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 | Into the Pixel 2007 Artwork
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Juror Comments: View Over the Pixel Ocean By Andrew Bainbridge and Chris Delay, Introversion Software, Inc.
“Ultra modern with a retro flair.” -- John Doffing, START SOMA
City 17 By Jeremy Bennett, Valve Corporation
“Scale and grandeur, set off by the figures in the foreground show great drama and make me wish to know more about the story.” -- Craig Mullins, Artist and Illustrator
In the Rain Cheol Joo Lee, Relic Entertainment
“It’s so compelling on so many levels… It draws the viewer in, wanting to know all about the character and his power and his weapon.” -- Chris Taylor, Gas Powered Games
Defeated Dragon By Daniel Dociu, Arenanet
“The scale and the original design make this an incredibly powerful piece.” -- Scott Robertson, Design Studio Press
Farm By Jeff Ballinger, Valve Corporation
“… Fabulous and refreshing, with strong shadows and brilliant light… I love how the artist flattened the entire landscape, yet still gives the viewer a strong sense of space and perspective.” -- Kevin Salatino, LACMA
Lair Concept Art By Deak Ferrand, Sony Computer Entertainment America
“This artist has excellent command over color. I'm always impressed with the talent shown to make computer renders look like traditional oil painting done by masters.” -- Craig Mullins, Artist and Illustrator
Piñata Cascade By Ryan Stevenson, Rare
“I love the wallpaper effect of it. It’s flat, but also has a sense of space and texture.” -- Kevin Salatino, LACMA
Speed Architecture By Rita Linsley, Sony Computer Entertainment/CG Super/ AG Systems – NanoGraff Squares
“I found this piece interesting aesthetically, a new take what has been street art, and creating that in a digital environment.” -- John Doffing, START SOMA
The Boy Who Went Forth to Learn What Fear Was By Lin Ran, Spicy Horse Games
“It's very playful, very much in the style of Tim Burton. But I like the fact that it didn’t go all the way and just imitate Tim Burton. The artist really stuck with his own style.” -- Louis Marchesano, The Getty
Illustrated Scroll By Shigechy, Konami
“…Nicely diverse and with illustrative qualities…” -- Craig Mullins, Illustrator
Slave Mines By Bjorn Borkur Eiriksson, CCP Games
“I thought the sketchy quality – like an oil sketch – was very convincing. The way the different kinds of light come through, and the perspective was very successful.” -- Cynthia Burlingham, The Hammer Museum
Persian Emissaries By Tomm Coker, Maziar Golestanehzadeh, Eric Nguyen, Warner Bros. Interactive Entertainment
“…An intriguing image, with a unique perspective.” -- Walter Meyer, Santa Monica College
Rabbids By Florent Sacre, Ubisoft Montpellier
“The hand-drawn quality of it was so convincing – and the Trompe L’oeil, that it was just really unusual, very calligraphic.” -- Cynthia Burlingham, The Hammer Museum
Gravekeeper’s Lab By Mike McCarthy, Lionhead Studios
“…A great piece --whimsical and pathetic… The effect of looking to the window is very compelling.” -- Chris Taylor, Gas Powered Games
“I like the combination of the goofiness and the terror. Unusual and refreshing.” -- Louis Marchesano, The Getty
Rue Pachinko By Benaud Bec, Ubisoft Paris
“Brilliant use of saturated light… Interesting the way the entire upper half is dominated by those wires.” -- Kevin Salatino, LACMA
Iraq, Street By Bruno Werneck, Midway Games
“I liked the narrative element of the composition, the way it’s laid out with these peaceful palms in this bombed out street.” -- Louis Marchesano, The Getty |
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