• CGNetworks Artist Profile
    The Art of James Clyne
    James Clyne, July 21 2004
    Edited by Lisa Thurston

    From sweeping vistas of the Washington City of the future, and futuristic jet pack designs, to visualizations of the ancient ‘Trojan Horse’ the Greeks gifted to Troy, CGNetworks is proud to present the art of James Clyne. We asked Clyne about his role as a concept designer and the transition this domain is experiencing today from the traditional to the digital realm.

    James Clyne began his career designing environments and developing characters for game companies such as Sega, Activision, and EA. He has also done conceptual design for movies like Fear and Loathing in Las Vegas, Minority Report, A.I., Troy, and the upcoming Polar Express. Clyne is currently in Los Angeles and working on James Cameron’s next feature film project.

    CGN: How would you describe your visual style? What do you personally like to design?
    It’s a tough question regarding my own personal visual style. I only say this because I find myself constantly attempting to visualize a new style or a new way of approaching fresh ideas. I think it has a little to do with my attention span, or I should say lack thereof. I find myself getting bored with one approach. For example, starting with oil painting and, seized by fresh inspiration, jumping into pastels. An alternative approach I might use is to visualizing by deriving images from historical events. Personally, I love exploring architecture and environmental design. In particular, I like structures (natural or man-made) on a mammoth or larger-than-life scale. It may have something to do with how man can find himself often dwarfed by his own creations. I also enjoy researching a certain cultural aesthetic and then twisting the look just slightly, taking the look into new territory, while retaining enough of the original idea so the viewer can relate to the content.

    CGN: What is your workflow when approaching a project or piece? Is it an entirely digital process or do you first sketch then scan into computer?
    Currently, I scan a line drawing or doodle into the computer and finish it off in Photoshop. Rarely do I attempt a digital painting straight from the computer. While working on various film projects, though, I have been asked to do set extensions or digitally matte in sky or architecture directly from a digital location photo.

    CGN: What sort of tools do you use?
    Photoshop is the primary software tool I use. For working in the field of film production, I find it the most applicable. It offers the greatest range and freedom for the creation of conceptual sets, props and costume design. Hardware-wise, I’m still toying around on Macs. I just can’t help myself when I see such beautiful product design. Sounds a little too much like function following form, but what can a designer do? I rarely use markers or pen anymore. I typically just sketch out a ruff with a Sharpie Ultra Fine Point pen and jump right into the computer.

    CGN: What are your sources of inspiration? Where do you draw ideas from? What influences do you have?
    Where do I start? I apologize for being so vague, but everything inspires me. From Piranesi’s architectural etchings to a photo of raw meat, I seem to find inspiration anywhere. Inspiration, for me, comes from simply paying attention to the world around me. Whether that means walking down 5th avenue in New York city, or opening a book on the Egyptian drawings of David Roberts, it’s all worthy. A large and eclectic library of music, world history, and a wide range of mind altering pharmaceuticals (just kidding), also play a big part in my approach to design.

    Who is James Clyne? (source)

    Born in San Francisco, James Clyne and spent much of his time as a kid indoors doodling and drawing. The Star Wars movies and stories of J. R. R. Tolkien influenced his fascination with sci-fi and his drawings of everything from futuristic spaceships to dark and imaginary environments.

    Drawn outdoors on to the Southern Californian beaches as a young teenager, when his family moved south, Clyne spent hours surfing. However, unable to ignore his gift with illustration, Clyne enrolled in Fine Art at the University of California at Santa Barbara. He attended the Art Center College of Design as an Industrial Design student majoring in transportation design, product design, and entertainment design.

    Clyne also earned a Bachelor of Science with honors in 1996 after which he began his professional career designing creatures, characters, and environments for gaming companies such as Sega, Activision, and Pulse Entertainment. Clyne began consulting as a concept artist for special effects houses such as Digital Domain and Rhythm and Hues, providing conceptual designs for clients including Nike, Disney and Intel.

