European Game Artist Dylan Eurlings Offers Tips On Making Art For A Living
European Game Creative person Dylan Eurlings Offers Tips On Making Art For A Living
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All of Dylan Eurlings' artwork is but phenomenal.
He's a digital second game creative person by merchandise and has worked on many mod games from studios in French republic & Spain.
In this interview Dylan is kind plenty to share his journey into the gaming world explaining how he went from a kid who loved cartoon into a professional concept artist, illustrator, and game UI designer.
Enough of great communication & inspiration here for anyone hoping to break into the industry and work on video games for a living.
What are some of your primeval memories of drawing & painting? When did you start taking fine art seriously & determine to follow art equally a career?
For as far as I can recall I accept ever loved drawing.
When I was around half-dozen-7 years erstwhile Pokémon came out. Like many kids, I was actually into it and I think drawing them all the time.
I was also cartoon a lot of pirates, cowboys, aliens and knights. I would always invent crazy stories and sometimes fifty-fifty write them alongside the drawing, to make sure the message was clear(of course it never was).

I didn't take drawing seriously until high schoolhouse I recollect.
It's when you accept to choose what you are probably going to do for a big role of your life, even though yous are barely starting to understand how life works.
Well, I never had whatsoever idea of what I wanted to do for a job. So when the time to make a conclusion came I asked myself this unproblematic question:
Dylan, you lot stupid teenager, what do you like to do?
And the answer was simple: I like to describe and to play video games.
I don't think exactly how, but at some point, I managed to connect the dots and it became actress clear that I wanted to create video games.
I had already attempted with more or less success to create some small games, but it was merely from this bespeak that I switched from considering it as a hobby to a potential career.
Are you a self-taught creative person or did you attend university? And do yous think a modern artist needs a caste or is it possible to learn everything online?
I went to a school in Paris chosen ISART Digital where I followed the game art form for 5 years.
I learned about 2nd and 3D game art, concept fine art, animation, illustration, etc.
We made a lot of projects and amidst the teachers were some really amazing people who taught me a lot. I also made many friends and professional contacts in that location.
I really think this is one of the biggest pros of going to school: y'all get to meet a lot of awesome people.
At present, would I take been able to become a professional creative person without those 5 years of school? Maybe, I don't know.
For sure the resources to larn are easily accessible online for a very pocket-size amount of money compared to the cost of an art school.

I actually learned a lot from the internet on top of the education from my school.
The thing is, choosing the self-taught way will require you to have very high personal arrangement skills, motivation, and dedication.
I don't know near online courses and mentorships. I've heard and read skilful things about these.
There are some astonishing artists that are doing online classes nowadays. Maybe it can exist a good culling to regular schoolhouse.
Tin you lot share a little about the European game manufacture? How much piece of work is out there for concept art & do y'all think it's getting larger?
I only know about the game industry in France(especially in Paris) and since I only started working 5 months ago in Barcelona, I know very little well-nigh Kingdom of spain still.
For sure there is work and the manufacture is growing really fast.
Just there is too a looot of people looking for jobs in concept art and game art. So you have to stand up out.

Do yous even so call back your beginning professional art job? What was that like?
My commencement paid task equally a game creative person was an internship in a studio chosen Bulkypix.
I was working as a 2d game artist on a project that will sadly never be released. This happens sometimes. The experience was great anyway.
It was my showtime time working under the direction of an fine art director. It was also the starting time time I had the feeling of working on something bigger than myself.
I was contributing to this projection with other artists who had more feel, but they trusted me. I had to brand actual decisions on how the game would expect. It was pretty cool.
After that I started doing some freelance jobs. I had one feel of working remotely on the game Seasons After Autumn. Contributing to this project was awesome, but it also made me realize that I don't similar to work from domicile.
I lack the organization, piece of work environment and human contact that you lot become when you work in a studio.
I and then worked on a mobile game called RedStory and I am now working at ZeptoLab on a new awesome projection.
I learned a lot through all of these experiences. I got to work on many different games, in many different styles and work environments. This allowed me to understand what I actually like to practice.
What sort of game graphics & game art do you typically design(characters, environments)?
I usually work in small-scale teams equally a 2D game artist.
This ways that I work on everything related to the game visuals from the concept to the final art. This includes the characters, environments, the animations, integration, FX, UI…
My job is not just to make the game as appealing every bit possible, simply also and most importantly to make it easy and clearer to play.
I used to work in a very handpainted style. I am now learning a vector-based approach with stiff simple shapes and express colour palettes.

