Clouds: Pt 2

Clouds: Pt 2

Over my career, I've observed how some of the most skilled artists often can't truly break down what their style actually is. They just do their thing, and with some luck and a lot of hard work, a studio's style grows out of their intuition. Great for that artist, but rife with risk at scale.

My approach has also been intuitive, but also analytical. Study and practicing of fundamentals has been a huge part of my life (drawing, painting and sculpting) but not to develop a particular personal style. It's more of a tool to identify the visual grammar of real life, styles based upon it, and ultimately be able to recreate anything, in any style.

Which leads us to this second cloud video. Sure there's a lot of technical bits, but what I'm doing here, really, is looking for those grammar rules. If I can work out that out, then I have the keys to build a tool to make any variation of it quickly, and perfectly on style.

Done over every aspect of development, that means bigger games and films, made faster, and always on quality without the hell that comes with blowing up team sizes.