Video directed by Sean Dacanay, edited by Paul Isackson. Click here for transcript.
Our recent visit to Dead Space designer Glen Schofield’s home to discuss the challenges of developing the horror classic left us with an enormous amount of footage to sort through. Glen was very generous with his time and allowed us more than simply a peek behind the curtain—we got a full tour through the man’s artistic mind and processes.
This video is perhaps not as directly game-focused as our previous one, but Glen was brimming with words of wisdom for aspiring game artists—and aspiring artists in general. He tells of his professional beginnings, dutifully toiling away in the Barbie mines at Absolute Entertainment and getting the last laugh when he was promoted over other Barbie-eschewing coworkers. He discusses the artist’s eye and how immersing oneself in art alters the way one perceives the world—an engineer might look at a machine and see in their mind the way the parts mesh and the gears turn, while an artist sees the machine and thinks of how to represent it on a canvas in terms of light and shadow. Both disciplines see things that are hidden or non-obvious to everyone else, and both require a blend of talent and training.
My mother is a painter and illustrator, and I hear many of the things she told me growing up echoed in Glen’s advice. Artists see the world in a way that other disciplines do not, and the best artists—artists like Schofield—are able to create compelling images that draw the viewer in and allow them to experience some of the artist’s own emotions.