The ArtStation Masterclasses 2 – Games Edition is coming up quickly! This is your opportunity to learn from superstar artists in the gaming industry from wherever you are in the world. Register before it’s too late! Early bird pricing ends July 2nd.
Inspired by the unforgettable creatures that slithered their way through many classic sci-fi thrillers, Dominic Qwek spent countless hours in his youth filling notebooks with drawings of nightmarish creatures. This passion led him to an art career spanning over a decade where he would work in the games, film and collectibles industry for companies like Blizzard Entertainment and Guerrilla Games. He has since contributed to franchises such as Killzone 2, Starcraft 2, Hearthstone, World of Warcraft and Overwatch. He is now at Bonfire Studios working on a new IP.
Masterclass – Creature Sculpting
Dominic will share his process for creating a creature bust using Zbrush, Keyshot, and Photoshop. The course will begin by going over the design process and demonstrate how to block out and evolve a design in 3D. Dominic will then detail the sculpt in multiple stages and provide insight on the various techniques used in each stage. Lastly, he will show how to use Keyshot and Photoshop to create a final render for presentation.
What inspired you to follow a career as an artist?
What was one of the biggest challenge you faced working in the games industry?
Adaptability and versatility. Being able to learn new skills is crucial especially in team environments. I’ve had to completely switch roles to see projects to completion. I’ve also dabbled in various disciplines such as compositing, 3d asset creation, lighting, FX, and collectibles. Thinking back, that work experience definitely helped me grow as an artist.
What are some problems or mistakes you often see beginners make when designing creatures?
The most common one is a lack of anatomical knowledge. Anatomy is unbiased, you can look at anatomy and determine if it is flawed or not. The next one is more subjective and it’s design. A good design may appeal to some but not others. To me, a good design has a few key factors. It aspires to be unique, even when not much really is anymore. It should evoke a reaction or an emotion, making it memorable. The last factor is more intangible and the most subjective. A good design will have, for lack of a better word, flavor. To me, flavor is when an aesthetic component of a design stands out and hits you like a ton of bricks, yet you keep coming back for more.