Environment Art Direction for Games Vol. 2

Painting Concepts

Chapter List


In this title, Cecil takes the initial idea sketches created from the first volume of this series, "Ideation Sketching" and paints them digitally using Adobe Photoshop®. From ten-minute building shading to coloring a vista layout for a fantasy city, Cecil will use basic painting layer techniques to put down value, color and lighting into multiple scenes. During this process, Cecil will also edit the structure design of some sketches as he paints them. Watch as Cecil breaks down his efficient workflow; demonstrating how he preserves line drawings as he separates value and color in multiple layers, and focuses more on readability and defining shapes rather than surface material rendering. This technique allows him to quickly present painting concepts for a production team to review.

Duration: 140 minutes

Format: HD 1280x720

Chapter List

  • 00. Preview
  • 01. Introduction
  • 02. Applying Value and Shading: Building Unit B1
  • 03. Applying Value and Shading: Building Unit C1
  • 04. Applying Value and Shading: Building Unit D1
  • 05. Painting in Color Part 1: Byzantine Fallout
  • 06. Painting in Color Part 2: Byzantine Fallout
  • 07. Fantasy Concept Part 1: Cloud City
  • 08. Fantasy Concept Part 2: Cloud City
  • 09. Hi-Level Production Art Part 1: Canal City
  • 10. Hi-Level Production Art Part 2: Canal City

Cecil Kim

Concept Designer

Cecil Kim has been working as a concept artist and illustrator in the entertainment industry for the past 15 years. Originally from Seoul, Korea, Cecil moved to the U.S. with a dream to pursue an art career, and studied Illustration and Fine Arts at the prestigious Art Center College of Design. Cecil began his career in the game industry as a cinematic storyboard artist for SquareUSA. With strong layout and detailed environment sketches, he began designing memorable locations in Final Fantasy IX and later joined Sony Santa Monica Studio where he devoted seven years of his career creating the God of War series as Visual Development Lead. Cecil also teaches at various institutions such as Gnomon School of Visual Effects, Art Center College of Design and Otis College of Art and Design where he serves as Concept Art Area Head. From hi-level production art to prop design, Cecil's intuitive and energetic artistic style has been inspirational creative fuel to the directors and production team at Sony Santa Monica.

  • "Cecil's visions of Olympian worlds put blood back into the marble. His legendary ability to teach others to create these for themselves is a double marvel."

    - Iain McCaig
    Illustrator and conceptual designer

  • "I admire Cecil Kim for his intuitive, creative design and his generous, patient attitude with students."

    - Gary Meyer
    Professor - Art Center College of Design

  • "This is the man who through the power of his artistry can bring the very gods of Olympus to their knees. He inspires both his team at work, and his students at Otis to excel beyond even their own expectations. Cecil does this through rigorous attention to detail, yet also through an understanding of how to motivate individuals of differing skills and talents. He teaches how to tell stories through character, using light, color, and shapes."

    - Harry Mott
    Chair Digital Media, Otis College of Art and Design

  • "I have had the pleasure of working with Cecil for the past 8 years, during which he proved to be a driving force behind the vision of the God of War series. He has a combination of skills that give him an unlimited range, and command attention in this industry. On the first day I worked with Cecil, I was in awe of the beauty he created. Today, I am still in awe. His art truly inspires me."

    - Stig Asmussen
    Video game developer