is the recipient of numerous awards including a silver and a gold "Spectrum" Award, 2 Master and an Excellence “Expose” Award. Stephan has worked in animation, video games, theme parks and book covers. He is also an accomplished concept artist who has worked on movies such as I Robot, Star Wars Episodes 2 & 3, virus, red planet, sphere, and the time machine. As a visual design director for Cyan, Stephan was also responsible for creating and overseeing the look of the game URU, ages beyond myst its two expansion packs and upcoming title. Stephan is currently the visual design director for Midway games in Chicago.
  Iain McCaig
Iain is an internationally recognized and award-winning artist, and one of the motion picture industry’s leading conceptual designers He has worked on numerous films, including Peter Pan, and Harry Potter and the Goblet of Fire. Most recently, Iain was one of the principal designers on Star Wars Episode One, Star Wars Episode Two, and Star Wars Episode Three in which his work includes the landmark designs for Queen Amidala and Darth Maul. As a concept designer, screenwriter, director and illustrator, Iain’s talents have led him to numerous projects including The Face, his directorial debut in 1998. In 2001 he wrote and designed his first CG feature film, The Pied Piper for Imax/Mainframe. Iain is an internationally recognized illustrator, and he has taught drawing and storytelling for over twenty years.
  Syd Mead
The term "Visual Futurist" may well have been coined to describe Syd Mead, a man for whom reality is the future to which he delights in giving us all a sneak preview. From his earliest assignments at the Advanced Styling Studio of Ford Motor company immediately after graduation from Art Center, Syd‚s innate sense of design, coupled with his extraordinary ability to render futuristic scenarios with such realism that the viewer is prone not to question "If" the subject matter exists, but rather "Where". His recognizable style soon became highly sought after by major corporations around the world leading to the formation of Syd Mead Inc. in 1970 to service such diverse clients as Philips, Disney, US Steel, Sony and every major motion picture studio in Hollywood, most notably on the movie "Blade Runner".
  Philip Straub
Currently employed by Electronic Arts as Senior Concept Artist, Philip Straub has been working as in illustrator/concept artist in the entertainment industry for over 10 years. He is currently represented by 3 galleries across the United States and has a thriving licensing business. Philip's luminous and meticulously detailed digital and traditional oil paintings have classical influences but are purely based on the fantastic. He has illustrated over 30 children's books, created concept art, paintings, and 3D content for more then 12 CD Rom and console games, and published multiple digital art tutorial books. Philip has been a featured artist numerous times in several publications including; The Society of Illustrators NY and Los Angeles Annuals, Spectrum Fantasy Annuals, Expose' digital fine art book, and on dozens of digital art websites and forums. A partial list of clients include: Scholastic, John Wiley and Sons, Fantasy Magazine, Universal Studios, Cendant, Fisher Price, Mattel, Utne Reader, RJ Reynolds, Bonner and Co, Big Tuna Trading and Mercer Mayer, McGraw-Hill, Simon and Schuster, Harper Collins, TSR, Random House, Draft Worldwide, Ballistic Media, Golden Books, Harper Festival, Electronic Arts, and Nickelodeon.

Feng Zhu
Feng studied industrial design at the Art Center College of Design. He has since then worked on a diverse array of projects, including video games, TV commericals, film design and amusement park rides. Clients include Lucasfilm, Disney, Blur Studio, Electronic Arts, GT Interactive, Origin Systems, Microsoft, Film Roman, Universal, Warner Brothers and Sierra. For Lucasfilm, Zhu focused on new environments, and hard-surface designs including vehicles, droids and props for Star Wars: Episode III.


More judges to be announced...

Search CGSociety Site
Subscribe to Newsletter