Tag Archive: concept art


This Friday fans of the science fiction TV series The Expanse get their wish: a fourth season and new studio commitment that may yield even more seasons.  Dropped by the Syfy channel more than a year ago, Amazon Studios is breathing new life into the series, taking over right where the third season left off (check out a preview for the new season below).  Based on the James S.A. Corey series of novels (eight with a ninth in the works), the show has earned a fan following much like that of the Battlestar Galactica reboot, in part because of its similar dark and gritty look at the future of Earth.  And as a bonus, unlike most TV series, The Expanse now has its own behind-the-scenes book digging into the production, full of concept artwork, ship and costume designs, and all the future tech that goes into a visual effects-filled show.

The Art and Making of The Expanse was created by Titan Books editor Andy Jones and Alcon Publishing’s Jeff Conner.  It doesn’t skimp on the photographs, giving fans both a treasure trove of screen images while also showing how those final shots came to be.  It recounts how the series made its way from video game to roleplay game to novels before getting picked up for TV.  Showrunner Naren Shankar and producers Mark Fergus, Daniel Abraham, and Ty Franck tell the whole story with contributions from actors Steven Strait, Dominique Tipper, Wes Chatham, Cas Anvar, Thomas Jane, and Sadavir Errinwright, production designer Seth Reed, costume designer Joanne Hansen, construction coordinator Robert Valeriote, senior VFX supervisor Bob Munroe, and concept artist Tim Warnock.

Readers will see all the key sets, spacesuits and other costumes, props, designs, ships, ship signage, and more from the first three seasons with a look at the fourth season’s concept art.  Look for layouts on each main character, the major ships and space stations, and a lot more.

Here is a preview of season four of The Expanse, with new cast members Burn Gorman (Torchwood, Forever, The Man in the High Castle), Lyndie Greenwood (Sleepy Hollow, Nikita), Jess Salgueiro (Orphan Black, The Strain), Michael Benyaer (Deadpool, Magnum PI), Chai Valladares (Star Trek Discovery, The Boys), and Kris Holden-Reid (Vikings, Lost Girl), and a new cyborg or two:

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Review by C.J. Bunce

Writer Ramin Zahed is back with his next dive behind the scenes of the latest animated films (including Spider-Man: Into the Spider-Verse, Missing Link, The Little Prince, and Klaus), this time exploring this year’s CGI version of The Addams Family in The Addams Family: The Art of the Animated Movie.  You might have thought you’d seen it all when it comes to the creepy, kooky, mysterious, spooky (and ooky) family that became a classic to two generations, first as a 1960s television series and later as a 1990s movie series.  What you might not have known was the Addams Family dates back to a New Yorker cartoon from the 1930s.

For the 2019 movie The Addams Family, co-directors Conrad Vernon and Greg Tiernan didn’t want to make another version of the TV or film versions in animated form.  So they went back to the source, creator Charles Addams.  In interviews with executives and animators, Zahed explores the source material and concept artwork that inspired the new film.  It turns out Charles Addams created character descriptions for each of the famous characters, Gomez, Morticia, Wednesday, Pugsley, Uncle Fester, Lurch, Grandma, Thing, and It–it was these descriptions that the character designers used to guide the personality of the new animated version of the characters.

The Addams Family: The Art of the Animated Movie walks readers through each of the above characters, supporting character art designs, a portrait gallery from the mansion, props, vehicles, and setting locations, providing images of the designs artists went through before deciding on the final, with concept art, storyboards, and production art, and inspiration from Charles Addams’ original cartoons.  Contributors from the film include producers Gail Berman, Alison O’Brien, Alex Schwartz, and Danielle Sterling, character designer Craig Kellman, production designer Patricia Atchison, story lead Todd Demong, animation director Mike Linton, and animation creators Rav Grewal, Casey Kirkpatrick, Marie-Eve Kirkpatrick, Laura Brusseau, and Yiqun Chen.

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Review by C.J. Bunce

For the 40th anniversary of Alien, OVID.tv is streaming a stunning, eye-opening documentary about the life and visual creations of H.R. Giger, who won an Academy Award for his design work on the science fiction/horror classic.  Dark Star: H.R. Giger’s World features interviews with Hansruedi “H.R.” Giger (pronounced geeger) at his home and during his travels in the weeks before his death in 2014.  Interspersing archival footage and interviews with those who knew Giger best, his wife Carmen, his ex-wife, a psychiatrist, his former partner, his agent, the archivist of his personal collection, and others (even his Siamese cat Müggi makes several appearances), writer/director Belinda Sallin assembles a picture of the complex man, his unique creations, and his influences.

