Conjure Brief:
- Create a malware-inspired being that heavily references code, and/or infection of a simulant, Conjure, or system.
- Lots of ‘glitchy’ effects, as to indicate data corruption
- Shades of sky blue or yellow, as to indicate electricity and connote technology
- Maybe a simulant being overcome by the infection?
- Anguished expression, or fearful
Sketches and Ideas
Creating Apocalypse: Alpha
- Outlining the skull.
- Blocking in the shapes, I’m not too focussed on shading here, as the whole skull is going to be illuminated and come across as an abstracted vector.
- Added some heavy glitch effects to imply insanity, and corruption. I played with a cracked glass effect in the overlay to give the impression that Apocalypse: Alpha had broken the screen, and was threatening to escape.
- Experimenting with a scanline effect to reference the aforementioned screen breaking idea, and to hammer home that Apocalypse: Alpha is a digital being.
- I erased the scanlines on the skull’s layers to create the effect, then added a slight glow to them to really give that CRT screen feel. I also opted to remove the glass effect, as it felt like it complicated the piece too much. I didn’t actually end up settling on this piece, as it didn’t quite feel like it conveyed the ‘virus’ concept well enough. I like the piece, and it suits Apocalypse: Alpha, but it needs to really convey the assimilation and virus parts of the brief.
- Beginning a new idea, inspired by Simon Stalenhag’s ‘The Electric State’, in which people have become addicted to the escape of VR technology. This piece depicts a person being infected by a virus lingering within the headset.
- Adding some warning signs, some wires to suggest transmission from digital to neural, and some glitchyness to represent Apocalypse: Alpha’s viral nature within the UniverSim.
- I added a lot more glitchyness, mostly in the background, as well as some chromatic aberration, in order to up the urgency and movement of the piece a bit. I feel like this helps to heighten the desperation of the individual being infected, really selling what’s going on.
Final Default Artwork
Lifeline Protocol
- Started out blocking where the skeletons would go. I opted for black, as that would be the best means of contrasting the potential chaotic and bright effects to be added later.
- Adding an overlay of blue to the skeletons to define where the ‘shocked’ effect should begin/end.
- Messing around with some distortion, to symbolise how the individuals are being corrupted and assimilated by Apocalypse: Alpha
- Building up some glitch effects to further add to the corruption.
- Adding further distortion. I duplicated the skeletons and turned them blue to create a back-glow behind the skeletons.
- I then added lots of glow and bloom, then applied lots of of glitchy effects to it to make it chaotic and corrupted.
- I decided I didn’t like the previous version so much as it didn’t quite hit the digital aspect of Apocalypse: Alpha as much as I’d liked, so I started again, this time using the blue glow as a baseline.
- I duplicated the skeletons again and turned them blue, but this time I added a layer mask over the blue versions to create a gradient effect in which the glitches look like they are ‘overtaking’ the individual.
- I toned down the bloom a bit in the background for some greater contrast on the elements being corrupted by Apocalypse: Alpha, then began adding noise and glitches to the parts being corrupted.
- I added some glitch effects in the background to help insinuate that Apocalypse: Alpha is not just assimilating simulants on a local scale, that its spread is far further. I also adjusted the layer mask and added some glitch effects to the black skeleton layer itself, which I think looks really good!
Final Lifeline Protocol Artwork
Card Iteration History