Over the past decade, our lifestyles and work habits have afforded more leisure time than any other generation. With much of our disposable income increasingly being spent on entertainment, there is a window of opportunity for anyone who can create imaginative and visually compelling content that tells an engaging story. For illustrators, the ever-growing entertainment-based markets yield, exciting and prosperous avenues—offering not only on- and off-site freelance work, but also full-time employment with benefits, stock options and bonuses in a very upwardly mobile industry.
When it comes to engaging an audience, interactive and new media initiatives are at the forefront. Because of advances in technology and the Internet, we are seeing a plethora of digital entertainment vehicles introduced into the culture. The opportunities seem endless. “More than any other genre of entertainment, gaming advancements are happening at an absolutely mind-boggling rate and the need to stay on top of technology is critical,” details Daniel Dociu, concept artist and chief art director for NCsoft North America. “When the next generation of gaming hardware comes out, the potential of the machines is high and developers need to question how they can best use or take advantage of the computing power. A lot of the time, it means more manpower and bigger budgets to create; an approach where more is more.”
Like traditional storytelling, content is key. If a story is weak, the best imagery, sound and special effects in the world will not make it better. There needs to be a strong underlying narrative. Because interactive games deal with fantasy and science fiction as well as realistic and historical settings, a vivid imagination coupled with the ability to research a topic thoroughly is necessary.
New media also has an interactive component, where messaging and user motivation come into play. Users interact with the art form and are led through an experience using visuals, sound, motion and storytelling. Sometimes the experience is a solo act on a console, but more often it is a community-based activity, where interaction is done on the Web with multiple players, spanning several time zones. “They use a multitude of senses and learn by having to react and make decisions within the game,” notes Dan Ferguson, founder and game development director of Blockdot, Inc. “They do this for fun, to escape or to be stimulated. Gaming creates an environment where the user is very open to a message.”
Assassin's Creed (PS3 and Xbox 360). "I developed the overall look of the Masyaf Fortress, a castle high in the mountains and built on the edge of a rock," says Raphael Lacoste. "It is the place where players receive their missions, learn new skills and train." Photoshop, software; Ubisoft, client.Since the design of the experience controls the messaging and motivation, creators need to be responsible about how their work will affect the people who interact with it. “I’m currently working on a major project called Utherworlds that combines my art, the written word, animation, music and new media. The project revolves around the power and influence of positive thought and the importance of emotional intelligence in the growth of humanity,” outlines Philip Straub, illustrator, author and founder of Unity Entertainment. “The project helps frame the bigger picture for my work and my life, binding it to a greater purpose. I’ve read that if you can find a mission in life, something that drives you, then you will live in balance. I’ve sacrificed so much to make this project a reality. Nothing quite like it has ever been done before.” The intellectual property includes a book, Web site, online and mobile game aspects that have charitable components to them, unique merchandise and much more. “Once launched, there are plans already in motion to form a foundation around the project,” Straub adds. “The premise will be to contribute a portion of revenue, generated from game sales and corporate sponsors, to reversing global climate change and other humanitarian causes.”

Utherworlds (social networking). "Just beyond human consciousness, there is a place where all dreams and desires exist, a world where unconscious thought dwells and flourishes," says Philip Straub. "This image depicts a passage to the realm of Hope where a glimpse into the main character's past is revealed" Photoshop/Painter, software; Unity Entertainment, client.
Caption: Utherworlds (social networking). "The natural order has been disrupted and sentient beings have lost their way, giving into the temptation of negative thought," says Philip Straub. "In this image, the guardian of hope named Lealinnia is introduced and our main character, Lucas, gains a deeper understanding of his personal journey." Photoshop/Painter, software; Unity Entertainment, client.For creatives who want to work in the interactive arena, a commitment to becoming a digital illustrator who can think in the round is a must. “In their minds, artists need to visualize the scenes they are trying to depict, mentally walking around and moving within the space until they find the most compelling point of view,” details Straub. “It’s like being a director in your own head.” When it comes to preproduction work, the digital domain offers great flexibility. “The benefits to working digitally in a commercial production environment are massive, allowing quick revisions and a rapid turnaround,” adds Straub. “Knowledge of standard software, like Adobe Photoshop and Corel Painter, is a must.”
Talented illustrators who have a strong command of the digital arena can work on a variety of projects from concept art (character development, structures, vehicles and environments) to promotional initiatives (ad campaigns, collateral and packaging) and merchandising (toys and products). “Game preproduction is quite exciting and artists are free to experiment, more so than in the film industry where much is defined by the shooting locations and the director’s vision,” adds Raphaël Lacoste, matte painter/concept artist at Rodeo FX and former art director for Ubisoft. “Environments that give indications about lighting, scaling relations, color palette, composition, creature design and character behavior help with game visualization, providing direction to a whole team of designers.” Opportunities also exist for those with a strong understanding of 3-D environments, where Maya and 3Ds Max are the programs of choice. There is a strong demand for artists in the production areas of 3-D modeling, surface texturing, character rigging, animation, special effects and user interface design. For the traditional media artist, making the transition to digital may seem daunting but it really isn’t. “All it takes is some effort and time invested in learning,” acknowledges Straub. “Just be open to new experiences.” For those who are willing and passionate enough to take on the challenge, the rewards are great with a future that is expanding.
Assassin's Creed (PS3 and Xbox 360). "The Kingdom, the place that links the different cities within the game, is stylized after Palestine and Syria in the twelfth century," says Raphael Lacoste. "I worked on the image composition and the mood, defining the landscape, lighting and textures." Photoshop/3ds Max, software; Ubisoft, client.