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"I
like trying out 3d, 2d, photograph, classic painting and digital
art"
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David
Ferriz, an illustrator and a 3d artist by profession, runs a gaming
company with his brother Fransisco Ferriz, for mobile phones, in
Spain by the name of DevilishGames. Ferriz brothers are no
new name in this industry; and their incredible works have influenced
one and many. Along with mastering the skills, they have added a
good new flavour to the development of mobile games.
WEBSITE:
http://frriz.com/
Following are excerpts from a CG Conversation that Animation
'xpress Poonam Shah had with David Ferriz from DevilishGames…
Could
you introduce yourself?
My
name is David Ferriz and I am an Illustrator and artist 3d. I was
born in Alicante (Spain) in 1982. I studied illustration in the
School of art of Alcoi. From a very young age I was interested in
videogames. I created my own company of development "DevilishGames"
in 1998.
Tell
us about your journey in CG so far. How you became involved in the
cg industry?
I began
to draw when I was very young with my brother Francisco Ferriz.
During years I have worked creating architectural 3d, graphical
design, web design... until I was able to dedicate 100% to the videogames.
At present time I create graphics for the games of my company "DevilishGames"
and also I make graphics for games shareware for other companies.
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YOUR
LION HAS EATEN UP MY COW
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You
illustrate as well as give your illustrations a 3d form. Is toon
your favorite genre?
My favourite technique is the traditional illustration, but
I like a lot to experiment new techniques. I like trying out 3d,
2d, photograph, classic painting and digital art. Often the election
of the technique is by the type of work. 3d low poly, animation,
games for mobile or fairytale illustrations are all different and
require different techniques. I always like to obtain an original
result but adapting it to the necessities of the product or the
public that are destined the art. I like to obtain an original result
by adopting different techniques according to product or the clients
Which
softwares do you use for your illustrations and for 3d works?
I
Work with a great variety of tools, I use classic tools like the
pencil, acrylic or watercolours. Also I use a wacom tablet for digital
illustration with Gimp or Photoshop. For 3d, my favorite tool is
3d Studio Max.
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PULPITO
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Your
artwork "Pulpito" was much talked about. How did you go
about modeling and texturing it?
The
illustration of "pulpito" is based on a character of videogame
for mobile hones that I developed with DevilishGames. The videogame
is called "Movil+Kota: pulpito" and has been enough successful
to a large extent of the world.
The
graphics of the game were of a very small size, but the model was
more complex and I decided to create an illustration with more quality
than the graphics of the game.
The
model is quite simple. I wanted the character to be very expressive
and showy since it was meant to be for mobile phones, I decided
to create a simple face, with great eyes and great expression in
the eyelids. Something very simple and attractive. The textures
are simple photographics for the scene and several material falloffs
with transparency and reflection in the character. For the lighting
I have worked with different blue tones to obtain an aquatic effect.
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PULPITO
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Did
you use any specific shader for the bubbles? Or was it post produced?}
For the bubbles I used a simple material with reflection and
refraction. I use postproduction almost always. My speciality lies
in illustrating, I always I try to apply my manual touch in my works
The
render has a soft glow. Was it post produced?
The balance of colors, brilliance, particles of water and defocusing
is post produced.
Lets
talk about "The boy", which was widely liked. How did
you go about designing him?
"The
Boy" is an illustration created by my brother Francisco Ferriz.
It is a design for one of our videogames. My brother and me have
many common shades but each one has its own own style.
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THEBOY
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What
inspires your artwork the most?
I don't have a concrete source of inspiration. Depending on
the type of work, I can extract the inspiration from photographes;
others might want to browse the Internet book references... but
I always to create something original and with own style.
Since
most of your artworks are for videogames, what pointers do you keep
in mind?
At the time of creating illustrations for videojuegos I always
consider the type of game, the public to whom it is oriented.
It
is not the same to create a game military for hardcore players and
a game of puzzle game for casual players.