The ultimate goal though stays the same: trying to notice the nicest shapes, the right corporeality of item, and the juiciest colors.
I exercise all of my game graphics in Photoshop from the concept to the final art.
For blitheness I use Flash(now Adobe Animate) near of the time. I have a pretty unproblematic and regular workflow, no big tricks or fancy tools.
What'southward your creative procedure when designing a new piece? Practise y'all wait for inspiration first or just commencement sketching ideas?
It really depends on what I'm working on.
If it'due south something simple that I know well or I'chiliad used to drawing, I might just start sketching and then look for reference or inspiration if needed.
If it'due south something totally new, a style or discipline I am not familiar with, I volition start by collecting references.
This will feed my brain with visuals and it will exist easier to come across what I want to do before sketching. I commonly too create a moodboard and put it on a different screen or window.
I can look at it when drawing to go ideas, remind myself of how something looks or simply check that I am still going in the right direction.
Practice you practice drawing from life or do y'all mostly focus on illustration piece of work? And do yous think life drawing is valuable for someone who wants to get into game art?
I try to practice both.
When I was living in Paris I had to have the metro for 30-60 minutes to get to work. When I was not sleeping I would ever accept a sketchbook with me to depict people.
This might be the only upside of taking the Parisian metro.
There are a lot of very different looking people to depict and most of the time they don't fifty-fifty pay attention to you, or at least pretend not to. I now endeavour to go out in the city to sketch sometimes just I should definitely do it more often.

Drawing from life will fill your mind with visuals and help yous understand how things work. If y'all draw people, y'all will depict a lot of different faces, bodies and clothes.
Having all of this textile in your mind will better your graphic symbol designs. Same goes for environments. When drawing from life you learn about perspective, shapes, perhaps composition, lighting, etc.
How of import is coming together people & networking for landing art jobs?
In my stance, it is essential today to be agile online. It's the best manner to connect with other professionals, at to the lowest degree when you are starting.
I actually found about of my jobs via websites and social networks.
I am now using ArtStation for the more professional person work and Instagram for the more personal work.
You lot don't have to be everywhere. More than 2 or 3 platforms is too much to handle for me.
But I believe information technology is of import to accept an online presence. You never know who will stumble upon your work.

What'south the studio pipeline for the games you work on & how many people are on your team?
Right at present I am working on a new game within a team of 9 people.
I joined the project in the early stage of production, so I started past doing some concept art and mockups while the developers were working on the epitome.
I am now working with the pb artist and the game designer to create the actual game avails.
We first with very rough versions of these assets to accept a quick expect of how information technology looks in-game.
Then we basically keep iterating until information technology looks how we want and feels proficient to play.
Do you think an creative person can go along a career doing just 2D art nowadays? Or do you lot recollect newer artists should larn both 2D & 3D skills?
I work on 2d games so far I never actually had to use 3D for work.
Then yes, I believe it is possible to keep a career doing just 2D art. However I did learn a lot nigh 3D in school and I remember it is a big plus to have.
I might need to use 3D in the futurity and I use it sometimes for personal work.
Y'all tin use 3D in a lot of ways to make your life easier when doing concepts or illustrations. Information technology can assist you to describe complex perspective or to hands draw the aforementioned object from unlike angles.
If you lot are working on 3D games every bit a concept creative person, and then even if you don't actually employ 3D in your procedure it's skilful to know how it works.
Knowing what your colleagues are doing subsequently you requite them your concepts will aid you create better designs.
In whatsoever example, I recollect knowing at least the basics of 3D will be useful at some indicate in any 2nd art career.

Outside of art what else do you like to do?
One thing I love, aside from art and videogames, is ambitious skating.
If you lot don't know about this sport don't worry; information technology'south not as brutal as it sounds.
Information technology consists in doing figures in rollerblades. You could say the goal is to master as many tricks equally possible.
Doing a trick is all near finding the perfect movement, speed, and position with your body.
I think in many ways you could compare information technology to dancing for case.
Whenever I observe the time I grab my blades and go skate the streets or skate-parks.
Any final communication you can share for aspiring concept artists & game artists?
Y'all can practice it.
If you ever feel hesitant or discouraged endeavour to remind yourself of why you're doing this. Go on learning, be curious and open-minded and everything will work out alright.
And nigh chiefly: enjoy life!
Special thanks to Dylan for making time to for this interview. Really appreciate his perspective coming from the European game industry.
If you desire to acquire more you can visit his chief website or bank check out some of his work on ArtStation. He also shares frequent updates on social networks like Instagram and sometimes posts on Twitter @dylaneurlings.
Source: https://conceptartempire.com/dylan-eurlings-interview/
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