The Process
It starts with love.
No, really—it starts with love.
Whenever I begin a painting of a famous character or franchise, I ask myself two questions: What do I love about this character? And what do fans love about this character?
Then I drive to Buc-ee's.
Again, I'm only sort of kidding.
The nearest Buc-ee's is about an hour away, which gives me two uninterrupted hours to think. During that drive, I imagine what best captures the heart of the character. I think about the story I want to tell, where to place the camera, the lighting, the time of day, and the mood. Sometimes the answer comes from a dramatic sky or the colors of a setting sun.

By the time I get home, I've thrown away several ideas and usually have a strong vision for the painting. Before I go to sleep, I sit in bed and sketch a few quick thumbnails while the idea is still fresh. The next step is gathering reference—lots of it. I collect, photograph, or create whatever I need, then draw and redraw the characters and environment until the composition feels right.
At this stage everything is still loose. I often think about the lessons Andrew Loomis taught in Creative Illustration: solid design comes first.
I rarely produce highly finished drawings because I think like a painter more than a penciler. Once the composition is working, I begin exploring light and color. Most of this happens in Photoshop, where I keep experimenting until I reach what I call the "A-ha!" moment—the instant I know the painting is going to succeed.
From there, the rest is craftsmanship: refining, polishing, and bringing the image to life.

Finishing a painting has become more intuitive with experience. I've been creating professional illustration since my time in Ubisoft's marketing art department in the early 2000s, and over the years I've learned to adapt my process to whatever a project demands.
For high-realism franchises like Tom Clancy's Ghost Recon and Rainbow Six, I relied heavily on photography and 3D reference. For stylized toy advertising created for Mattel, I used digital airbrush techniques to achieve a bright, playful, cartoon-inspired look.


Every project requires a different approach, but the goal never changes.
At the end of every painting, I ask myself one final question: Did I capture what made me fall in love with this character in the first place?
If I can see it—and if fans can see it too—then I've done my job.
Then I reward myself.
Usually by starting to think about the next painting...
...on the drive back to Buc-ee's.
Reference and Shortcuts
In art school, I was told a story about Norman Rockwell and his camera.
Rockwell was an early adopter of photography at a time when some illustrators considered using photographs something dangerously close to cheating. According to the story, when the great J.C. Leyendecker came to visit, Rockwell actually hid his camera.
Whether every detail of that story is true or not, I love it because artists are still having the same argument today.
Before photography, a realist illustrator needed a model to sit for hours. When the model went home, so did the reference. Photography changed that. Suddenly artists could capture a pose, expression, costume, or lighting setup and continue working long after everyone else had gone to bed.
Technology has continued to give artists new shortcuts ever since.
I learned photography and 3D modeling while I was still in art school. Later, at Ubisoft and Aristocrat, we routinely used photographs, 3D models, custom Photoshop brushes, and pre-made effects like rain, smoke, and explosions to help bring an image to life.
Today, I use all of them.
If I need a fairly standard face, I might buy stock photography. If I need someone hanging upside down from an unusual camera angle, it's usually easier to find a willing victim and photograph it myself. For figures, vehicles, props, or environments, I'll often use 3D. Programs like Daz Studio allow me to pose a character, move the camera, adjust the lighting, and quickly create reference for a painting.


The important word, though, is reference. The danger is falling in love with the tool instead of the picture.
I learned this while illustrating a science-fiction book cover. The painting needed a futuristic cyber tank, and I decided to build the thing myself in ZBrush. I modeled it. Detailed it. Refined it. And refined it some more.
A month later, I had a very nice cyber tank.
I had also apparently changed careers and become a 3D modeler.
Once I rendered the tank and placed it into the painting, I realized something slightly embarrassing: all that detail wasn't nearly as important as the composition, lighting, action, color, and values surrounding it. The tank mattered, but the picture mattered more.
That lesson has stayed with me.
My job as an illustrator isn't to prove that I can model every spaceship, photograph every costume, or paint every raindrop individually. My job is to create an image that makes you stop and look. Technology is valuable when it helps me get there faster, more accurately, or in a way I couldn't otherwise achieve. But eventually I have to paint over it, change it, exaggerate it, simplify it, and make it serve the image I had in my head.
Which brings me back to Norman Rockwell.
Whatever tools he used, nobody remembers his paintings because he owned a camera. We remember them because they told stories. They made us laugh, recognize ourselves, feel nostalgic, or occasionally get a lump in our throats.
The tools helped him make the picture.
The picture was the point.
I try to remember that every time I open Photoshop.
And whenever I find myself spending a month modeling a cyber tank.
