Parched by Sebastian Gromann
Please describe what you do.
I am a Concept Designer working in the entertainment industry. After graduating from the University Of Applied Sciences in Berlin, Germany, majoring in Game Design, I started working fulltime as a freelancer.
My dayjob is basically to help my clients realize their vision and find strong visual solutions for their requests.
What are some of the projects you have worked on / clients or studios you’ve worked with?
I've been collaborating with KARAKTER Design Studio in Berlin, Germany, for almost four years now. Together with the amazing team I contributed various designs and concepts for several AAA-Titles over the last few years. I'm pretty excited to share these works once the games are up for sale.
Out Of Sight by Sebastian Gromann
Whose work (both past and present) do you really admire and why?
The beauty of art in general is its diversity. It offers endless possibilities to express emotions and stories. I personally find work I admire for a particular reason nearly every day, which makes it hard to nail it down to an individual.
Two of the traditional painters I look up quite frequently are Richard Schmid, whose landscapes are mesmerizing since every brushstroke feels vivid, and on the other hand there is John McCartin, who paints amazing cows ;) No seriously, check out his work, if you haven't already and see some beautifully captured light.
In terms of digital artists there are even more I admire. These days I look a lot at James Clyne, Steven Messing, Dylan Cole and Maciej Kuciara.
The Hubert Case by Sebastian Gromann
What do you like to do away from the computer?
I love to do sports in order to balance the thinking driven work day with physical exercises.
For me it's especially helpful to mark the ending of a project with physical effort, since it's a great way exploit the retained energy and open up for fresh inspirations and the next job.
- Bokar by Sebastian Gromann
Is there something you are currently working on, or are excited about starting, that you can tell us about?
Nowadays I can't wait to get home and continue to work on my personal project Big Five.
It basically takes place in Africa in the early middles ages. It's not an African middle age you might know and rather shows you a hidden, fictional era - which could have actually been real!
I want to trigger the viewers' curiosity and make them want to explore more of that scenario, which feels oddly familiar in some cases but offers strong, novel adventures at the same time.
I already published bits of Big Five's visual ingredients, but there's still so much stuff to discover.
What I love about having a personal project like this is it offers you the possibility to constantly apply all your new skills, from creative writing, to keyframing and concepting a visual language.
I'm not 100% sure about the projects end result, yet, but until then I‘ll keep pushing and exploring the vast world of Big Five.
- Farmland Concept by Sebastian Gromann
Can you tell us a little about Big Five - Farmland Concept (above)
This is one of the concepts I did for the farmland inside the main castle of Big Five. I created a map beforehand to showcase the placement of the different areas.
One of the first things I do, is to give myself a briefing which sets the most important visual constrains – like this one for instance:
"The farmland is the foundation of the feudal system. Fields are provided to peasants from their noble lords and have been obliged to harvest duties. The climate allows the growing of many different plants. In most cases the riverside is used to grow rice. The small-scaled fields are used for cotton, grain and banana plants.
Because space to grow food is the most valuable resource for these peasants, they build wooden bases above the fields. These wooden ways shape the look of the farmland and enable citizens to travel even after heavy rain."
The next step is to sketch out some thumbnails for the final concept, concentrating on capturing the mood and offering space to show some design ideas.
After that I gather some references again and roughly build the scene in Modo.
It gives me the opportunity to design it properly and make sure that the peasants do have enough room to walk and to do their daily tasks like lifting up those barrels.
Then I adjust the light, place some basic colors and textures in 3D.
The last steps do happen in Photoshop, where I throw in textures and brushstrokes to break up the geometric look. I also look back to my notes, moodboard, briefing or previous sketches to convey as much visual information as possible. The finishing touches afterwards help to settle down the movement of the eye and make it appealing to look at.
- The Raid by Sebastian Gromann