Our Civilization V team at Firaxis just announced their latest expansion! I helped them out with concepting out the King.
Here's a link to the article on Kotaku:
http://kotaku.com/5990726/civilization-vs-newest-expansion-pack-will-take-you-to-a-brave-new-world
Friday, March 15, 2013
Tuesday, November 6, 2012
Civilians and soldiers
Throughout the project I was asked to provide a lot of faces for soldiers and civilians, which was probably one of my favorite things to do. Later on I figured out that zbrushing the heads was actually just as fast if not faster for me, and it made more sense for the pipeline because there was an actual 3D asset the modelers could use.
(Images Created by: Piero Macgowan for XCOM: Enemy Unknown. ©2012 Firaxis Games/Take Two Interactive)
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| You'll notice these portraits framed in some office levels :D |
Wednesday, October 24, 2012
The Ethereal
These are some of the concepts for the ultimate baddie in XCOM.
He is called the Ethereal, and is the most formidable alien you encounter in the game. I will not go into the story details here, but suffice to say, this guy's incredible psionic powers make him the ultimate adversary.
We wanted him to be graceful yet threatening. Regal yet full of malice. He does not need physical prowess to dominate you. His race has evolved beyond physical strength and into pure psionic death.
(Images Created by: Piero Macgowan for XCOM: Enemy Unknown. ©2012 Firaxis Games/Take Two Interactive)
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| Really, really early sketches of the Ethereal. These were part of the first artwork I did for XCOM. |
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| headpiece design sketches. |
XCOM soldiers and progression
Here's some concept work I did for the soldier progression in the game. Some of this is very early work, where we were focusing on the possibility of establishing soldier progression from rookie to veteran by displaying it visually though personality accessories and bits of swag or clothing. The needs of the game evolved, of course, and this meant a change into a kit-based system of snapping parts (final system not displayed here).
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| Level 2 armor |
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| First pass on level 3 armor |
Thursday, October 18, 2012
Original vision for XCOM:EU (2007-08)
What follows is a collection of images that I created back in 2007 and 2008, and were meant to support the vision we had back then. As you can see, xcom had a much more rural feel to it. This eventually changed to better serve the needs the game evolved into. Some of these images were intended to support the original gameplay concept video that Firaxis made back in early 2008. You can see that short movie by clicking on this text.
I was hired a couple of months before anyone even started to work on the movie, so I had some time to explore the aesthetic. Art director Greg Foertsch asked me to establish and focus on the mood. The old XCOM from '94 had a very creepy rural vibe to it, so I sought to capture something similar, but updated. This exploration continued through the variations you see below.
(Images Created by: Piero Macgowan for XCOM: Enemy Unknown. ©2012 Firaxis Games/Take Two Interactive)
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| Variations for times of day/weather were explored. |
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| The first environment I worked on at Firaxis. |
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Wednesday, October 17, 2012
CGHUB Editor's picks!
More XCOM stuff coming soon. For now, the news is that I just created my CGHUB page piero.cghub.com ,and I got an email saying one of my images got in the Editor's picks!
Woohoo!
Friday, October 12, 2012
The Infamous Chryssalid
Here is my concept for the Chryssalid. This guy was nailed in the first thumbnail pass. I distinctly remember my art director and designer saying "that's the guy, that's it right there". There was a lot of pressure involved in redesigning the original xcom alien, which is considered one of the scariest things in gaming...
(Images Created by: Piero Macgowan for XCOM: Enemy Unknown. ©2012 Firaxis Games/Take Two Interactive)
| Initial thumbnails. You can see the chosen one at the bottom middle. |
I was also asked to visualize how the chryssalid would burst out of the human's body. I did not want to make it look like the Alien movies too much. In a sense I think I came up with a quick sketch of something even more gruesome. I remember Jacob Solomon, the lead designer, being a bit disgusted at the time. In the presentation he said that this was "too much", "gratuitous" and "crossing the line". Someone then brought up the fact that in order for this event to not happen, you had to burn your soldier alive (back when we did have flamethrowers and bullets would not do the trick). After that comment, the matter was settled.
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| The final version, after enlarging the level of detail to read from game camera. |
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