Trying to mimic gouache in Infinite Painter
This is a recent study I did based on a charcoal drawing by Mark Tennant, an artist whose work I’ve long admired for its boldness, clarity, and emotional restraint.
Tennant’s drawings often walk a fine line between precision and suggestion. He knows exactly what to leave out, and that’s one of the reasons his work is so compelling. In doing this study, I wanted to focus less on copying and more on understanding the choices behind the marks, the way he defines form with such minimal input, and how much atmosphere he builds through restraint.
Working in charcoal always brings a different rhythm to the process. It forces you to think in masses, not lines. You shape light and shadow more than you draw outlines, and in that sense, it’s a great way to reset your thinking if you’ve been too caught up in detail.
This study wasn’t about polishing or rendering. It was about absorbing something from the language of Tennant’s drawing and letting it influence my own. A valuable exercise and one I’ll definitely come back to.
As artists, we often draw inspiration from the past, from the masters, the movements, and the milestones that shaped the way we see and create. But one aspect of art history that deserves more visibility is the profound contribution of women artists whose stories have too often been overlooked, dismissed, or buried under the names of their male counterparts.
Throughout history, women have made extraordinary contributions to the visual arts, often against immense cultural and institutional resistance. From Artemisia Gentileschi, who painted with power and boldness in the male-dominated world of Baroque painting, to Berthe Morisot, one of the founding figures of Impressionism, or even Camille Claudel and her inspiring sculptural work, women have shaped the narrative of art even when they were not always allowed to sign it.
Many women had to work under male aliases, were denied entry to academies, or had their work attributed to others. Still, they created in private studios, in quiet corners of their homes, and, when they could, on the walls of institutions that rarely recognized them. Their persistence is not only a testament to individual talent but also to the power of art to endure beyond barriers.
Reflecting on their stories invites us to look at the history of art with a fuller perspective, one that includes the nuanced, complex, and deeply human experiences of women artists throughout time. It’s also a reminder for us today: whose voices are we amplifying? Whose work are we remembering, collecting, and celebrating?
In recognizing and sharing these stories, we don’t just correct the record, we enrich the narrative of what art has been and what it can become. And as artists, educators, or simply art lovers, we have a part to play in that.
Today, we are fortunate to see many extraordinary women thriving in the field of concept art, bringing unique perspectives and visual storytelling to the entertainment industry.
Artists like Claire Hummel, known for her historical character designs, Karla Ortiz for her powerful and emotionally resonant character and narrative work, and Claire Wendling, a former comic book artist whose expressive and fluid drawing style continues to inspire artists worldwide, are just a few leading examples.
Others, such as Angela Sung, known for her distinctive approach to environment design and color, and Lauren D. Austin, whose work across games and visual development has set a high standard for mood, composition, and storytelling, continue to raise the bar for what is possible in visual development.
These women are not only pushing boundaries with their work, but they are also actively shaping the next generation of artists through mentorship, visibility, and education.
More posts to come, highlighting individual women artists, their journeys, and their work, both past and present.
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I used Infinite Painter for this piece, working on a simplified interpretation of the landscape rather than a detailed rendering. The app’s brush engine allowed me to focus on blocking in large shapes, soft transitions, and the contrast between rocky textures and open sky.
As with most of my digital studies, the goal wasn’t to recreate the scene exactly, but to capture the atmosphere and structure of the place with a limited set of tools and gestures.
This was painted in 2023, and it still reminds me how rewarding it can be to revisit locations through simplified visual notes. A good reminder that not every piece needs to be polished, sometimes, clarity comes from restraint.
The first challenge as an aspiring concept artist is understanding where YOU fit and what studios actually need from artists. This differs largely from your expectations, and your choices can make you irrelevant or redundant in the industry from the very start.
It’s easy to get caught up in the glamorous side of game development: the iconic characters, the epic keyframe, the cinematic moments. But if you want to position yourself effectively as a concept artist, it’s critical to take a closer look at how production really works and where the true demands lie.
It is pretty clear:
⬇️ Characters, while being the most visible and striking elements, make up a small fraction of the total assets.
⬆️ Environments and props, on the other hand, represent the majority of what gets built. These assets cover vast worlds and need to be produced in large volumes to create believable, explorable spaces.
Characters require a significant investment of time and resources; they are complex, central to the player’s experience, and heavily polished. But in sheer numbers, environment and prop assets dominate any large production pipeline.
When reviewing Resumes and Portfolios over the past few years it is obvious that a majority of concept artists are competing in the same areas of expertise.
Character design portfolios is the most crowded field, with nearly three up to four times more participants than environment design, and more than four times as many as prop design.
VFX and prop design, despite being critical to game development, are significantly less saturated.
This shows that while many artists aim to work on characters, there is much higher competition for a relatively smaller number of opportunities.
Honestly, this isn’t about discouraging anyone from pursuing what they love. But if your goal is to build a sustainable career in the video game industry, it’s important to think strategically.
Ask yourself:
What do I genuinely enjoy drawing?
Where do my strengths lie?
And foremost: Where is there real demand for what I can offer?
In my own experience reviewing portfolios, I often see talented artists struggling to find opportunities simply because they only focus on character work. Yet, studios are constantly looking for strong environment and prop artists, areas where it’s possible to specialize, stand out, and build a professional-quality portfolio faster.
Understanding the production needs behind the scenes helps you not just improve your skills but also position yourself smartly in an evolving, highly competitive industry.
There’s room for passion, of course, but there’s also wisdom in adapting your focus to where opportunities exist.
In future posts, I’ll dive deeper into each major area, characters, environments, props, and VFX, to give a better understanding of how they fit into real-world production pipelines.
If you’ve got thoughts or experiences on finding your path as a concept artist, I’d love to hear them.
Let’s keep the conversation going.
Related Article: Video Games Industry: How to Get Hired as a Concept Artist
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