If you’ve viewed footage of Guillermo Del Toro’s vast collection of horror memorabilia (via interviews or in books like his At Home with Monsters), all housed in a lavish setting, imagine a home as fabulously creepy but built like an old abandoned grotto, centered around Giger’s horror paintings and statues, complete with dark corridors, and those eerie squeaky doors and stairs of a recluse’s hovel in a vine-covered corner.  His “biomechanik” artwork, sculptures, and storage drawers are wall-to-wall, his book collection haphazardly stacked on shelves and in the bathtub, (real) skulls are tucked into nooks and crannies, a set of doors inside the modest front door is covered with paintings of his trademark human-alien hybrid characters, and an Academy Award is filed between dusty objects on another shelf.  A mini-train ride through the vines outside the house take visitors on a haunted house ride through birth, life, and death.  This is a haunted house, but devoid of spirits.  Ray Bradbury’s attic in every way, only it isn’t.  It’s Hansruedi Giger’s house.

Artists of any genre and fans of the Alien franchise can get an unprecedented, detailed, personal look at a man known for his disturbing imagery.  Dismissed for decades by the mainstream art scene for Giger’s popular status in Hollywood, Alien indeed made Giger famous just as Giger made Alien famous.  The influences behind his often dark and grotesque images will not be surprising: his father bought him his first human skull at the age of six, and his sister took him to a museum to scare him by showing him an actual mummy.  Both of these things frightened the little boy, but he forced himself to look at these things repeatedly until, as he says in the documentary, he overcame his fears.  But the nightmares never seemed to dwindle.  He speaks of his dreams as a key influence, but he told a psychiatrist that the frightening images he saw lost their power when he committed them to canvas.  He also acknowledges LSD use as the prompt behind some of his work.

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Review by C.J. Bunce

We have a review of the first of three tie-in books to the new Robert Rodriguez film Alita: Battle Angel coming your way.  Alita: Battle Angel should appeal to any fan of cyborgs–the story as envisioned by James Cameron was a pet project of the director for several years, one he’d picked up from Guillermo del Toro.  When Cameron decided to pursue management of his several Avatar sequels directly and finally handed over the project to Rodriguez he did so with more than 600 pages of notes he’d prepared.  The film is an adaptation of the manga Battle Angel: Alita by Yukito Kishiro, a story about self-discovery and empowerment via a centuries-old human brain that finds its way into the cybernetic body of a young girl.  A part-time doctor, part-time bounty hunter, Doctor Ido, played in the film by two-time Oscar winner Christoph Waltz, takes center stage in Alita: Battle Angel–Doctor Ido’s Journal, the new release by writer Nick Aires for Titan Books.

After losing his human daughter’s struggle to live, the Dr. Frankenstein-inspired Dr. Ido finds the “core” of a cyborg in a scrapyard with a surviving, living human brain.  He uses the prosthetics and futuristic body parts he’d designed for his daughter to rebuild a new girl, quasi-Pinocchio style, naming her Alita after his daughter.  The sci-fi story follows Alita as she tries to learn about her past and survive in a dystopian world that mixes inspirations from John Carpenter, Ridley Scott, Neill Blomkamp, and George Miller.  The visions of each of these directors’ best futuristic films comes through in Doctor Ido’s Journal, an in-universe document which reprints concept art, sketches, and photographs from the film, combining them with a diary entry narrative written by Aires in the place of Dr. Ido.  Doctor Ido’s Journal will be familiar to fans of Aires’ past in-universe books, including Oliver Queen’s Dossier, S.T.A.R. Labs: Cisco Ramon’s Journal, and Arrow: Heroes and Villains and works by others reviewed here, including Alien: The Weyland-Yutani Report, The Book of Alien: Augmented Reality Survival Manual, and the Batman v Superman Tech ManualFans will first find a cleverly designed flex-cover that mimics metal (a great design effect that would make for an attractive blank journal), followed by pages of dense notebook entries that track the action of the film, all from Dr. Ido’s perspective.

