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A walk-through of the collaborative look-dev process I went through with my artist, Emilie Vaccarini, for the Factory, the second stage in Gobsmax City.

After the first stage in Gobsmax City was completed, Emilie
After the first stage in Gobsmax City was completed, Emilie and I had found our stride working together. This was her first sketch for the factory. It was great: very much in line with what I was looking for, and something I could work with.
My paint-over comments were multi-layered. Here's the first.
My paint-over comments were multi-layered. Here's the first.
I hid the midground to make a paint-over for the changes I w
I hid the midground to make a paint-over for the changes I wanted in the background.
She made those changes and sent it back. She did exactly wha
She made those changes and sent it back. She did exactly what I had asked for, but once I saw it, I realized it was too cramped. She agreed.
The next iteration was great: less heavy, less cramped, more
The next iteration was great: less heavy, less cramped, more airy. But it still needed something to move the eye through the composition.
I took a turn at lightly reworking the image and added a wis
I took a turn at lightly reworking the image and added a wisp of steam running through it. I presented this as AD-approved to the team. We got a lot of positive feedback, and moved to the next phase, color.
Emilie's first pass on the color comp was good.
Emilie's first pass on the color comp was good.
But I liked the idea of more color continuity in the backgro
But I liked the idea of more color continuity in the background, so I made some tweaks and asked her to take a stab at the final draft.
She knocked it out of the park.
She knocked it out of the park.
I made a few minor tweaks and it was all done.
I made a few minor tweaks and it was all done.