Polo De'Marco Magazine Issue No.23 | Page 65

Being a successful artist in the games industry means having expert knowledge in one or more specific areas of art development such as animation, concept art, lighting or character modeling to name a few and in order to reach that level you need to have professional level knowledge of some high-end and complex software programs. It also helps to have a technical approach to art as well as a visual one. Being an Art Director for so many years meant that I had to have that level of knowledge in all areas. It was my knowledge of those various software packages that allowed me to develop my own art style and process after I left the games industry. With game development it is all about technical limitations but once those restrictions were removed I was able to create a process that uses several different software programs that are traditionally used for highend games and movie effects in unique ways to create my fine art pieces. Q7. You have worked with some of the high-profiled companies such as Lucas Film, Dreamworks, Tolkien, and Marvel Entertainment. Working with these companies - what did you learn from them and how did you apply it to your art? That is an interesting question. The projects that I did with them involved working on existing IP’s with established visual requirements so for the most part, artistically I was already bound to an existing art direction. You would probably never see a giant 2-headed flying dragon with a Scottish accent in the Star Wars Universe. Those projects presented their own challenges which I really enjoyed but in the context of my personal art, what I really got out of those experiences was more on the technical side of things. When working on game art you are always in a mode of finding ways of pushing technology so you can in turn develop more complex art. It was finding ways of pushing the technology that I found applies to my fine art. Q8. You took a year to contemplate your artist direction. Why did it take so long? And when it comes to your art - what were you originally thinking? It took quite a while to develop my process. The main reason is that ultimately I just needed it to evolve on its own into whatever it was going to be. When I started I knew that I wanted to develop a process that involved the software that I had used for so many years. I knew there was untapped potential to combine the programs in ways that no one else was really doing, but I didn’t know exactly how I was going to do that. There was a lot of trial and error in discovering how certain elements complimented each other or not. There were a lot of instances where I tried various methods only to find out that from a technical standpoint the programs would not work together in that way. There July 2020 Polo De’Marco