The artwork is exceptional, vivid engineering-level drawings like those found in Mark Salisbury’s Elysium: The Art of the Film, reviewed here at borg, and the combination of horror and beauty found in production artists Dan Hallett and Matt Hatton’s elaborate designs in Alien: Covenant: David’s Drawings, reviewed here (it’s worth noting the Weta Digital created much of the designs for both Alita: Battle Angel and Elysium, and the similarly realized scrap-metal worlds of Blomkamp’s District 9 and CHAPPIE).  At times the gear-heavy animatronics inside the cyborgs echo the real-world 19th century automaton past of these creations, making these modern borgs into something that feels almost steampunk.

Here are some preview pages from Alita: Battle Angel–Doctor Ido’s Journal courtesy of the publisher:

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Known for providing George Lucas with the original designs for several spaceships for the original Star Wars, concept artist Colin Cantwell has revealed photographs of his actual model ships created for Lucas in 1975.  Cantwell, who we discussed here at borg back in 2017, has only in the past few years entered the pop culture convention circuit.  For thirty years Cantwell left the movie design business, working at a computer engineering firm in Colorado.  Now 87, Cantwell has embraced fans of his early work, traveling the country, signing prints of his original Star Wars concept art from 1974-75.

At the same time noted artist Ralph McQuarrie was designing characters and environments in his concept art for Lucas, Cantwell designed the first concept artwork for the X-Wing and Y-Wing Fighters, the TIE Fighter, Star Destroyer, Death Star, T-16 Skyhopper, and the original Millennium Falcon, which was rejected and repurposed as Princess Leia’s ship, the Tantive IV Blockade Runner–the first ship seen in the film.  He designed two other ships that were not used in the film, his Landspeeder and Sandcrawler.  Cantwell has been selling prints of his concept art for the past two years, but this month he began to release images on his Facebook page and website of the actual, original models he made–based on his own designs–that he presented to Lucas in 1975.  He’s selling autographed prints of these images now on his website here.

His models were “kitbashed”–he used existing plastic model kit parts and re-purposed them to make a real-world feel for his ships (and without the time, effort, and cost required for molding his own parts).  Industrial Light and Magic would use this concept to create the Star Wars aesthetic, and set decorator Roger Christian used the idea with real world tech to make the future look lived-in, earning an Oscar for doing so (Lucas offered Cantwell the opportunity to create and lead ILM, but he declined).  Cantwell used the body of a dragster kit, painted pill bottles, plastic Easter eggs, and a WWII bomber turret among other model kit parts.

Cantwell’s original designs were substantially used for the final production models, but Cantwell’s actual T-16 Skyhopper model was used by Mark Hamill as Luke’s own ship model in an early Tatooine scene.  Most recently, Cantwell was recognized by Disney and Hot Wheels with a series of replicas, including his Millennium Falcon/Tantive IV, TIE Fighter, X-Wing Fighter, Star Destroyer, and the unused Landspeeder design.

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Review by C.J. Bunce

From Star Trek V: The Final Frontier to four Next Generation movies and the J.J. Abrams Kelvin timeline movies, and Deep Space Nine through the Enterprise and Discovery series, concept artist, illustrator, prop designer, and model maker John Eaves has designed ships and objects familiar to any sci-fi fan.  This Tuesday the eagerly anticipated behind-the-scenes book Star Trek: The Art of John Eaves arrives from online retailers and book stores, and we at borg.com previewed a copy.  Just as you would expect, the book is full of hundreds of concept art designs, most of them ultimately used for the final model or CGI renderings seen on film.  John Eaves has developed his own style over the years, so in the past decade when even passing fans saw a ship on the big or small screen, they could usually tell when Eaves designed it.  Take a look at our preview pages from Star Trek: The Art of John Eaves here.

Eaves tells his story, referencing those artists of film that inspired him, some he would work with directly and others he admired from his youth: Joe Alves, Ron Cobb, Greg Jein, Grant McCune, Robert McCall, Nilo Rodis-Jamero, Ralph McQuarrie, Joe Johnston, Richard Edlund, John Dykstra, Syd Mead, and others.  The shifting look of Star Trek, its ships, and props, began to take on a new look with his designs for the Enterprise-B in Star Trek Generations, which required a modification to the Excelsior model to accommodate a key scene featuring Captain Kirk.  For the update to the ship Eaves incorporated a design from the World War II Catalina PBY-5A airplane.  Eaves grew up near an airfield, where he was first given a pad and pencil to make his own illustrations, and his understanding of aerodynamics can be found throughout his work.   And as Eaves tells it, Star Trek designer Michael Okuda would often be nearby to point out relevant components to incorporate.

