Thursday, April 12, 2012

Alien Concept – Photoshop CS6 Experiment



Here’s an alien concept I worked on while testing out the new features in Photoshop CS6.


This was more of an exploration than a finished piece—playing with brushes, textures, and some of the new controls to see how they’d affect the process.


A good reminder that trying out new tools can often lead to unexpected design directions.


Tuesday, April 10, 2012

Quick Landscape Study – Cancelled Game Concept


This is a quick landscape research and mood study created for a game project that was eventually cancelled.


It was painted in Photoshop, focusing on broad shapes, atmosphere, and lighting to define the overall tone of the environment.


Even when projects don’t make it to release, these early explorations are always a valuable part of the process.


Thursday, March 15, 2012

Robin Hood 3D Model Featured on ZBrushCentral

This is such great news—Laurent Dury’s 3D model of Robin Hood (CGFactory) has just been featured TOP ROW on ZBrushCentral!


Robin Hood was the first comic book series I published years ago, and it’s incredibly rewarding to see that it still resonates with artists today.


A huge thank you to Laurent for bringing new life to the character with such talent and care. It means a lot to see someone take the time to reimagine the work with such passion and skill.


Grateful, and truly impressed. Thank you again, Laurent!














Wednesday, February 22, 2012

Lunchtime Sketch – The Sarge


A quick lunchtime sketch done in Corel Painter 12, inspired by the world and character style of Wildstar Online, the MMO developed by Carbine Studios.


The exaggerated shapes and bold attitude of the game’s design language made it a fun starting point for this rough concept. Just letting the brush flow and seeing where it goes.


Tuesday, February 21, 2012

Face Studies – Mirror Mode and Wildstar Inspiration


These face sketches started as a playful experiment with the mirror painting mode in Corel Painter 12. I used the Real 2B Pencil Brush, which does a great job mimicking traditional pencil—especially when tilting the stylus for broader, bolder strokes.


The second common thread in these studies—particularly the last three—is their inspiration from Wildstar, the unreleased MMO developed by Carbine Studios and published by NCSoft.


Its bold, stylized character design and expressive shapes make it a great source of visual energy, even in quick sketch form. Fun to explore, and a good exercise to push structure and form.


Wednesday, January 11, 2012

Conquistador (Cancelled Project): A Look at What Could Have Been

“Conquistador” was the temporary name of a mobile video game I had the chance to work on during my time at Gameloft. The project, unfortunately, was cancelled just before its release, which is always disappointing, but not uncommon in game development.

My role on Conquistador focused primarily on concept art and visual development, helping shape the tone and style of the game during its production. The game was ambitious for a mobile title, aiming for a stylized and fictionalized look.

Visually, the project offered a great space for experimentation. I worked on environments, character designs, and mood explorations, creating a visual language that tried to balance narrative clarity with strong silhouettes and readability for smaller mobile screens. The overall aesthetic was meant to be bold and accessible, but grounded in a clear sense of place and atmosphere.

It’s always frustrating to see a project come so close to the finish line only to be shelved. But these experiences are part of the industry, and the work done still contributes to growth, both in terms of process and collaboration.

Even though Conquistador never reached players, I’m grateful for the opportunity to have contributed to it and to work alongside a talented team during its development. Some of the visual development work from the project remains among my favorites from that time.

#GameArt #ConceptArt #Gameloft #CancelledGame #MobileGameDevelopment #BehindTheCanvas #ConquistadorProject #SimonLocheArt















Sunday, November 6, 2011

Six Guns - New Game Release – Concept Art for a Wild West Adventure

Six Guns - iPad & iPhone game





This is the latest game I’ve worked on as a concept artist with Gameloft. The game is set to launch on the Apple Store in the coming days, and I’m looking forward to sharing some of the concept art I contributed to the project as soon as I can. Stay tuned.

It’s a Wild West title with a twist, offering an open-world experience set across Arizona and Oregon, with over 40 missions ranging from horse racing and target shooting to fort takeovers and supernatural encounters.

For the first time on iPhone and iPad, players can explore a truly vast and open frontier, facing not only bandits and outlaws but also vampires, witches, and other unnatural threats.

You’ll be able to unlock a wide range of gear, including 19 weapons, 8 horses, and a full wardrobe of items to help you survive in a world where it’s kill or be killed.

It’s a beautifully crafted setting, and I’m proud to have been part of the visual development for such a rich and immersive game environment.

More on the art soon...














For My Daughter – A Quick Color Sketch

This is a quick color sketch I did while thinking of my daughter—imagining her on the beach, collecting shells, always curious and surprised by every new encounter.


It’s a simple piece, but one that means a lot. Sometimes the most personal moments make the best inspiration.


Wednesday, October 19, 2011

Techno Militia


Started this one from a sketch wich was initially refused in an intern project. But I really wanted to finish it.

Friday, October 14, 2011

Zombie Walk – Sitges Fantastic Film Festival

This weekend I had the chance to attend the Sitges Fantastic Film Festival, and one of the highlights was the always-entertaining Zombie Walk through the streets of the city.


The atmosphere was a perfect mix of horror and humor, and some of the costumes and makeup were truly impressive—creative, disturbing, and surprisingly detailed. A few looked like they came straight out of a professional set.


I took a few photos during the parade and wanted to share them here. If you’re into creepy, well-crafted creatures, it’s definitely worth a look.


Sitges never disappoints.


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