• A concept artist breathes life into the visions of the writer before they can be brought to the big screen. Few movies rely as heavily on their concept artists as the Star Wars series that is famous for being a ‘lived-in universe’. Working as the Concept Design Supervisor on Star Wars Episode II and now Episode III, and as a Senior Art Director at ILM, Ryan Church is at the forefront of film visualization. In Episode III, the emphasis on animatics has meant that he has helped visualize the entire movie, right down to color palettes and mood.

    EXPOSÉ 2 Grand Master
    Ryan was recently awarded with the prestigious title of Grand Master for EXPOSÉ 2, the premiere annual art book for the computer graphic arts industry. The Grand Master title is bestowed upon an artist exhibiting outstanding skill and contribution to the advancement of digital art. An internationally-acclaimed jury voted and selected Ryan Church for this honor.

    “I'd like to deeply thank the judges for choosing me as the Grand Master for EXPOSÉ 2,” expresses Ryan Church. “The pages of EXPOSÉ are filled with great ideas expertly conveyed - it's an honor and a real pleasure for my work to share space with them. I'm honored and excited to have been chosen Grand Master of EXPOSÉ 2. It's a thrill for my work to share its pages with so many other expressions of hard work and original thinking. It's very satisfying to be associated with a collection of artwork such as EXPOSÉ, that celebrates such creativity and expertise, and shows that there are still so many great ideas out there waiting to be realized.”

    Building a concept artist
    Like many talented artists, Ryan Church started his art career at a very young age (4-5 years old). With direction from his father, an industrial designer, Church developed his drawing and painting skills by copying images from dinosaur and spaceship books, and illustrating scenes from movies. “It really helped that my father was, and still is, an Industrial Designer”, explains Church. “His enthusiasm and ability to show me illustrating techniques really allowed me to grow as a designer early on.”

    Church honed his abilities at Art Center where he learned as much from fellow classmates as he did from the instructors. Church graduated in winter 1997 and immediately started at Walt Disney Imagineering, working on blue-sky concepts for future theme parks and freelancing at Universal Studios. Five months later he started as a concept designer on a digital feature in production at ILM. Moving from Southern to Northern California, he worked in the Digital Features department, commuting to teach Entertainment Design at Art Center.

    Lucasfilm / Industrial Light & Magic
    After two years working on various Digital Feature projects, Church moved into the position of Concept Design Supervisor that he holds to this day. “I started working on Episode 2 in December 2001”, he explains, “providing backgrounds and rough matte paintings for the detailed animatics that were created for that film”.

    From there, Church’s roles expanded and he contributed designs for vehicles, droids, architecture, and environments presented as sketches, sketch paintings and finished production illustrations. “In addition to my 'wrist' work”, adds Church, “I would also go down to ILM and art direct the CG models, matte paintings, miniatures, and final shots that they were generating for the film. My biggest contribution was to the overall look and designs featured in the last third of the film. It was a real pleasure to see shots featuring my designs for large-wheeled droids and armored walking tanks as they fought each other onscreen.”

    'A concept artist breathes life
    into the visions of the writer
    before they can be brought to
    the big screen'


    Images: Geonosis Arena Exterior Battle Scene - Star Wars Episode II, Lucasfilm (Page Header), Portrait of Ryan Church (Top) Rendering Matte Vehicles DVD, The Gnomon Workshop (Above)

  • Visual style
    Church describes his visual style as coming from a desire to be able to rapidly but accurately portray his design: “I love paintings that convey a lot of action and motion and depth; paintings that pull the viewer in and allow them to participate. Composition is key, leading the viewer's eyes across and into a painting while implying drama. I tend to like illustrations where detail is indicated rather than completely resolved, giving a very accurate but still fresh and painterly result.”

    Church’s artistic progression started with drawing and sketching. He then got into painting, using mainly gouache and acrylic. “All through school and early in my professional career I honed my traditional media skills and learned different rendering techniques”, he explains. “By the time I started working, computers were getting faster and cheaper and it soon got to the point that the benefits of digital illustration far outweighed the negatives in the work environment (even for personal projects).”

    Church’s style is also driven by the demands of his work environment: “Most of my work these days is done fairly loose and very quickly, which is dictated by my tastes and by the requirements of my daily job. I definitely like to differentiate the design of the 'object' (3D) from the design of the 'illustration' or 'shot' (2D). You can have a great design portrayed in a boring or sterile way and you can do a beautiful painting of the most mundane subject. The absolute best case comes when you have a great painting of a great design, that's what I constantly strive for.”

    'The absolute best case comes
    when you have a great painting
    of a great design, that's what I constantly strive for'

    Images from Star Wars Episode II
  • Inspiration
    Church’s personal inspiration comes mostly from his childhood experiences: “I think I must be a bit less impressed by things these days. When you're young, you're so easily impressed! When I'm faced with a particularly challenging assignment, I think back to a movie I watched or a toy I played with or something I saw in a museum that affected me and I try to distill and capture my impression of that experience. A great part of my job is that I'm designing and painting scenes and objects I've had in my head since I was a kid.”

