Concept Paintings

Personal work “Cold Planet”: This was my vision of a mining colony on some distant cold planet. The colonies are huge and intrusive so I was trying to show how they dominate the landscape. I started this image by scribbling to find shapes and then built the landscape stroke by stroke and the idea emerged.

Star Wars Battlefront: This was a promo that highlighted the different character classes and the actual in game models. My real contribution to this multiple artist piece (models by Dean Betton, poses by Juan Sanchez) is the background, lighting, special effects, and color correction. The characters are 3D, everything else was 2D digital that I created.

Star Wars Battlefront: This was a promo that highlighted the different character classes and the actual in-game models. My real contribution to this multiple artist piece (models by Dean Betton, poses by Juan Sanchez) is the background, lighting, special effects, and color correction. The characters are 3D, everything else was 2D digital that I created.

Independent Project: Anthem

Independent Project: Anthem

Independent Project: Anthem

Independent Project: Anthem

Independent Project: Anthem

It was a challenge to design what the actual Mines of Moria really look like. Much attention was paid to the form language of the dwarvish art, it being composed of hard angles. The rest is set dressing for abandonment. I was given a blank hallway to start with from the 3D department.

Paintings like this try to capture many elements from the film and put them into one. This image depicts the background elements to be used as set dressing for the level modeled after the battle of Pelennor fields.

Destroy the Grond! This wasn't in the movie but was a concept I pitched for the game. This image was more about visualizing what a destroyed Grond would look like and how it might have been destroyed. I used the trebuchet launched castle chunks as the main culprit.This image began as a thumbnail sketch and was developed digitially to a rough finish.

Creating the Balrog for the game had many technical barriers to overcome. This is a paintover of the in game model. I've added lighting, smoke, fire, embers,and overall adjustments to create a visual target for the game.

I've designed a simple draw bridge to connect the two levels and added moody lighting, torches and mithril veins in the rock formations. The 3D scene before was evenly lit without depth or focus, so creating paintings like this really help the level artist improve their existing work.

This environment needed a lighting pass and additional props to signify that this is the Hall of Dwarf Kings. The mithril statues gave a plausible source for the bluish lighting and at at the same time help set the cold mood of death.Digital work with some 3D modeling of the altar framing.

Games have unique challenges that neither movies nor animated feature films face. One such limitation is memory. That is why I needed to design a battering ram for both good and evil while using the same geometry but two textures.

Games have unique challenges that neither movies nor animated feature films face. One such limitation is memory. That is why I needed to design a battering ram for both good and evil while using the same geometry but two textures.

For this concept painting I designed the doors, the sculptures, the relief of a Great Dwarf King, and the horns that are used in time of war. Additional mood lighting was added as well, creating more depth than was in this area before my pass on it.

This is a production concept showing the modelers what kinds of specific details to look out for when creating their 3D versions of my artwork. I often include my own 3D models such as the horns to describe complex shapes.

This unannounced title was a mix of future retro and high adventure piracy with a sci-fi twist. I imagined this area within the game world where a lone drifter has settled on a small chunk of a floating island…completely self sustainable and self reliant. DETAIL

This unannounced title was a mix of future retro and high adventure piracy with a sci-fi twist. I imagined this area within the game world where a lone drifter has settled on a small chunk of a floating island…completely self sustainable and self reliant. DETAIL

This unannounced title was a mix of future retro and high adventure piracy with a sci-fi twist. I imagined this area within the game world where a lone drifter has settled on a small chunk of a floating island…completely self sustainable and self reliant. DETAIL

This unannounced title was a mix of future retro and high adventure piracy with a sci-fi twist. I imagined this area within the game world where a lone drifter has settled on a small chunk of a floating island…completely self sustainable and self reliant. I hope you enjoyed my concept paintings section of my portfolio, please also check out my concept sketches section for more development work.

My name is Bryan Norton and I’m a concept artist and illustrator. The work in the section is from several video games that I have worked on over the years.