A new way to bypass the pitching process

How did you go about recruiting artists?

Leviathan Still

Artists worked on the trailer as a "semi-favour"

But you can't really complain. I'd love to pay everyone top dollar and run it properly, but I put it together the only way I could with the money I had available.

What timescale did you work to?

I kinda started on the idea in 2009-ish and have been dipping in and out of it at various points since. I did a batch of design work at the tail end of 2010/start of 2011 which included the main creature design.

It's been sitting on my shelf daring me to make it come alive since then. Shaming me. So about a year ago I committed to working on the teaser full-time till I got it done or ran out of money, whichever came first.

How did you design the creature?

Leviathan Still

Jordu Schell worked on the design of the creature

I started with some references and sketches to guide the look and feel. I did 2D storyboards for the teaser and assembled them into an animatic pretty early on. The initial idea of the story and world came together really fast.

I reached out to Jordu Schell to design the creature. We'd met generally and I loved his work so was looking for something to work with him on for a while.

When this came together he was the first person I called to design the creature. Jordu is someone I can give a vague brief or a loose sketch then just let him loose and he'll always deliver something amazing.

How much of a perfectionist were you?

I've always had to work with major limitations (usually financial) so a big part of the process is to try to get to somewhere that works in the fewest iterations possible so I'm not pissing away people's money and time.

I love the design process though so I could spend forever doing this, down to the last rivet. It's never really finished – you just have to reach a cutoff point where it's good enough to work with. Like, there's no point adding more detail here because the camera will never get that close – that sort of thing.

So I guess you could say I'm not a perfectionist. I'm a "good-enoughist". You have to remain pragmatic.

Next: Getting hands-on with CG...

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