Sunday, February 28, 2021

Metroid

The inspiration for this project came about when I was invited to participate in Gallery 1988’s, “NES One Sheet” group show, dedicated to games from the original Nintendo Entertainment System.

I was ecstatic. 

I had the incredible good fortune to grow up during this era, so this show really spoke to me.

The only issue was what one game was I going to pick? 

 

The gallery requested that it be a game from the original console, so while there were plenty of games to pick, only a few of the franchises survived that generation. 

Also, my memory of the games from the period is pretty scattered.  There are only a few games I recall clearly, and those are the ones I played a multitude of times.

 

I mean I could do ANOTHER Zelda image, but I’m guessing that’s going to get some serious love already. I had also already done a Graphic Design project years ago based on ‘Super Mario Brothers’, and wasn’t really feeling inspired by it.  Also, I was sure it was going to be another popular choice.

 

The only other contenders were ‘Kid Icarus’, or maybe even ‘Mega Man’.

 

While I had almost narrowed it down to one of the previous mentioned games, I instead decided it might be a better opportunity to revisit a piece I did years ago dedicated to the franchise ‘Metroid’.

The work in question is not something I am particularly proud of, but it was also only done in a week’s time as part of a social media art community I was participating in at the time.

In all honestly though, the real reason I wanted a ‘redo’ on my ‘Metroid’ piece, was because it reminded me of my childhood, and was one of my first experiences playing the NES.

 

The game itself follows Samus Aran a bounty hunter who encounters hostile space pirates on the planet Zebes, and attempts to foil their nefarious plot to harness the parasitic life forms known as metroids.

Along her journey she encounters a few other major players, and the identity of our hero is finally revealed.

The game itself began a legacy that has a rather rabid fan base even today, spanning across most of Nintendo’s platforms in one form or another.

 

In addition to the subject matter, the gallery mentioned that this particular show was going to be prints only, in addition to some dimensional suggestions.

I began to do some image research for inspiration, and collected imagery from off the internet for reference.

Initially, I wanted to create new box art for the game, and set about sketching some concepts for my layout, occasionally seeking another set of eyes for feedback (thank you Kimber).

Once I was settled on my layout (pictured above), I set to work.

I knew I wanted a large title given my dimensions (16” x 20”), but also something different.

During my research I discovered that ‘Metroid’ was originally on another system of Nintendo’s in Japan, under a completely different name (Family Computer Disk System). 

I even uncovered the original box art complete with Japanese title!! 

I decided I’d use the original Japanese title for my piece with an English subtitle, as I felt it lent the image more credibility, and I always did like the original Japanese packaging over the stark American designs anyways.

 

I started by vectoring the title out in Adobe Illustrator, before transferring it into Photoshop, and finally into Procreate/Corel Painter.

I was initially going for an authentic vintage 1980’s movie poster feel, but eventually the piece evolved a bit beyond that, and I even found some other modern posters to inspire my direction as well.

 

I knew I wanted a large title at the top, and dabbled with including Samus’ visor on a very stark black background.

I also wanted to include Samus' ship somewhere on the image, as it was part of the original concept.  It thankfully worked as a way to present the English subtitle nicely, as I used the rocket boost/jetstream to hold it.

I planned on using the visor to tell part of the game’s story in the reflection for a more dramatic look.  However, as I progressed through the sketches, I realized that approach wasn’t going to work, and I needed more imagery to fill the negative space.

I was using the original Alien movie poster as a source of inspiration, as I wanted to portray the isolation, and desolate feel of the game’s atmosphere.

Eventually I decided to use the planet Zebes as my main focal point, and include it into my composition with the title looming over it.

I did a little research and found some image reference from various installments of the game, and used the to design the planet, including it’s two satellites.

I then created an atmospheric background to simulate space, and a strong contrast with a bright star cresting between the orbs.

 

In terms of mood or color, I felt a strong connection to warm tones, as opposed to the perhaps clichéd cooler colors associated with space.

With the strong contrast I had established, I could use the interior of the planet to house some other images, including Samus, and perhaps the metroids.

 

I was about 75% done with the illustration when I had to take a step back, because it just wasn’t working.

I reassessed, the layout, and made a few adjustments.

In all honesty, it wasn’t a complete tear down, and it continued to evolve in a manner I was truly happy with.

 

I first ditched the interior illustrations inside the planet, reduced its size (along with the moons), and reshaped ‘Zebes’ into a ‘Metroid’.

I now had a silhouette so to speak to work with and the interior of ‘Zebes’ still contained a lot of space that I could use.

I settled on depicting one more character from the game, the infamous ‘Mother Brain’.

I did some image research and then began delicately painting ‘Mother Brain’ into the planets interior, taking care to blend and connect the planet’s ridges with her.  While I wanted to remain to true to the design of the original game, I decided to take some liberties with her.  I added an eye, and turned a few of her technical components into ‘Doc Ock’ style tentacles to make her appear more menacing.

I wanted her subtle, but to have enough contrast that she was visible, without overpowering the entire illustration.

 

Finally I added the reflection of ‘Samus’ in her eye, as the main character is a constant target, and I couldn’t pass up the opportunity to add more detail somewhere.

Upon completing this last part of the illustration, I began to reassess the layout a bit, moving some images around, and FINALLY settled on a satisfactory design.

The last touches it needed were credits if I wanted it to look like an actual or mock, movie poster.

I had some experience with this process, when I made my “It’s The Great Pumpkin, Charlie Brown”, for a show dedicated to movie of the same name.

Once I found the right font, and color, the image was almost complete.  I had to tweak the English subtitle a bit, and added a little bit of teal to contrast with all the warm colors in the piece.  I also wanted the subtitle to have some variations to look more like a rocket's jets propelling it across space.  I then took a bit of that same color and added it to the Japanese title to create a gradient effect.

The last task was to color proof it, before I could get a final set printed for the gallery.

I also had one more issue, and it called for expediency.

The entire aforementioned process was happening quickly, and probably would have been more focused if it wasn’t for the time constraints (hence the constant changes as inspiration shows up when it wants).

 

 
My printer was going to be closing their physical location in a manner of days, and since most of my artwork is digital in nature, obtaining proofs to color correct is a crucial step.

Luckily I was able to complete the image in time after several trips to my vendor, before they shuttered.

However, I will need either plan ahead to have my proofs mailed to me, or find a new location to use.

 

As mentioned above, this project was done partially in Adobe Illustrator, and then painted in Procreate, and Corel Painter.  Finally it was adjusted in Adobe Photoshop, until I was able to get a proof that was satisfactory. The image was originally designed to be printed at 16” x 20”, and was limited to a set of 35.

 

The show originally ran at Gallery 1988 from March 12th- 27th, featuring my work from this post, along with the rest of the shows collaborative pieces, which are available for viewing, and purchase on the gallery’s website.

 


For more information, or to see a catalog of my other work, please visit my online store here.

You can also find me on various social media platforms below doing a multitude of other artistic things that include hand lettering, and the occasional sculpting/crafting.

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