The Eaves design aesthetic is unmistakable, in the elegant Vulcan lander and Phoenix rocket in Star Trek: First Contact, in the arc-shaped Son-a warship concepts in Star Trek Insurrection, in the removal of the “neck” and compact configuration of the Enterprise-E, and in the Reman Scimitar, the Romulan Valdore, and Scorpion fighters for Star Trek Nemesis.  The artist says his Discovery designs were inspired, surprisingly, by the rocket that took Taylor away and back in the original Planet of the Apes.  You can see the inspiration in the view of the ship from below.

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Review by C.J. Bunce

As part of the release of the new single-player action-adventure game Shadow of the Tomb Raider, two new companion books are coming your way, Shadow of the Tomb Raider: Path of the Apocalypse and Shadow of the Tomb Raider: The Official Art Book The game, available for Microsoft Windows, PlayStation 4, and Xbox One, continues the adventures of Lara Croft following the conclusion of the story launched in the 2015 game Rise of the Tomb Raider Players accompany Lara on her harrowing journey to become the survivor we know as the Tomb Raider.  The Official Art Book features exclusive concept art and developer interviews detailing the conclusion of Lara Croft’s origin story.

Path of the Apocalypse is the official tie-in novel to the game, written by S.D. Perry.  As we catch up with Lara, she has taken the Key of Chak Chel, setting off an apocalyptic flood–the Cleansing–foreshadowed by the ancient Maya (but she only did it because the agents of the secretive organization called Trinity were going to get to it first!).  She uncovers several clues that may help her prevent the next three foretold apocalyptic events from happening, but it seems like she may be the character in the ancient stories herself, acting to fulfill their prophecy.  Her first adventure is escaping the remnants of a flooded village.  Next, she and her companion Jonah must hire a plane that can sneak them under Trinity’s wide net of operatives, to re-trace the very steps of Trinity inside a system of deep caves, a path to the hidden Peruvian city where the silver Box of Ix Chel is hidden.  Halfway through her survival story inside these caves, readers might wish they had started to draw out their own map of the caves, lay out some kind of bread crumbs to find their way to the surface.  Lara continues deeper into the cave as Trinity operatives kidnap her friend and a pilot.  Do they wait for her to emerge from the cave’s entrance or take their weapons into the cave and pursue her?  And what are these toothy animals appearing in the dark corners of the cave?  With the fate of the world at stake, Lara is in no position to just give up.

Beginning with artwork from the 2013 Tomb Raider game and including great images from Rise of the Tomb Raider, The Official Art Book chronicles the video game production process, from concept to final design.  Art director Martin Dubeau, character artist Michael Verhaaf, and concept artists Maxim Verehin and Yun Ling, and hundreds of others served as digital costume designers, prop creators, and environment location scouts–just as if they were making a full-scale, live-action motion picture–incorporating their historical research on ancient Latin American cultures.  The game goes deeper into the history than the novel, introducing ancient peoples and the artifacts of their world.  These were all designed by Dubeau’s team and are incorporated in full-color layouts in The Official Art Book.

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Review by C.J. Bunce

With this year’s hit blockbuster film Black Panther, Marvel Studios has offered superhero genre fans a truly original movie in its 18-film arsenal of live-action adaptations from the comic book world’s best-loved superheroes.  A few new books on Black Panther that we’re reviewing here at borg.com delve into everything from the comic book history of T’Challa in Marvel Comics to a photographic review of the best scenes from the film.  The concept artwork behind the film takes center stage in The Art of Black Panther from Marvel Publishing, compiled by Eleni Roussos, and featuring a foreword by director Ryan Coogler.

The Art of Black Panther reveals all the ways the hidden country of Wakanda might have looked, giving fans insight into the process taken by the production designers, set designers, and digital artists.  The environmental designs for the hidden world of Wakanda, including several versions of concept art created for each set and location, make up roughly half of the book.  The rest features multiple incarnations of costumes, jewelry and cultural props considered for both key cast and background characters.  The book consists mostly of digitally created art, but plenty of painted work and pencil studies are included, too.  As with previous books in Marvel’s film artbook series, don’t look for much explanatory text as this is primarily a visual compilation of the concept art without reference to the final as-photographed images from the film (if photos of actual sets and actors in costume are what you’re after, come back later to borg.com as we review another new book that features photos from the film).

