Antonio Stappaerts
Antonio Stappaerts
Concept Artist for Game & Film / Owner of Art-Wod School. Clients include Sony Playstation, Ubisoft, Volta, Playwing, Framestore, Amazon
Natalia Gil
Hi! My name is Natalia Gil. I am 24 years old and just recently graduated from the Academy of Art University for Visual Development. I am struggling the most with figuring out where to apply myself. I have always been interested in video game art but 3D is not my strength (although I am currently working on that). My focus in 2D art with photoshop and procreate. I am open to working with anything like props, environment, character, and even UI design. I would mostly like to know how to decide where to apply myself, and especially organize my portfolio.  Thank you for the opportunity! 
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Antonio Stappaerts
Hey Natalia, You have a really fun style and sense of storytelling! Don't make the mistake of thinking you need to master 3D to work on video games. It's just a tool like anything else, and can help you with your ideation. But it's great ideas that are important! That said from what I'm seeing in this portfolio you tend to lean more towards designing for animation. Seeing what you can already do, I would consider gravitating towards a specialty. To increase your value as a designer and a creative thinker in the job market. This will attract recruiters and art directors to your portfolio. I would suggest you expand on your world building with that in mind and showcase what you love to do. On a techincal note, I think you can really benefit from improving your lighting and material indication skills. This will help you sell the believability (not realism) of your designs. That said, keep up the great work!
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artfreakguy
New Generation Masters, Good day! My name is Rick, I am 31 yr old aspiring artist, hoping to get in to the video games industry in concept art. I mainly did art as a hobby, but found out about a couple of years ago after doing some freelance work (which I still do now), that there's still some hope for me to shift my career into art. Thus, for the first time, I am taking art and my art education seriously. Below is what I would hope to be answered/addressed from my post here. Goal:  - To be a full time Concept artist - Characters & Creatures Designs w/ a stylized aesthetic (Blizzard, Riot, etc) - To work in the video game industry (or animation/movies industry) Hope for feedback:   - Please point out the strengths and weaknesses on my latest work posted. I have applied to them most of what I've learned so far, so it would be amazing for someone with significant experience (such as yourselves) to point those out.  - Recommendation(s) on how to resolve observed mistakes/weaknesses, and what other areas need to be improved would be immensely appreciated.  - Lastly, as I want to focus in concept art (mainly 2D), with a focus on Character/Creature design, what do you recommend I have included/shown in my portfolio to be a hirable candidate in this regard? Thank you for your taking the time to read and answer my inquiries!  Best Regards,  Rick M
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Antonio Stappaerts
Hello Rick! Great to see a fellow artist chase those goals! I was in your shoes not too long ago :) The first and most obvious thing I will point out is that you put a heavy emphasis on Character and Creature, yet you still choose to include a little stylized environment piece. While it's a beautiful painting, it does not contribute to your chance of getting hired...as characters and creatures are clearly your focus. I have a long video on how to present your portfolio on Art-Wod, but I'll give you some pointers here to address your questions: 1. Always create a "hook" in your portfolio, something that makes you memorable. In a sea of online artists, the more specific this hook is, the better. This means that just "character art" won't cut it. Make it something you love to do with characters specifically. Can be certain genre, style, IP or even personality (such is my focus). 2. Create secondary art that compliments your hook (such as creatures in your case), but again make it specific and noticeable. 3. Avoid anything that clutters point 1 and 2, such as the example I just mentioned about your environment. This will confuse potential recruiters or take away from the overall quality of your work. IF you do want to include environments, make them complimentary to your character focus. So create environments to display your character designs or their setting. From a technical POV, your current designs do not convey that you are eager to be a concept artist. As most of these designs are illustrations. As concept artists our primary focus is to alleviate as many problems as possible for the production pipeline (3D, animation, rigging, storytelling, etc). Thus it is better to show that you can solve problems, not only create pretty pictures. So try to compliment your character designs with call-outs for props, facial expressions, movement animation and so forth...And try to make it specific to a certain genre of game or film. An RTS game will need a vastly different set of concept designs than an RPG game. So show recruiters and AD's that you can design to brief. Lastly I would work a little more on your drawing fundamentals before rushing into painting. Not everything in concept art needs paint (I would even say rarely). So clear communication with line art can be a life saver! Work on your fundamental understanding of structure and try to become more confident with manipulating form. This will make you a better designer overall! Hope this helps and best of luck!
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Kirk Hodges
Hi I’m a storyboard artist, and not to inundate you with a bunch of panels—here’s some samples of my work. Any feedback is appreciated.
