d'artiste Authors
Character Modeling 3  |   Character Modeling 2  | Character Modeling  |   Concept Art   |  Digital Painting   |  Digital Painting 2 | Matte Painting
d’artiste CHARACTER MODELING 3 Authors
Cesar Dacol Jr. Cesar Dacol Jr.
Cesar Dacol Jr. has worked in the film industry for nearly 20 years, starting his career in the makeup effects industry and transitioning to CG in the mid 90s. With a background in anatomy and traditional sculpting, he has worked as Lead and Modeling Supervisor, contributing to feature films such as ‘Journey to the Center of the Earth 3D’, ‘300’, ‘Barnyard’ and ‘Fantastic Four’. Cesar worked as Character Modeler and Technical Director at CORE Film Productions for ‘The Wild’ and served a three-year term as Adjunct Professor in Advanced Polygonal Character Modeling at Sheridan College. He is a beta team member for Pixologic’s ZBrush, and an instructor for CGSociety’s CGWorkshops.

Jan-Bart van Beek Jan-Bart van Beek
Jan-Bart van Beek is Art Director at Guerrilla Games where he is responsible for the overall quality of art and animation on titles such as the ‘Killzone’ franchise. Originally a photography student at the Royal Academy of Fine Arts in The Hague, Jan-Bart soon turned to computer graphics software to enhance his work. After graduation, he applied his knowledge as a CG artist in the field of advertising. His ambition to create something more enduring eventually led him to join Guerrilla, where he quickly became the lead artist on the first ‘Killzone’ title for PlayStation 2.

Jan-Bart van Beek Giovanni Nakpil
Giovanni Nakpil grew up in the Philippines being greatly influenced by sci-fi, horror and anime. He moved to Canada with his family in his teens and studied Computer Graphics at Seneca College where he began his interest in all things CG. Giovanni currently works for Industrial Light and Magic as a digital artist, creating creatures for films such as ‘Pirates of the Caribbean 2’, ‘War of the Worlds’ and ‘The Spiderwick Chronicles’. His most recent work can be seen in ‘Star Trek’ in which he was the creature model supervisor.

d’artiste CHARACTER MODELING 2 Authors
Kevin Lanning Kevin Lanning
Kevin started creating art at a very early age drawing and sculpting. He received a half-ride scholarship at the Art Institute of Dallas graduating with a Degree in Computer Animation. Thanks to online exposure Kevin received commission work including character art for several commercials. This led to his discovery by Epic Games where he was hired as a full-time artist to create art assets for their next-gen game technology Unreal Engine 3. For the past four years Kevin has been working as a Character and Creature Modeler at Epic Games. His most recent work can be seen in Epic’s blockbuster hit for the Xbox 360, ‘Gears of War’.

Timur Baysal Timur Baysal
Timur started to work with computers at age 14 and taught himself modeling and rendering. He started his VFX career in the U.S. with Station X Studios in 1998. He then worked in several visual effects houses in the roles of animation director, head of R&D, lead animator, 3D animator and character animator among others. His feature film credits include: ‘Syriana’, ‘Reeker’, ‘The Dust Factory’, ‘Gothika’, ‘Spy Kids 2: Island of Lost Dreams’, ‘Impostor’, ‘Megiddo: The Omega Code 2’, ‘Dracula 2000’, ‘Battlefield Earth’ and ‘Dogma’. Looking for a change, Timur moved to the realm of developing 3D tools with pmG, creators of the rendering and animation environment messiah:Studio.

Zack Petroc Zack Petroc
Zack Petroc has a Bachelor of Fine Arts degree from the Cleveland Institute of Art with a major in Sculpture and dual minor in Drawing and Digital Media. Additionally, he studied anatomy at Case School of Medicine and figure sculpture in Florence, Italy. Zack uses his strong design background as the foundation for both his traditional and digital work. Zack is currently working as a freelance Art Director and Concept Designer for feature film and games. He is also a member of the Art Director’s Guild Technology Committee and author of several training DVDs from The Gnomon Workshop.

d’artiste CHARACTER MODELING Authors
Alp Altiner Francisco A. Cortina
Francisco Cortina worked on the film ‘Aeon Flux’ at Digital Domain in Venice, CA. His digital career began soon after earning his Bachelor of Fine Arts degree at the Maryland Institute of Art. He joined the Japanese video game giant Square USA, where he worked on several game titles such as ‘Parasite Eve’ and ‘Final Fantasy IX’, the animated feature film ‘Final Fantasy: The Spirits Within’ and the animated short ‘Animatrix: Final Flight of the Osiris’. After his tenure at Square, Francisco joined Dreamworks Feature Animation as a Technical Director, working in their Modeling, Character Technical Directing and Lighting departments.