    Church believes that in order to get inspired for a project you just have to keep your mind fertilized with stuff you're into. “My favorite subject matter continues to be portraying aircraft in their natural habitat, as varied and beautiful as that can be. Other than that, I'm not really too picky: industrial design, architecture, and the natural environment are all things I love to design and render. Dramatic and exciting 'filmic' moments are a lot of fun to come up with; you have to be pretty creative to illustrate movement, drama and mood in a still 2D image. Of course the most fun comes from the most freedom. My favorite part of any job is coming up with something new and fresh; a variation or concept that nobody has ever seen or thought of before. It's great to be able to create like that and share it with others through an illustration. I consider myself a designer first and illustrator second, and artist a distant third. Being able to create something and render it from any angle as an exciting image is a joy.”

    Church’s interest in aircraft, industrial and automotive design, and natural forms help his designs 'make sense' and exist in some sort of reality. “Vehicles are my primary interest as a designer”, he explains, “but film production design mainly deals with environments and architecture which are great subject matter for any illustration. My earliest, most powerful inspirations were the designs of Syd Mead, Joe Johnson and Ralph McQuarrie. I got to know their work early and it just kind of seeped in. This industry wouldn't be what it is today without them.”

    The digital medium
    Though he honed his artistic skills in traditional media, Church currently does almost all of his artwork digitally: “I do keep a sketchbook though and I'd love to get back into traditional media for personal projects (when there's more time!). For me digital artwork is faster and much more flexible and allows you to be far more experimental with illustrations. You almost never have to fight the media like you do with traditional paintings. Sitting at a fast computer with a large monitor and a large tablet running a good program is as close as I've ever gotten to the seamless transmission of my mind's idea to the page.”

    Church admits that digital media does have its drawbacks: “I doubt the computer will ever have the ability or finesse to truly capture some of the specific joys of traditional painting: the feel of brush on canvas, stuff like that. Printing and display technology can't quite generate a permanent and substantial finished product yet, compared to a nicely framed large oil painting. But a different kind of joy comes from the ability to so quickly and limitlessly create on the computer.”

    “It's really important to remember that a computer is just another tool for creating images”, adds Church. “It won't help you be a better painter, although it can get you there quicker. Drawing and painting skills are learned through tons of practice. A knowledge of perspective, composition, color, and material indication are essential for any artist no matter what tools they use.”


    Blimpcity (Bottom Right): “This personal piece is an example of a typical 'establishing shot' type of painting that is meant to show off a designed environment. Putting a vehicle in there adds some context and serves as a center of interest. I guess it's kind of the point of the painting, too. It's getting tougher to come up with fresh concepts for cityscapes, so in this case I started with the idea of 'upside down architecture' and ran with it which results in a fresh if not very realistic idea. It's suitable for a movie reality and it's an environment with plenty of built in dramatic potential. It's definitely an idea I intend to explore more fully in future illustrations.”


  • Preparing for the industry
    Church is passionate about the industry he is a part of: “This is a great industry to be in. It continues to grow and reward those with talent and good ideas. One of the great things about it is that it's so competitive, with so many great ways to do things and create images. The advice I always give is to practice all the time, learn the fundamentals, and recognize your bad habits or weaknesses and try and address them as soon as possible. There's so much great artwork out there it's easy to judge your skill level.”

    Church also emphasizes the importance of artists doing what they love and presenting only their best work: “The quality of work an artist presents is extremely important. I can scan a 20-page portfolio in about 15 seconds and I can tell everything I need to know about the skill level, creativity and professionalism of the designer. The work either grabs me or it doesn't; it's either fresh or it isn't. There's no amount of hand waving or excuses that can help or hinder the artwork once it's presented. The lesson is to present your best work, be professional but persistent, and always draw or paint what you love because it shows.”

    Sharing the experience: Gnomon DVDs
    With his talent and experience, Church is often called upon to make presentations and teach his techniques: “I get a lot of emails that ask how I work. I have done many short demos for classes and presentations, but the best way to reach a larger audience is via DVD; the format allows me to take my time and show subject-specific techniques.”

    Church in conjunction with The Gnomon Workshop will release a series of five training DVDs in January 2004. Each of the DVDs will have two hours of real-time demonstration and discussion of techniques that Church developed and uses on the job on a daily basis, from setting up the digital workspace to design, composition, perspective, drama, and everything else that goes into the creation of a production illustration. “The lessons show how to bring traditional skills to the computer as well as lots of methods to exploit the tremendous advantages of working digitally”, adds Church. “They are for anyone who wants to learn the way I work and to gain insight into the process.” [CGN]

    Related Links 
    Ryan Church
    Ballistic Publishing
    The Gnomon Workshop
    Discuss this article on CGTalk.com >>
    Words: Daniel Wade and Ryan Church
    Images: Ryan Church and Lucasfilm


      

    Balloon Battle (Top & Above Detail): “This painting brings a couple of designs together into a single illustration. It's kind of a typical layered 1-point perspective composition where there are a lot of elements that lead your eye from right to left 'into' the painting and then back around. I try to develop compositions that are directional and dramatic, but then the hard part is to keep from just leading the viewer's eyes right off the page.”

    Cowboys: (Bottom Left) “A scene where two cowboys battle a possessed demon train monster, and that about sums this one up. I wanted to try something that didn't rely on a lot of depth to be dramatic, and to pick something different from a design and illustration standpoint.”


blog comments powered by Disqus

The Society

The CGSociety is the most respected and accessible global organization for creative digital artists. The CGS supports artists at every level by offering a range of services to connect, inform, educate and promote digital artists worldwide

Contact | Privacy | Advertising | About CGS