• CGSociety :: Production Focus
    By Paul Hellard
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    Stephan Martiniere needs no introduction to most people familiar with our industry. As well as being an interesting personality, Stephan can reel off a long list of TV shows, movies, rides and books he has worked on, and now he is in charge of the concept crew doing several projects with Midway Games.

    Stephan was asked how a working day was at Midway. He has no complaints, living here in Chicago for a little more than two years now. “It’s a great city, there are a lot of amazing architectural works by Louis Sullivan and Frank Lloyd Wright; I love it!” he exclaims. “I am still doing book covers on a regular basis as well as concepts for film and animation."

    "‘Quantum Scapes,’ my second art book, was released last December. I am doing more presentations both for Midway and the art community at large and a Midway concept art book will be released in July with a lot of very cool artwork from Stranglehold and many other games.”

    Martiniere began at Midway Games a little over two years ago as the visual design director for ‘Stranglehold’. His role was to put together and supervise a concept team to create the look for the project. Working closely with the art director and all the leads, their brief was to shepherd the vision through the production pipeline.

    “Several months ago the concept team and I shifted gears,” he continues. “I moved to the position of creative visual director. I will continue to be involved with ‘Stranglehold’ until its completion.” The concept team are now also providing concepts and visual guidance for several other Midway games currently in production.”

    The first step for the team was to come up with a look for the game. Environments, characters and objects are visual tools and can be used to enhance the story and convey many different emotions. “It was very important to me to create visuals that would affect a viewer’s perceptions and feelings,” says Stephan.

    “The game had to feel very cinematic. Brian Eddy, our executive producer, gave me “visual carte blanche” from the very start. I cannot thank him enough for that. It allowed me, the art director Jason Kaehler and the teams to push the envelope.”

    The Unreal Engine was very promising and opened up some great possibilities. Tapping into some existing visual material from John Woo’s cult classic “Hard Boiled,” Martiniere wanted to create a unique visual palette for each environment. “My environment concept team consisted of some very talented artists including Jung Park, Tae young Choi, Angie Lai and Bruno Werneck,” says Stephan.

    The team would usually do one or two initial concepts for an area to set the mood for the team and with the help of their art researcher Michaelene Zawacki, they would gather references and start to explore different visual possibilities.
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  • One of the first challenges for the Midway team was to choose, create or re-create unusual and compelling environments in Hong Kong and Chicago. They wanted a player to walk in, stop and say, “Whoa! I had no idea such a place existed.”

    Stephan shows Tai-O as a good example. “This place is based on various existing slum areas and floating cities around Hong Kong,” he describes.

    “Each of the existing areas is already unusual by itself but we took all of the various elements and created an exciting environment filled with flotillas of taxi boats, cargo ships, red sail junks, intricate canyons and decrepit stilt houses.”

    Another challenge was to give each place its own unique mood and color signature. “I felt that as the drama unfolded and built up, these distinctive artistic ingredients would help pace the story and enhance its emotional content,” Martiniere continues. “Another challenge was the game-play."

    "I had to be mindful of the scale and composition of these places as well as of the choice of the distinctive objects in them like great statues, exotic boats or dramatic dinosaur skeletons. These places had to be fun and exciting for massive destruction and offer great game-play.”

    “What appealed to me was the idea of pushing realism to a stylistic edge. The characters were key ingredients of the game. Like in the films ‘Sin City’ and ‘Dick Tracy.’ I wanted the characters, especially the gangsters, to be larger than life,” Stephan describes.

    “I wanted them to express a strong emotional and visual narrative. The use of distinct shapes, unique and exaggerated features and certain colors combined with the way all of these elements are composed on a face, body or even a group of characters creates unique identities.

    I would sit down with our senior character concept artist Vince Proce and explore different looks. We pushed the process one step further by creating highly detailed concepts for each face by using and manipulating high-resolution photos from Midway’s own library. This proved to be extremely efficient.

    The concept team was also able to provide and assist in gathering photo references needed for each character outfit, prop and weapon.”