Alp Altiner Pascal Blanché
Pascal Blanché is Art Director at one of the world’s biggest gaming companies, Ubisoft Canada based in Montreal. His most recent game project was ‘Myst IV: Revelation’, the fourth in the cult adventure game series. Pascal started on the path towards a career in art/ design for games at the Art School of Luminy, Marseille. Following art school, he freelanced for TILT magazine, an early video games magazine and then worked in modeling, concept art, texturing, lighting and animation for various French gaming companies.

Alp Altiner Steven Stahlberg
Steven Stahlberg is a cofounder of Optidigit, now partnered with VisualXtreme to form Androidblues, The Virtual Talent Studio. Steven is the head of 3D animation and art director of Androidblues in addition to being an artist, illustrator and animator. After completing his art studies in Sweden and Australia, Steven worked ten years as a freelance illustrator for leading advertising agencies and publications in Europe and Asia. Steven is internationally acknowledged as a world class digital artist and was the first artist in the world to have a virtual character sponsored by a major modeling agency (Elite) back in 1999.

d’artiste CONCEPT ART Authors
George Hull George Hull
George Hull is a film designer who worked on ‘Matrix Reloaded’ and ‘Matrix Revolutions’ as a conceptual illustrator and then Senior Visual Effects Art Director. George holds a BSA Degree in Industrial Design and started as a conceptual vehicle designer for Chrysler and Ford Motors before joining Lucasfilm’s ILM creative team in 1994 to become a Visual Effects Art Director. George’s work spans more than 16 films including: ‘V for Vendetta’, ‘Finding Nemo’, ‘Mission: Impossible’, ‘Constantine’, ‘Jurassic Park: The Lost World’, the special editions of ‘Star Wars’, ‘The Empire Strikes Back’, and ‘Return of the Jedi’, ‘Twister’, ‘Star Trek Generations’ and the Oscarwinning ‘Forest Gump’.

Andrew Jones Andrew Jones
Andrew Jones is the Creative Director of Massive Black, a high calibre outsourcing studio for the video game industry. Andrew’s vision has guided the visual direction of Nintendo’s AAA Metroid Prime franchise, and he has also worked on PC, console and handheld games. Andrew began his career working at Industrial Light and Magic. He has since gained recognition as a leader in the digital art field, is a co-founder of www.ConceptArt.org, and teaches conceptual art workshops around the world. Andrew’s current creative passion is airbrush bodypainting of naked models, circus performers and acrobats.

Nicolas Bouvier Nicolas Bouvier
Nicolas “Sparth” Bouvier has been an active artistic director and concept designer in the gaming industry since 1996. Born in France, he now lives in Dallas, Texas, where he is working for the company id Software. He admits a fascination for technological discoveries, space, all sorts of flying objects, as well as for everything connected to the depiction of the future. One of his great passions is contemporary architecture, where he applies principles in his own art, with an experimental and original approach. He also harbors a fascination for modern skyscrapers, although he admits that he wouldn’t be able to live too high above the ground himself.

Viktor Antonov Viktor Antonov
Viktor Antonov art-directed and did concept design for Valve’s acclaimed ‘Half-Life 2’. He holds a transportation design degree from Art Center College of Design, and has over 10 years of experience in the entertainment industry as a matte painter, conceptual designer, art director and production manager. He was a designer for the animation feature film ‘Renaissance’, a futuristic thriller which opened in March 2006, and did matte paining for the sci-fi series ‘Skyland’. Viktor recently founded the entertainment design studio The Building, in Paris France. He is currently working on an illustrated novel, ‘The Colony’, and is a visiting design instructor at the Baden-Wüerttemberg Film Academy.

d’artiste DIGITAL PAINTING Authors
Linda Bergkvist Linda Bergkvist
Linda Bergkvist is an awardwinning artist from Sweden whose digital paintings have been featured in both editions of EXPOSÉ. Linda won two master awards in EXPOSÉ 1 in the categories of Character in Repose 2D and Character in Action 2D and a Master award in EXPOSÉ 2 in the Fantasy category. Linda is as much a storyteller as an artist with an evocative illustration style featuring mystical settings and stunning characters. Though she studied English with the intention of becoming a teacher, Linda cut her studies short to work as an illustrator. Linda now spends her time as a comic book colorist, a part-time teacher of Photoshop at a local university, and as a freelancer.

Philip Straub Philip Straub
Philip Straub’s body of traditional and digital work spans more than 10 years and covers mediums such as children’s books, CDROMs, and console games. A conceptual illustrator at heart, his inspiration comes from the surreal worlds that play out in his mind like lucid daydreams. His illustrations that combine traditional media with 3D and 2D software have earned acclaim among art societies, digital art web sites, art publications and forums. Currently based in Florida, Philip is the senior concept artist at Electronic Arts where he recently finished work on the EA SPORTS BIG NFL Street franchise.

Rob Chang Rob Chang
Rob Chang was born in Taiwan in 1972, immigrating to the US in 1984. He has been drawing and painting pretty much all his life, first as a traditional artist and making the transition to digital two years ago. Rob started as a comic book creator/writer/ artist before getting involved in video games as a texture/ concept artist, then as an art director. He is currently a director at Optidigit, a CG animation studio headed by Steven Stahlberg where he writes, directs and art directs. Finally, Rob has also done work in independent film in the roles of writer, director of photography, and storyboard artist.

