Tuesday, April 7, 2015

Online Launch Party for Gruff


Gruff is going live on Kickstarter May 1st! We're hosting an Online Launch Party and you're invited to join us. Sign up and Follow Gruff on Facebook here. The live Press Kit is at StudioWoe.com. it will be updated as reviews come in.

 Here is some of the teaser art that has been released on Studio Woe's gallery in anticipation of the launch. But, I'm looking forward to formally introducing the factions to you with their Gruff fluff, cards, and gameplay mechanics soon, along with many more of the characters. Art collaboration with Avery Coleman.








Wednesday, April 1, 2015

Tuesday, March 31, 2015

Thursday, February 19, 2015

Happy New Year


In honor of the new year, we think its fitting that this will be the year of the GRUFF! Meet Gaptooth!

We are starting to have regular play events for Gruff, and would love to play with you. Follow Studio Woe for scheduled events and game announcements here:
https://www.facebook.com/studiowoe
http://www.studiowoe.com/

Monday, February 16, 2015

Gamer for Life


The KKG Book Gamer For Life Campaign is now Live! Beautiful work, beautiful cause. Big Big kudos to Gamers for Good. Get in on this!
Here is the event at IndieGogo: KKG Fan Art Tribute Book

Sunday, February 8, 2015

Gruff Teaser Poster!



Oh my, have we been busy making something sticky... We've had so much interest on our new project with the announcement of the studio. Thanks so much to everyone! This is our first promotional poster, with more goodies to come!


Monday, February 2, 2015

Studio Woe


I am very excited to announce the launch of Studio Woe!  It's a contract art house and creative studio for concept art, illustration, design, and game specialized art services. We have lots of IP development in the works and our first game is coming soon!

See us here:  https://www.facebook.com/studiowoe
and here:      http://www.studiowoe.com/


Thursday, January 29, 2015

A Tiny Teaser!


Early sneak peek of a tiny piece of a project long in the making. We can't wait to show you what we've been working on!

Wednesday, January 28, 2015

Summoner's Rift




I have been so busy being a chicken with my head cut off that I'm late in putting up some nice shots of the SR update. I am sure it will continue to grow and change like any living thing.

Friday, December 19, 2014

Unsolicited Industry Advice, Part 3

continued discussion from parts 1, and 2  

Nature of the Industry
Its volatile. Just understand that at the door. Lots of factors make it that way, the important thing is to be able to navigate it. Some things to keep in mind: 

  • It's a creative entertainment genre with lots of money and lots more passion. More than film for several years now. That leads to the market being measured in big successes or big fails with little in between. Studios come and go all the time, but the talent pool stays about the same. Now with the mobile market so wide, smaller studios are able to make bigger stakes but profit margins are more tight than ever.
  • Technology is always changing and studios have to adapt and employees' skill sets grow constantly. We can do stuff now in shorter time frames that are so much more amazing but the market is more saturated. 
  • A global audience at your doorstep with the generation raised on the information highway makes for an environment that is hard to have a voice in, let alone get heard. Personal growth is a constant must to stay fresh, in touch, and tech-literate. Learn to have your own voice, and find studios and clients with similar goals makes this curve much easier.
So what does this mean? 
 You will move, and move often. In the Americas, most of the market is English speaking, bigger hubs being CA, Austin, Seattle, and Vancouver, but being bilingual makes you way more versatile. You will Crunch. I don't care what legislation is on the books, time frames are tighter than budgets and to put out any product you can be proud of, you will put in the time. The pay off?  As artists, salary runs the full spectrum of pro-bono, to minimum wage, all the way up to six figures. You're worth is totally dependent on how good you are, with how much experience. You will be pushed: artistically, socially, and personally. As a dynamic industry there is no room for the retiring house for artists to be successful. No one makes this stuff on their own, so learn how to play nice with the other kids.

Hope that helps, more notes to come.
V

Sketchbook


Wow, where did Fall go? I wasn't done. Lol. 
I'm also over at ArtStation now, and really enjoy its community. But, this will continue to be my sketchblog and I'll have more industry posts soon.
Thanks guys.

Thursday, November 6, 2014

New Summoner's Rift

The new SR is going to open beta. Grats to the Riot Games environment team, I am lucky to have worked on it with you, and all the other people that made it live and breath for the players.

Check out another peek at the update to Summoner’s Rift as it nears open beta with this preview of the revamped map.
YOUTUBE.COM