Nicely designed with gorgeous concept art, The Art of Black Panther is a 240-page hardcover welcoming readers to Wakanda in a glossy binding, housed in a slipcase holder featuring artwork from the film.  Readers can see how production designer Hannah Beachler and her team of artists went beyond the source material for the inspired designs that became Marvel’s newest fantasy world, incorporating Jack Kirby and decades of his artistic progeny from the comic books.  Each of the key characters you’d expect get plenty of coverage.  Readers will find hundreds of images of Ruth E. Carter’s costume designs for King T’Challa, Killmonger, Nakia, Okoye, Shuri, W’Kabi, Queen Ramonda, Zuri, T’Chaka, the Tribe Elders, and more.

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DC Entertainment and Marvel Studios offered superhero genre fans live-action adaptations of some of the comic book world’s best-loved superheroes last year.  The concept artwork behind each of DC’s Justice League and Marvel’s Thor: Ragnarok are the subject of two new books for fans wanting to dig deeper into the development of these films: Justice League: The Art of the Film, by Abbie Bernstein, and The Art of Thor: Ragnarok, by Eleni Roussos.  Both share the feature of being primarily photographic essays, visual guides illustrating the phases of characters and environments leading to the final art design used in the films.  So both will make good souvenir or coffee table books in addition to showcasing the artists’ visions for film aficionados and comic book fans.

Justice League: The Art of the Film is a 206-page, full-color, hardcover book similar to last year’s Wonder Woman: The Art and Making of the Film.  This volume gives much attention to the variety of costumes created for the film, particularly the looks of the new characters to the film series, Aquaman, The Flash, and Cyborg.  Cyborg’s cybernetics were added in post-production via CGI.  This is not so much a behind-the-scenes, detailed account with interviews about the production as we’ve seen in other volumes, but it does include statements from each of the key actors and production members peppered throughout the photographs  The layout of pages and overall design is stylized keeping with the themes of the story.

An excerpt from Justice League: The Art of the Film.

Well-designed with gorgeous concept art, The Art of Thor: Ragnarok is a hefty 320 pages in a slipcase holder, featuring classic Jack Kirby art on the book cover inside the dust jacket.  Kirby’s designs can be found as inspiration throughout the film, and are reflected in the concept art and design work, particularly that found in the fantastical world of Sakaar.  Each of the key characters you’d expect get plenty of coverage.  Readers will find hundreds of images of Mayes C. Rubeo’s costume designs for Thor, Hulk, Hela, Loki, Odin, Skurge, and the Grandmaster, as well as supporting characters.  The fiery Surtur has a surprisingly thorough section, showing the various stages that resulted in the finished look seen in the film.

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moon base concept art idr

While some approaches in the “Art of” or “Making of” category of film books provides explanatory text describing the moviemaking process, others are primarily photo essays.  Both approaches have their merits.  Titan Books has offered a mix of the approach with its Elysium: The Art of the Film, reviewed here, while Batman v Superman: Dawn of Justice, the Art of the Film, reviewed here, was a more visual snapshot of the filmmaker’s journey.  Although it has less explanatory material and more in-world story background, the new book The Art & Making of Independence Day: Resurgence is most like Planet of the Apes: The Art of the Films, reviewed here.

Like the Planet of the Apes work, The Art & Making of Independence Day: Resurgence covers a behind the scenes account of two films, here the original 1996 Independence Day and this year’s sequel.  The reader is reminded of the history of the key characters in the original film in the first third of the volume, which also provides a review of the movie’s key special effect scene–the alien destruction of the White House.  Not only providing movie stills, we get to see the relative size of the model used for the building and the process for the explosion.  This sets up a good introduction for the special effects for the next two sections of the book: the rebuilding of Earth after the first invasion, and then the return of the aliens that is the focus of the sequel.

art and making of idr

Titan’s usual quality hardcover design and thick full-color pages include in-universe accounts of the next generation of Earth’s defenders, followed by concept art and sketchwork, extensive coverage of space vehicles and fighter plane designs and futuristic weaponry.  Director Roland Emmerich provides a foreword introduction.

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