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Concept Art Creative Process for Films-TV-Games-Book Covers

INSTRUCTOR
Stephan Martiniere
EXPERTISE LEVEL
Intermediate
Advanced
LESSONS
10 Lessons (10h 55m)
COURSE LENGTH
10 Week(s)

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Course Description


Thanks for joining me in this class! Over 10 lessons, we will explore the creative process for developing creature designs, vehicles, weapons, and environment concepts for films, TV, games, book covers, and theme parks.

 

Over the past 30-40 years, the diverse projects I've been involved in within the entertainment industry have consistently pushed visual boundaries with remarkable special effects, yet they all share a common thread—they tell stories. While Photoshop transformed the technical aspects of concept art, it never altered the fundamental thinking and narrative process that I learned early on. My approach and the different visual languages I apply come from years of learning from animation, comics, film, and theme parks, and in this course I intend to share this approach with you all.

 

Although the industry is constantly evolving, this narrative and thinking process remains essential to create compelling and relevant concept art, which makes this course equally relevant for all artists interested in concept art. So, the lectures in this course will cover the visual and narrative process for creating:

-      Creatures

-      Vehicles and weapons

-      Environments

-      A unique artistic vision for a project

-      Book cover paintings

-      Film/game environment concept paintings

 

Additional lecture topics include:

-      Composition, light, color, and mood

-      The creation of engaging shapes

-      Understanding the role of a concept artist

-      Style exploration, influences and artistic growth

-      A candid lecture discussing tips and various professional aspects of the entertainment industry, including tips and personal thoughts on how to prepare for, navigate and stay competitive in the concept art world

 

These are the key topics that have shaped my artistic journey across the various fields of the entertainment industry. Whether you're a traditional or digital artist, beginner or professional, this class is designed for all skill sets, and I am excited to share all of the techniques I’ve learned along my journey with you all!


➡︎ For the ‘Critiqued Sessions’, students will meet up with Stephan Martiniere LIVE on Zoom once per week on Sundays at 10am PT / 1pm ET.


MATERIALS LIST
  • Drawing Tablet
  • Adobe Photoshop

Lesson Plan

Designing creatures is a challenging and fascinating process. Whether a creature is for a film, game or book cover, it needs to convey a strong narrative and trigger specific emotions. In this lesson, I will cover the thinking process and the first steps for creating interesting and unique shapes and proposing multiple ideas with a specific visual language to explore all the narrative possibilities.

Bringing life and details to a creature is the second necessary step to further and fully bring the emotional elements to the design. In this lesson, I will discuss and share the process to approach and use the relevant and efficient visual language to successfully bring the creature to life.

Creating ships, mechs and weapons is an interesting and challenging process. Similarly to creature design, a successful vehicle needs to have a defined visual language and convey a certain narrative. Vehicles are also technical objects and often require having functionality. I think of it as mechanical anatomy. In this lesson, I will discuss proposing a variety of ideas as well as my sketch approach to design and shapes in 2D as well as 3D, and the relevance of using one or the other or both.

Proposing multiple ideas and exploring shape is the first process necessary to create an interesting vehicle, but to be successful the design also needs to convey a certain narrative. The choices of visual references, the details and materials used to complete the design are key elements to that process. In this lesson, I will discuss and share the process to approach that narrative aspect and use the relevant references and visual language to successfully bring a ship or a mech to life.

A successful and great artwork, whether it is a concept for films, games, theme park or a book cover, needs to convey several essential elements including clarity and originality. It needs to have a carefully planned composition, it needs to offer solutions and also convey excitement, narrative and emotions with mood and light. In short, the viewer should look at it and say, “Whoa!” These environment lectures will cover the different visual and thinking aspects and the essential elements required to create a successful and compelling image for book cover, film, game or theme park.

 

Sketches are the foundation of successful and compelling concept paintings and illustrations. This lecture will cover the thinking process and how to approach the composition of a scene, how to create a clear and engaging idea, and at the same time propose solutions to specific requirements. I will discuss the visual and narrative elements necessary to create a successful sketch foundation. This lecture will also cover the practical and relevant 2D or 3D techniques used for book covers, films and games and theme parks, and will include an exploration on shapes.

In this lesson, I will cover the narrative process and how to bring emotions to the artwork using composition, color, mood and light as well as the process of creating interesting shapes and how to apply and refine a concept with balanced details. I will also discuss the practical and relevant techniques used for different projects in 2D and 3D.

Creating an artistic vision from ideas to execution is a challenging but exciting process. It is a creative and very personal process that asks you not only to be a concept artist, but also an art director/production designer and a storyteller. In this lesson, I will take you step-by-step through the narrative and visual aesthetic process I used for an inspiring game project and I will show you the creative and narrative choices I made to establish a consistent and rewarding artistic vision.