Also
it is necessary to consider the platform and engine of the game.
At the time of raising a game for mobile phones is very necessary
consider the limitations, is not the same to create graphics for
a game 3d in real time that to create vectorial graphics 2d for
a game flash.
Create
graphics for videogames is complicated. We are a small group of
developers, therefore, the artists we are very versatile. We must
have knowledge and concepts to model, to create story boards, concept
arts, to animate, to texture, to illustrate... we must be very versatile
artists.
Of
your professional and personal work, could you tell us which piece
of work you are most proud of and why. Tell us a little bit about
that image.
The
work that I am proud of is directing the art of a demo of a videogame
called "Prieto: escapando de la oscuridad".
In
this game we wanted to create a very original style to have graphics
different from the rest of games. The work was very hard. I worked
during 3 months to create the design of the characters and 7 scenes
for the demo.
This
work was created to demonstrate our graphical capacity and thus
to get new clients.
The
project was awarded with the special mention to the "better
art" in the prize of creation of videogames 2005 organized
by ArtFutura and Sony PlayStation in Barcelona.
The
technique used for the game mixes 3d models, photographed textures
and 2d illustration. I am very satisfied with the result. The game
is well planned and is exactly what we wanted to obtain. It was
an outcome many months of hardwork and experimentation.
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Prieto:
escapando de la oscuridad
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Tell
us something about the rendering process for the toons.
My
greatest secret is in the simplification of the art forms, the expressive
outline and in working much with my own style. I like to create expressive
brushstrokes with a good mixture of color.
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ONLY
FRIENDS
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How
did you conceptualize "Only friends"?
"Only
friends" is a concept of my brother Francisco Ferriz. The cow
and the bull are mascots that we created for our Web page and our
logo.
We
thought that he would be amused to see them in "affectionate
attitude".
We
like to mix amusing characters and "adult" concepts.
All
your artworks, is a result of an amazing co- ordination between
your illustrations and Francisco. How difficult or easy it is to
give the illustrations a 3d form?
My brother and I often work together. We coordinated ourselves
very well since we were young. My brother it is industrial designer,
likes much 3d. loves doing 3d but I am an illustrator. We like to
experiment and compete together. We take each other's advice and
always learn in the process.
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POLLITO
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You
are a mentor for many other artists. Who is your hero/mentor?
I do not have a mentor.
I do
not like to copy to the others, but always attempt to have my own
style... but I inspired and I like the work of my brother Francisco,
I always I learn new things of his works. When we are working on
separate projects, he always comes up with new ideas, designs and
styles. He always surprises me with his innovative and captivative
creations.
I should
say that I am fan of Tim Burton, the style of his movies is exceptional.
I love the aesthetics of his productions. I am also fan of the games
of Nintendo.
Of
3d renders and illustrations, what do you prefer doing?
I like a lot to experience with technical 3d and 2d but if I
have to choose, I prefer illustrating. I feel relaxed when I am
coloring with acrylics.
What
do you suggest to the wannabe artists?
I always recommend to the artists to have their unique for their
on style. For me it is very important that people only recognize
my illustrations by seeing them. It is not necessary to copy to
be good. Also it is important to learn things from forums and the
internet, which is probably the easiest way to learn new things.
How
do you see the industry evolving over the next 5 years?
I
think that the industry will continue improving technically. However
I hope these techniques doesn't put an end to the creativity and
manual skills. For me it is more important what is able to express
an animation or an illustration that the technical quality.
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NUTS
& SCRAP
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What
are your future plans?
My future plans with DevilishGames are to throw 2 video games
shareware in next months. The first one will be a project in which
have worked from 2003, the game it is called "Nuts & Scrap".
The following one will be a video game experimentation called "Sonoro
TV".
I also
hope to continue working in several game projects for mobile phones.
Also,
I hope to continue receiving responsibilities to work with other
companies, creating graphics for games and animations.
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