Following up on my last post on the Reversed Front: Bonfire game, I want to highlight my work on Japan. I loved all the backgrounds in this series, but Japan stands out for its unusual color scheme which pushed me out of my comfort zone. Each territory was supposed to feature a specific color - or combination of colors. When it came time to design Japan, I was told the featured colors should be "pink and matcha green." This combination intimidated me - pink and green can easily clash or feel overly sweet. And I had never applied this color scheme before, let alone to such a complex city scene.
In this post, I'll walk through the process from sketch to final painting ... and you can judge for yourself if I was successful in applying these colors.
Ideation Sketches
This first page was an attempt to envision the world of Reversed Front, including an early version of Japan. Through "thumbnail sketches", I explored composition as well as architectural styling, and even details that would appear within the finished environments. All of my work on Reversed Front was executed in digital media. I used my iPad with Procreate for very rough idea sketches (the iPad's portability facilitates developing ideas anywhere - doctor's office, coffee shop, etc.) Next, my iPad sketches were imported into Photoshop for refinement on my desktop PC. On my desktop, I work in Photoshop and/or Painter on a Wacom Cintiq 24 Pro (you can read about my homebuilt desktop PC setup here).
Concept Sketches
Having roughly mapped out the world of Reversed Front in ideation sketches, we needed to solidify the design of each territory. Reversed Front was supposed to be styled around "Asian Steampunk" - and honestly, I wasn't quite sure what that was. I had to research steampunk design and more specifically, what makes for "Asian Steampunk". As near as I can tell, Asian Steampunk seems to blend traditional architecture with industrial machinery - but with a lighter, more ornamental touch than Western Steampunk.
Also, I needed to work out how to incorporate steampunk elements throughout each landscape. In an early version of Japan, I envisioned steampunk elements interwoven throughout a medieval Japanese castle. I think this would have been fun to draw, but I don’t think my sketch really captured the spirit of Japan.
This next sketch is not mine - it's by my colleague and good friend, Scott Cook, who worked with me for a little while on this project. His concept sketch - a view looking across the water at a modern Japanese city, interspersed with mechanical steampunk elements and the occasional Japanese temple - was chosen as the direction for the final background. Honestly, Scott's idea was a better representation of Japanese culture, and so it became the basis for my pencil layout below (this, by the way, is why I really enjoy working with a team of creators - it's an opportunity to bounce ideas off of other artists and create something that I probably wouldn’t have thought up on my own).
Pencil Layout
Working from Scott’s concept sketch, I began the pencil layout in Photoshop, drawing with the Wacom Cintiq. I chose a greenish color to work out the preliminary drawing - this technique harkens back to earlier days of traditional animation, when animators would begin a drawing in blue pencil before tying down the final drawing in graphite. I like this technique especially for handling highly detailed subjects. Plus, this technique readily accommodates revisions. When I finished the pencil layout, I was asked to revise the roof of the foreground temple - I am always happy to make revisions at this stage because it's so much easier to revise a line drawing than a fully rendered painting.
Inking Stage
I inked over my pencil drawing (or rather, applied the digital equivalent of ink with a thick/thin brush in Photoshop). This process is similar to how old-school comic book inkers would ink on top of a penciled page. It's a time-consuming process, but the result is a drawing that I think might hold its own as a pen & ink illustration.
Underpainting
Following the inking stage, I applied soft-edged brushes in Photoshop to render the entire scene with a full range of value from light to dark. This process is a modern counterpart to the Renaissance method of creating an underpainting ("Verdaccio" was the Italian method of underpainting with gray-green tones, while the French employed "Grisaille", or grays). The idea is to separate the problems of color from the problems of value (light and shadow). With the composition and values resolved, I can relax and enjoy the painting process, focusing on color and refinement. I find that my painting goes much faster and is usually more successful when I paint over a full-value underpainting. It's harder to mess up the finish when you start off with a solid foundation.
Color Rough
Before starting the final painting, I made a rough pass at color using mostly soft-edged brushes in Photoshop. At this stage, the paint can be rough and unrefined - I am just trying to decide which colors work best. My color roughs are generally much rougher than this, but I was really enjoying this painting.
Regarding the color palette: it was easy enough to apply pink to the foreground cheery blossoms, but I had to "invent" opportunities to apply this color elsewhere in the scene. For example, I used shades of pink within details of the foreground temple, as well as within the background architecture and steampunk elements. Same with the matcha green. The contrast between these two colors seems effective especially within the foreground temple. All in all, I think the pink and matcha green actually came together better than I expected.
Final paint
Working over a solid drawing and full-value rendering, colors can be layered on top, building from transparent towards semi-opaque. I rarely apply paint fully opaque - I like to leave some of the underpainting showing through the upper paint layers even in the finish. This is a holdover from how I paint in traditional media, but I like the effect of layering paint this way.
In the final painting, you might notice the colors are more vibrant and fully saturated whereas my rough is more muted and painterly. I like the colors in the rough version, but there is a necessary tradeoff between painterly subtlety and readability on the video game screen. I also think the pink and matcha green risk clashing with this much saturation, but perhaps it better fits the cartoon style of the game.
Finally, I had a last-minute request to change the distant "Fuji-like" mountains to rolling hills with cherry blossoms. It's difficult - even frustrating - to make revisions this late in the process: working in Photoshop, I had to go back into the drawing and rendering layers and make changes there before coming back to the paint layers - but I did make the revision.
The greatest benefit of working in animation and video games has been the challenge of pushing myself artistically, whether its tackling complex subject matter or painting with strange and unfamiliar color palettes. Reversed Front, and especially Japan, challenged me to push color much further and try color combinations from which I would've previously shied away. I don't think I ever would have attempted to paint a complex city scene with "pink and matcha green." I am grateful for the opportunity to be pushed out of my comfort zone and learn from the experience.




































