Post by OskyCMK on Dec 6, 2010 23:17:47 GMT -5
www.popimage.com/may00/interviews/vellutointer.html
In case you don't know. Sal drew the artwork for the first two Jet Moto games and the first two Twisted Metal games.
To cut to the chase here is the part discussing JM.
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Along with the comics industry, you also do Video Games, which market do you enjoy better (if you had to decide)?
I was hired to design characters, vehicles and environments for Sony Playstation's "Jet Moto" videogame. I was there from the inception of this particular franchise and worked on the first two versions of the game. The people working on this project wanted to experiment with a "traditional" comic book look and came knocking at my door, since one of them had been a fan of my early work for Marvel Comics.
I happen to be a great lover of production design, and when it comes to drawing racing vehicles, I have a hard time restraining my pencil from going a hundred miles an hour. So I accepted the challenge and went on producing all sort of concept art for exotic flying bullet bikes, riders uniforms resembling something between a Space Shuttle astronaut and a World War I fighter pilot. Racing Tracks which defy the laws of gravity and all the accouterments of extreme motorcycle racing taken to a further extreme. Jet Moto ended up being one of Playstation's most solid sellers. I understand that, for "Jet Moto 4", Sony hired the mythical Syd Mead to do the new vehicle designs. I have never felt better being turned down, for a project which I helped to originate.
Syd Mead not withstanding, I have had a chance of submitting new designs for "Jet Moto 5", "Twisted Metal 4" and a few other new videogame concepts. It is quite exhilarating to create characters or design objects for the world of video games. I have done something similar for motion picture proposals as well. All this body of work has forced me into a position of developing my abilities and competency, by observing, analyzing and experimenting in these parallel art fields.
Today I still feel much more comfortable in a comic book environment. There are still a lot of goals I would love to accomplish, a few opportunities that I'm looking forward to exploring and many more lessons that I'm yearning to learn, to make my work better.
In case you don't know. Sal drew the artwork for the first two Jet Moto games and the first two Twisted Metal games.
To cut to the chase here is the part discussing JM.
-------
Along with the comics industry, you also do Video Games, which market do you enjoy better (if you had to decide)?
I was hired to design characters, vehicles and environments for Sony Playstation's "Jet Moto" videogame. I was there from the inception of this particular franchise and worked on the first two versions of the game. The people working on this project wanted to experiment with a "traditional" comic book look and came knocking at my door, since one of them had been a fan of my early work for Marvel Comics.
I happen to be a great lover of production design, and when it comes to drawing racing vehicles, I have a hard time restraining my pencil from going a hundred miles an hour. So I accepted the challenge and went on producing all sort of concept art for exotic flying bullet bikes, riders uniforms resembling something between a Space Shuttle astronaut and a World War I fighter pilot. Racing Tracks which defy the laws of gravity and all the accouterments of extreme motorcycle racing taken to a further extreme. Jet Moto ended up being one of Playstation's most solid sellers. I understand that, for "Jet Moto 4", Sony hired the mythical Syd Mead to do the new vehicle designs. I have never felt better being turned down, for a project which I helped to originate.
Syd Mead not withstanding, I have had a chance of submitting new designs for "Jet Moto 5", "Twisted Metal 4" and a few other new videogame concepts. It is quite exhilarating to create characters or design objects for the world of video games. I have done something similar for motion picture proposals as well. All this body of work has forced me into a position of developing my abilities and competency, by observing, analyzing and experimenting in these parallel art fields.
Today I still feel much more comfortable in a comic book environment. There are still a lot of goals I would love to accomplish, a few opportunities that I'm looking forward to exploring and many more lessons that I'm yearning to learn, to make my work better.