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Antonio Stappaerts
Hi Kirk, Great stuff so far! I'm not a storyboard expert, but I am just as much of an enthusiast for the craft as the next guy :D What I think will help you elevate your storyboards (on a technical level) is getting better acquainted with lenses and how they are used in cinematography. A DP (director of photography) primarily uses lighting, composition and lenses at his/her disposal to move the story forward and evoke emotion with the audience, or hint at the next sequence. Lenses are a very powerful tool to understand and they have a direct correlation with perspective. So if you master this aspect, you will elevate your storyboards to a much higher degree. Right now your SB's seem to utilize a very limited amount of compositional options and use of camera angles/lenses. Just like gesture drawing, a great storyboard tends to "exaggerate" what is possible from a camera POV and then the DP can try to evoke the same effect with whatever tools are at their disposal.
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Jenny Wang
Hi! I'm Jen, 20, and I work as a concept artist for mobile games at the moment. I would like to advance my career towards cooler and larger projects, but at the same time, I feel like any portfolio work ends up as a set scheme about how to get a job, instead of genuinely realizing oneself artistically?
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Antonio Stappaerts
Hey Jen, This is already a lovely body of work and definitely shows your abilities as a concept artist and storyteller. This might be speculation, but judging from your work I don't see any reason why you wouldn't be able to land concept jobs at bigger studios or larger projects. Assuming you have at least a couple more of each (characters and props) in your portfolio to showcase consistency of quality. So what might be your biggest hurdle is just a lack of confidence in your abilities or experience. And I hope that with this feedback I can offer you a little boost in that area :) Reach out to AD's, recruiters, producers, etc that work on projects or studios you'd love to be a part of and show them your skills and motivation for wanting to work with them. Keep it up!
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Antonio Stappaerts
Let’s gooooo :)
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Eden Newman
I don’t really draw dragons all that much, but it was mighty fun! Thanks!
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Antonio Stappaerts
Looks like you had fun as well! Great job!
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Eva Pelko
Did a three-headed dragon while listening to Antonio!
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Antonio Stappaerts
This is awesome! Overall I would've established the structure a little more in the drawing before going to shading to not run into any problems down the line. A good preparation prevents poor performance :)
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Adriaan
THANKS Antonio !!
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Antonio Stappaerts
Welcome Adriaan! :) Great designs, keep it up! And taking notes, respect!
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shivang thakker
Had fun doodling dragons!
shivang  doodles
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Antonio Stappaerts
Lovely job! Again, looking at my 6-step video here on Proko will definitely help you add structure to the designs.
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The Asian Sam
Thanks for the stream, it was very helpful!
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Antonio Stappaerts
Awesome design here Sam! A little more advanced advice, but I would say to balance the silhouette a little more. Now everything feels right leaning heavy, if that makes sense. Open up the wing on the left side as well and add some interest there to counter balance the pose.
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vladiftimescu
A quick doodle.
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Antonio Stappaerts
Awesome stuff!
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paulina
took a break to do some doodles and I'll now be going back to doing my schoolwork while listening to the livestream
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Antonio Stappaerts
Very fun doodles here Paulina! Next time try to indicate some contour lines to add some volume to these designs.
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Gonzalo Ramos
Swamp dragon... it's a dragon that lives in a swamp... that's pretty much it.
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Antonio Stappaerts
Looks great! Nice interpretation :)
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Jasmine Schmidt
hey boss, dont have time to follow along all the way, just dropping a hello ^^ Go Antonio ^^ cheers, Jasmine :-)
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Antonio Stappaerts
Amazing dedication as always Jasmine :) Lovely design. Needs a little more structure :D
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Antonio Stappaerts
Awesome! Try indicating some more volume by implying simple form first before rushing into detail. This will make the cool designs you have so much more epic!
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Eugene (Gee) Guard
I started to draw dragons only a few weeks ago but I'm trying my best (I draw a bit cartoony, want to be an animator someday). Wanted to know what you think about movement on that sketch, cause this is the most important part for me now.
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Antonio Stappaerts
Really good already Eugene. Try to study how wings work (from bats and birds) to get a better idea on how you can pose your wings. This will make your design come to life alot more already!
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Mitchell
At work. Used the tools on had while on lunch. But there you go. Haha
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Antonio Stappaerts
Respect for those work-doodles! :D
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Joschua Knüppe
Posting again :P A little WIP of one of my own dragon species that I started during the stream, these guys are related to monitor lizards. This specimen is a sub-adult (3 m long), the horns aren't quite grown in yet and the wings are still not full size.
EurovenatorSketch
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Antonio Stappaerts
Great Joschua! You have a great eye for rendering, keep it up!
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Oliver Benedetti Yu
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Antonio Stappaerts
Very cool drawings Oliver! I would say to not focus to fast on shading and a little more on structure first (simple forms) to help with the volume of the designs. Then applying shading on top of that later will make these designs sing!
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thyladelic9
I love drawing dragons since I can remember, I want to get better also at digital painting specially on monster design!
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Antonio Stappaerts
Hey there @thyladelic9 great job! Because of the profile view and the way you drew the horns or scales on the neck, it feels a little flat. If you rewatch the video I have on 6 steps to drawing, you'll see how you can imply a little bit more volume with simple shapes and apply deatil on top to breath a little more life into the drawing :)
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