John Wallin John Wallin
Since his childhood in Sweden, John Wallin has been interested in drawing and painting. Though his painting career started in front of a computer, John intends to further his knowledge of traditional media. John has worked as a conceptual illustrator for game companies like Starbreeze Studios and Epic Games. He has also worked at post production companies as a matte painter and GFX artist on films such as Big Fish, Harry Potter and the Prisoner of Azkaban, and Alien vs Predator. After a year in London, John has returned to Sweden for a break and to work as a freelance illustrator.

d’artiste DIGITAL PAINTING 2 Authors
Daniel Dociu

Daniel Dociu
Daniel was born in Cluj, the capital of Transylvania, Romania. He studied art and architecture from an early age and got his Masters Degree in industrial design in 1982. For the following five years he worked as a product designer, then moved on to teaching composition, visual communication and drawing at the "Ion Andreescu" Fine Arts Academy in his home town. He left Romania in 1989 for Athens, Greece and moved to the US the following year. He was introduced to the interactive entertainment industry in 1993 and has since been working as an art director for Squaresoft, Zipper Interactive, and Electronic Arts. Currently he oversees visual development for NCsoft's North American projects, with particular focus on
Arenanet, a Seattle-based development studio.

Marta Dahlig Marta Dahlig
Marta is a widely published young artist from Poland, born in Warsaw in 1985. She has been drawing and painting with traditional media since her earliest childhood, moving onto the computer at the age of 16, which is when she became a freelance painter. First completing private commissions and commercial book illustrations, Marta is now working for Future Publishing, creating various painting tutorials for their ImagineFX magazine. Marta’s paintings feature bold characters in emotive and poetic settings, but what makes her style especially distinctive is the subtle symbolism found throughout all of her works.

Don Seegmiller Don Seegmiller
Don was born in Provo, Utah in the US and attended Brigham Young University graduating with a Bachelor of Fine Art in Graphic Design. His work has been displayed in major art galleries from England to Hawaii, and he has completed over 900 paintings held in many private and public collections. Don currently teaches senior level Illustration courses, traditional head painting, figure drawing, and digital painting for the Department of Visual Design at Brigham Young University and also teaches figure drawing at Utah Valley University. He was previously the art director at Saffire Corporation for six years and is also an acclaimed author in digital character design and painting with several books to his credit.

Mélanie Delon Mélanie Delon
Born in 1980, Mélanie studied History of Art at The Sorbonne University In Paris. She has always been fascinated by fantastic worlds and classical paintings, so tries to mix those two different subjects in her illustrations to create her own fantasy worlds. Mélanie currently works as a freelance illustrator for several publishing houses, magazines like ImagineFX, and game company Ubisoft. Her first art book ‘Elixir’ was recently published by Norma Editorial, and Mélanie is currently working on the second volume which will be released this year.

d’artiste MATTE PAINTING Authors
Alp Altiner Alp Altiner
Alp Altiner’s career as an artist started in Seattle where he grew up, working in print design for magazines, and multimedia projects. As a comic book artist, he worked for publishers such as Todd McFarlane, Image Comics, Top Cow Productions, DC and Marvel. He then worked as a conceptual artist for video game developers in both traditional and digital visual development. After receiving an offer from Digital Domain, he joined their Visual FX Studio in Venice California as a matte painter/concept artist. Since then, he has been working for film/tv and video game developers as a VFX artist specializing in 2D and 3D related visual FX work, including concept design, matte paintings, 3D modeling, texturing, and lighting.

Dylan Cole Dylan Cole
Dylan Cole is a leading matte painter and concept artist specializing in work for film, television, and video games. After graduating from UCLA with a degree in fine art, he took his painting skills to the computer. He got his start with a brief stint at Illusion Arts on ‘Time Machine’. Smaller jobs as a matte painter and concept artist led to him working at Rhythm and Hues on ‘Daredevil’. He then left his native California to go to New Zealand to be a senior matte painter on ‘Lord of the Rings: Return of the King’ for Weta. Cole returned to the US as Lead Matte Painter on ‘The Chronicles of Riddick’ for Rhythm and Hues where he transitioned to Visual Effects Art Director on ‘The Ring 2’.

Chris Stoski Chris Stoski
Chris Stoski has always had an interest in environment creation and design. He graduated from the School of Architecture at Washington State University with both a Bachelor of Architecture and a Bachelor of Science in Architecture and found a passion for computer graphic artwork through creating CG architectural renderings and computer animation classes. He moved into the film industry becoming the lead full-time Digital Matte Artist at Matte World Digital while also performing the duties of the in-house concept artist and art director. He began working as a Digital Matte Artist for Industrial Light and Magic where he has spent time working on ‘Star Wars Episode III: Revenge of the Sith’.

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