Photoshop has been part of my artistic toolset since 1996 when version 4 came out. It did change my career and allowed me to explore new visual territories. As I was getting very comfortable with the software I also realized that it allowed me to think differently and produce new creative ways to do concepts and paint. In this lesson, I will share how to look at images in a different way and manipulate them with surprising and unexpected results to create interesting creatures and alien concepts. This process will allow you to think differently on how to generate ideas and look at image manipulation in a fresh, interesting and new way.

When I started doing book covers in 2002, the market was primarily dominated by traditional painters and was more focused on characters. I was more interested in exploring a digital painting process where the environment is the main narrative focus. In this lesson, I will share several processes and techniques I used to create two different book cover paintings. One has a more painterly and traditional approach and the other a quicker and more suggestive approach, but both use a similar technique that I found very effective over the years to create paintings in film, games and theme parks.

Doing concepts for film sometimes requires you to quickly create concepts. It’s often more about conveying an idea than it is about creating clean and polished paintings the way I would do a book cover. In this tutorial, I will share the step by step narrative and visual process I use for many of my paintings and will show you how to quickly advance through the painting and layering process efficiently, focusing on the narrative goal and the essential visual elements rather than spending too much time on details. I will also show you how to reshape your design and refocus your thinking when necessary during the process to keep you on target with the narrative.

MEET YOUR INSTRUCTOR

Stephan Martiniere


Stephan Martiniere is an acclaimed multi award winning concept artist and art director. In 2012 Stephan was voted one of the 50 Most Inspirational Artists by Imagine FX Magazine. His body of work has come to be recognized by artists and designers across the globe. His work not only holds an astounding uniqueness of vision, but as a digital pioneer he has set the bar for digital painting as a whole. In the past 40 years he has become known for his talent, versatility and imagination in every entertainment fields including feature films, animation, video games, theme parks and architecture projects, editorial, commercial and book covers.

For the last 20 years Stephan has worked extensively with Disney Imagineering on Disneyland parks and expansions across the globe doing visual development for Epcot, The Guardians of the Galaxy: Cosmic Rewind and Marvel Land in California, The Pirates of the Caribbean, and Zootopia in Shanghai and the Avatar; Na’vi River Journey and Star Wars: Galaxy’s edge in Florida. In the last several years he has participated in the architectural visualization of several mega-projects in Saudi Arabia including Neom, Neom Bay, Qiddiya, Waddi al Disah, and Al-Ula.


Stephan was the art director for the visually acclaimed ID Games Rage. He was also the visual art director responsible for the games URU: Ages beyond Myst, URU: The Path of the Shell, Myst 5 and Stranglehold. As the director for the five TV animated musical adaptation shows Madeline Stephan Martiniere received the A.C.T Award, the Parent’s Choice Award and the Humanitas Award and was nominated for an Emmy. Stephan also gained global notoriety for illustrating the Where’s Waldo Sunday comic strip for King Features distributed to hundreds of newspapers worldwide.


Stephan Martiniere is also an accomplished concept designer and illustrator who has worked on TV series and movies such as Foundation, Alita: Battle Angel, Alpha, Aquaman, Ready Player One, The Suicide Squad, Independence Day: Resurgence, Tomorrowland, Avengers: Age of Ultron, Guardians of the Galaxy, 300: Rise of an Empire, Total Recall (2012), Tron: Legacy, Star Trek, Star Wars: Episodes 2-3, Knowing, I, Robot, as well as the upcoming Skeleton Crew,  Aquaman 2, Madame Web, The Masters of the Universe and Shang-chi


Over the last twenty years Stephan has also produced over one hundred and fifty book covers and numerous comic book covers and editorial illustrations for such clients as The National Geographic, Popular Science, Tor Books, Pyr, Penguin and Random House, Dark Horse and Radical Comics.


Stephan Martiniere has received the Exposé Grand Master Award, thirteen Exposé Excellence Awards, five Exposé Master Awards, and two Chelsey Award for Best Book Cover, two silver and one gold Spectrum Award for Book Covers and editorial, The Hugo Award for Best Professional Artist, The Ennie Award for Best Cover Art, The Bookgasm in 2009 Award for Best Cover Artist, Two CAA awards for Vehicle designs and was the Grand Prize Winner of IBA in 2012. His art will be permanently showcase in the Art Ludic Museum in Paris in 2024.


Stephan Martiniere is currently a visual consultant and freelance concept illustrator on films, games, animation and theme parks and frequently teaches workshops and presents lectures worldwide. He is an advisory board member of the CG society.