    Since 1998, Clyne has been working in feature films, which he enjoys immensely. He relishes the challenge of translating a script into visual elements and enjoys the collaboration and variety of work he experiences in the industry

    Clyne's early work in film began with Terry Gilliam's Fear and Loathing in Las Vegas. Soon to follow were Instinct, Titan A.E., Mission to Mars, Galaxy Quest and Mystery Men for which he provided the conceptual designs for environments, sets, props, matte paintings, and vehicles. All of this work was created with sketches, gouache paintings, and marker renderings, using the computer only minimally. His later work on Steven Spielberg's A.I. – Artificial Intelligence and Minority Report was rendered completely in Photoshop. He has been designing almost exclusively with the computer since, using a scanner to combine sketching, painting, texture mapping and image compositing in Photoshop.


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  • Departure, Nobles and royalty are always the first to board the transcontinental wormtrain when the city is in danger.

    James Clyne - Artist Profile continued...

    The Art of James Clyne

    New Thailand (right – click for larger image)
    A traveler in his hoverballoon drifts overhead as sunbathers frolic in the aqua blue saltwaters of some far off Earth-like planet. Looming high above are several massive water-retaining plants. They sit atop columnar land formations with sand-covered foundations. This image went through many design variations, beginning with very architectural and structural elements before evolving into more organic and sculptural forms. The final thumbnail sketch was scanned into the computer and used as an underlay. It was important to me that I try to replicate traditional painting brushstrokes using the Custom brush tool in Photoshop while allowing the underlying sketch to peek through. Compositionally, I wanted to create several points of interest within one cohesive layout, allowing the viewer to experience multiple scenarios.

    A Possible Wrong Turn? (below – click for larger image)
    This transpolar intercontinental racing vehicle was designed with multiple booms and arms enabling it to maneuver and brake with precision and flexibility. Its joints allow it the unique ability to contort and twist into variable positions making it extremely maneuverable. Since I have a natural tendency to draw loosely with a lot of gesture, I wanted to force myself to tighten up and be accountable for every surface and edge. This image was scanned into the computer then rendered completely in Photoshop. Typically I prefer to work in a little bit looser manner, but because of the subject matter, I chose to go for a more ‘automotive’ clean finish.

    Click to enlarge 'A Possible Wrong Turn?'

    Click to enlarge 'New Thailand'

    Click to enlarge 'Washington D. C. 2040'
    Click to enlarge 'Structure'

    Washington D.C. 2040 (above – click for larger image)
    This image was one of the earlier concepts done for Steven Spielberg’s Minority Report. The idea was that forty years in the future, development across the Potomac River would boom into a sprawling metropolis. This particular layout started with a pre-vis volumetric 3D model composed of primitive boxes. After importing the file into Photoshop, I proceeded to design and render directly on top of the layout. The concept is that every square inch of rooftop space would employ ‘green’ technologies such as park development and pollution filtration systems.

    Structure (left – click for larger image)
    This image is from the perspective of a traveler who is discovering this lost city for the first time.

    Reactor(below - click for larger image)
    This was an eleventh hour concept done for the film Galaxy Quest depicting the “Omega 13”.

    Click to enlarge 'Reactor'

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  • Park, a rendering created for the underwater sequence in the film A.I.

    James Clyne - Artist Profile continued...

    The Move to Digital

    CGN: What do you think of the move art is making to the digital medium? Do you produce most of your current work digitally or still sometimes work traditionally?

    That’s a thought-provoking question. I think the birth of the digital medium as a tool for producing art is both a blessing and a curse. As a commercial artist, it has certainly made my execution faster and more efficient. The medium is now malleable, able to edit and transform itself on the fly. Traditionally, if the client wanted a change to a painting or drawing, the artist would basically have to start over. Now with painting or sculpting software, changes can be made during the process. Furthermore, multiple images can be produced from one idea. On the flip side, I see the importance of having a traditional art foundation in education and also see this gradually being diminished and forgotten.