    “When we first started exploring ideas for various locations one of the first visuals that popped into my mind was the floating city I had visited during my time in Hong Kong,” says Stephan. “I kept a vivid memory of that place and how I felt being driven around all these flotillas in a taxi boat. “

    “Another clear memory I kept was the amount of neon signs and the bamboo scaffoldings being used for construction everywhere. We found all the references in books and the Internet but having been there with visuals, sound and smell surrounding me gave a keener sense of the place. “

    The environment concepts made their way to the design team first. The designers roughly built each environment in 3D to establish the scale and organization needed for game-play.
    Screen shots of the block-outs were then taken and a new pass of each concept was done. Using the initial concepts as our visual references we would paint over these “block-outs” to establish and refine the mood, light and specific materials and populate the scene with all of the necessary elements. The new concept/paint-overs and style guides then made their way to the art team where Jarod Pranno, Marc Salha, Kurt Williams, Suzana Kilic and the rest of the art team would start assembling and lighting the levels. Similarly, the character package would make its way to the character, rigging and animation teams. The second phase of the process was for me to work hand in hand with the Art Director, Jason Kaehler. We would supervise and assist each lead to maintain the artistic vision throughout the process.”
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  • In the beginning, Stephan found himself involved with the cinematic department by doing storyboards for the initial cut scenes and working closely with the cinematic director Marty Stoltz. John Woo became heavily involved very rapidly at the script and story-board level which cleared Stephan’s already very full plate and allowed him to concentrate more on the visual supervision with Jason Kaehler.

    The idea of having a visual design director and heavily using concept art from the start was a new process for Midway. “I also assisted the UI department and marketing group to ensure a visual consistency for the project,” explains Stephan. “The concept team and I had to be very responsive and adaptable to the ever-shifting needs of the project. As we were learning the improvements and limitations of the Unreal Engine, I also learned to be very flexible and to shift gears visually to accommodate the process.“

    “Nothing was ever set in stone. Everyone was discovering new ways to resolve problems; new tools were constantly created that allowed us to adapt and improve the game. Sometimes new concepts were necessary, and old ones discarded. It’s a very organic process and very challenging. It’s team-work. What we all realized is having a clear vision supported by a solid team improves the workflow but also makes a substantial impact in the overall cost.”
     
    Lok is one of Stephan’ favorite in the game. His character is iconic, powerful, and believable, with memorable and unique features. “The process was straightforward,” says Stephan, “I would sit down with Vince, our senior character concept artist, and discuss the idea behind the character, figuring out what could be cool as well as its role and importance in the story. Vince would come up with a series of sketches and we would narrow it down until we had a concept that we felt was strong.

    The second step would be adding full color to define the palette and style of the character and its outfit. It was important to make sure that the character fitted the overall color palette of the environment. It’s not always easy, as often these characters were in different locations, each one with its own color palette. The trick is to come up with something that works everywhere. We would then create highly detailed concepts for the faces using the technique mentioned above and provide all necessary references for the outfits.

    The concepts were then sent to our two character artist gurus, Victor Lopez and Keith Beu.” The face concepts were then directly projected onto the 3D model using Maya and Deep Paint 3D to create the color map. Then the model was taken into ZBrush for the normal map, using a combination of gross sculpting and the plug-in Zmapper to bring out the finer details such as pores. The specular map was created using the color map in Photoshop.


    Stephan Martiniere
    Midway Games
    Stranglehold
    EXPOSÉ 4 Grand Master


    Discuss this article on CGTalk

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    Stephan Martiniere has the experience to give out great advice, and there are a lot of people who would like to ask him. “For an aspiring concept artist, a solid foundation in classic art is a must,” he begins. “Art disciplines such as perspective, anatomy and painting are essential. Understanding color, light and composition is really important. These skills are as important to an aspiring concept artist as they are to an artist interested in the modeling and lighting aspects of games. For a concept artist, Photoshop is becoming a must. Painter is also a nice addition.

    Knowing 3D software such as 3ds Max, Maya, ZBrush or Mudbox can be a great help. Even simpler programs such as SketchUp, Bryce or Poser can make a difference in productivity. It’s a very competitive world out there, the more you know the better, but it’s also very important to not spread yourself too wide. I see a lot of students who have knowledge in a lot of disciplines but have only scratched the surface of each one. You will have a better chance to get work by being strong in few areas than being average in many. Next-Gen games are also more demanding. The technical and artistic bar has been raised one notch and the industry will require people with stronger skills.

    The way you create your portfolio and how you approach a company is also key. The first thing I always say to beginners is, ‘Know your industry.’ Once you have a good idea of what your interests are, be familiar with the type of games each company makes and tailor your portfolio accordingly. Have several portfolios if necessary. Put one online. Show the art directors and leads what they want to see. Show them you understand the process. Show your strengths, not your weaknesses. Put your best work up front.”
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