    The Gnomon DVDs

    CGN: Tell us about the Gnomon DVDs that you are currently producing. What are we expecting to see, and who are the DVDs for?

    I just finished two instructional DVDs that focus on conceptualizing and rendering cinematic environments. It’s a great way to see how a digital rendering is constructed from thumbnail sketch to final presentation level rendering. It’s also a wonderful way to see how an artist tackles his/her process of design. Several influential artists have been involved and I’m exited to learn new techniques and process from them.

    City Layout(top - click for larger image)
    One of several digital conceptual renderings for a futuristic Washington DC for Minority Report.

    Fly By(middle left - click for larger image)
    A shot depicting a hovercraft and Precrime officers on patrol in the city of Washington DC 2040 done for the film Minority Report.

    Jet Pack(middle right - click for larger image)
    Costume design for the Precrime Jet Packs for the film Minority Report.

    Trans(bottom - click for larger image)
    Architectural designs for Minority Report. This shot was done for the purpose of explaining the relationship between vertical traffic flow and its integration into the building designs.


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    Click to enlarge 'City Layout'Click to enlarge 'Fly By'Click to enlarge 'Jet Pack'Click to enlarge 'Trans'
  • New Thailand, by James Clyne.
    James Clyne - Artist Profile continued...


    Pulp
    (above - click for larger image)
    This was some personal work done as a homage to the pulp
    paperback covers of the 50s and 60s that I admire tremendously.

    Wall Horse (top - click for larger image)
    This digital rendering was completed for the film Troy. Rendered
    exclusively in Photoshop, this image depicts the Trojan soldiers
    pulling the Trojan horse through the city gates.


    Related Links

    James Clyne's website
    Techniques of James Clyne DVDs (vol 1) (vol 2)
    Concept Design(Belker, H., Burg, S., Clyne, J. Coerner, M., Page, N., Pugh, N., Robertson, S., 2003, published by Design Studio Press)

    Images by James Clyne
    Words edited by Lisa Thurston

    The Future

    What’s next? Clyne is still looking forward to the challenges and discoveries that new projects bring. He also hopes to find time to complete a feature length ‘zombie’ script he is currently writing. While the computer is indispensable tool in his professional work, Clyne looks forward getting back into projects where he can indulge his passion for oil painting.

    CGN: Where do you see yourself in five years? What are your visions and goals?

    In five years I hope to be the megalomaniac oil tycoon I’ve dreamed of becoming since I was a little boy! If not that, I guess I can say, as a designer, I hope to be valued more for my ideas and less for my technical skills. I want to be in a position that involves the brainstorming behind new and creative ventures, whether that be the medium of film, game, writing, or fine art.

    CGN: What advice would you give to those with high aspirations, starting a career in art/design?

    An education in industrial design gave me a solid foundation in art and design. It also taught me the value of model construction, product manufacturing, and form language amongst others. I would also say that it’s worth putting together a portfolio that is as diverse as possible, meaning not just designs of space creatures and missile firing robots. When you present a portfolio to a potential client, illustrated environments from history and contemporary times demonstrate your visual range.

    As a concept artist who visualized icons such as the ‘Washington of the future’ in Minority Report and more recently the ‘Trojan Horse’ in Troy, how well do you find your concepts translating through production/modeling to the big screen in the way you intended?

    The amount of influence my designs have over the final products certainly does vary. Some work I’ve created is executed just like my design. Sometimes, more often than not, the work comes out a bit distorted or bland, or simply wrong, but that's how production works – through many degrees of separation. However, it must be said that through the advance in technologies, more often our work has the ability to be translated through fewer hands and therefore the end result is becoming more like our initial designs. I have the opportunity to work directly with the model builders (both CG and practical) more and more these days.


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    Click to enlarge 'Wall Horse'Click to enlarge 'Pulp'

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