Dark & Day: Soldiers & Knights

Dark & Day: Soldiers & Knights

So last October, I came across an ad looking for an art team for a new comic project called Dark & Day: Soldiers & Knights. Little did I know when I reached out just what a really cool project this was.

Here’s the basic premise –

A distant future Earth is now split into permanent Ends of night and day. The night/Dark is a culture of machines, technology, soldiers and logical science (science fiction style). The Day is a culture of magic, mythical creatures, knights and belief in wonder (fantasy style). Both sides fear the other and want to protect their people and their way of life.

Jake Grey, the creator, and I started talking and he began to share some of the concept art for the project he’d already developed and scope of the world started to come into focus. I was really floored. If I hadn’t been sold on the premise alone, seeing it brought to life and getting a sense of where Jake wanted to take the project really brought it all home. I knew that this had to be an Outland project.

After some discussion, we settled on Nicolas Giacondino to handle the pencils and inks, and Pedro Figue to take on the color work. We started with a couple test pieces, below –

We were all pretty happy with how the test pieces turned out, so we also brought in Ed Dukeshire to work on the letters. And with that, we had our team. Below is the cover as well as art for the first eight pages of the book.

Jake and I have gone back and forth a lot with this, making sure the art and timeline all works with this project. It’s been a real pleasure together! And expect more updates on this very soon.

For more info on the project, you can check out these sites –

http://www.darkandday.com/
https://www.facebook.com/pages/Dark-and-Day-book/102844399757795?fref=nfhttps://www.kickstarter.com/projects/703737572/dark-and-day-novels-and-comics

JM

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Attackosaur: Devil Executioner

Attackosaur: Devil Executioner

It’s been a year or two ago at this point, and I don’t recall exactly how we connected.  Whether it was through an ad I answered online or if he found us, we’ve now worked on several projects with Martin Smith of Attackosaur Comics.

Martin has not only been a pleasure to work with in both instances, he’s also an extremely talented writer and designer.  His stories are pretty fun and tend to be short, self-contained books, which I think is great.  He’s not weighed down with trying to stretch a story out over a long period of time and he can release each book all at once.  I think that’s a great way to self-publish comics and I love the fact that you can pick up the book and get a full story.

Anyway, the first book we worked on together was one called Devil Executioner. It was a fun take on the horror genre and an entertaining story about exorcism.  We handed everything except the writing and lettering.  It’s a black and white book with pencils and inks from long-time Outland artist, Nicolas Giacondino, the logo design by Dustin Dade, and I handled the colors for the cover.

Check out the cover and some of the artwork below!

I actually had a lot of fun with the cover on this one – Nic, as usual, did a fantastic job on the lines.  For the color, I wanted to really give it an ominous feel, which is why I chose a low level light source and the stark yellow background.  I feel like it turned out pretty creepy!

If you want to read the full comic, you can purchase it directly from Martin here!

Thanks!

JM

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Flight of the Binturong

Flight of the Binturong

Another project we’ve been working on for the last couple years is a webcomic called Flight of the Binturong from writer Sal Crivelli.  Outland was hired to handle the art for this project.  Here’s a little bit about the project –

IT’S THE FUTURE

But don’t worry. A lot’s still the same.

No evil Empire. No oppressive theocracy. No galactic struggle. The government’s too bureaucratic for all that noise.

The Binturong is a mechanic ship with a crew of four. In the heyday of interstellar repairs, if your ship needed fixing, rigs like The Binturong would come to you, make repairs, and send you on your way.  Nowadays, newer ships (along with most technology made in the last few years) have self-diagnosing AI that assesses, isolates, and self-repairs. It makes for safer, further space travel (and longer unemployment lines).

Flight of the Binturong is a once-a-week comic, which will update every Tuesday.

Inspired by the works of James Cameron, John Carpenter, and Joss Whedon, we’re hoping to bring you a comic that invokes that old feeling of cool, gritty space, while hopefully taking you on some new, exciting adventures.

Looking over the project, I decided it might be best to bring in somebody really good with hard sci-fi.  So I suggested Nicolas Giacondino to come in and handle the pencils and inks.  For colors, I pulled in Pedro Figue.  I have to say – these two make a formidable team!  Nic knows his stuff and Pedro did a stellar job on the colors – the pages really turned out great!  See for yourself!

Be sure to head over to the site and check it out!  The webcomic is ongoing and updates weekly!

JM

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Game Salute: Magnum Opus

Game Salute: Magnum Opus

One of the more fun projects that we worked on last year was a game for Game Salute called Magnum Opus.

Here’s a description of the game –

Magnum Opus is a deck-building game in which each player is an Alchemist trying to be the first and only scientist to complete their life’s great work by successfully fabricating the ultimate alchemical substance– the Philosophers’ Stone.

Unlike most victory point-oriented deck-building games, Magnum Opus is goal-oriented and plays more like a traditional card game but with a deck-building twist. Players collect different alchemical ingredients, called reagents, over the course of the game and combine them in a series of experiments in order to discover the mysteries of the Philosophers’ Stone. The Discovery Matrix is where all of these experiments are conducted and the random selection and placement of Research and Discovery cards in the matrix insures that no two games are ever the same.

Earn the gold you need to purchase your reagents, gain experience from your failures and knowledge from your successes, transmute the physical and mystical elements into the Philosopher’s Stone and you will go down in history for your Magnum Opus.

For this game I brought in Alan Gallo to handle the linework and Pedro Figue to handle the colors.  The client wanted the pieces to have an old feel, as though these images were pulled from Leonardo Da Vinci’s sketchbooks and the images were just sketched real quick.  Alan has a really fantastic pen and ink style that applied really well to this project and looked old.  Pedro was able to really knock out the colors and make them feel like water color.

One bit of fun info about this project is that during the end of the project I was recovering from a broken hand and we had to make some quick edits on the busts that had to happen fast.  So this is actually one of the first projects I worked on after I broke my hand last year!

Anyway, the client was very happy with this project and I thought the work turned out great!  I love working on games and I’m really looking forward to seeing it in action.

It should be out July 11th, 2014!

JM

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The Th3rd World Studios: Orange Man & Orange Woman

The Th3rd World Studios: Orange Man & Orange Woman

One of the projects that we took on before work began on The Mortal Instruments for The Th3rd World Studios was a comic book for Syracuse University.

Outland was hired to handle all the art chores for two short stories that would be collected into a single comic that would be handed out or sold at the various basketball events for Syracuse University. This was definitely a departure from the kind of work that we usually do and it was a fun assignment. I can’t claim to know much about basketball, so it was certainly a little different for me.

I grabbed Scott Godlewski to handle the pencils/inks and I did the colors. We were recently asked to do a new cover as well, and I tapped Brian Koschak to handle that.

Here’s a write up about the project along with a preview of some of the lettered pages.

Here are the covers –

And here are some of the pages!

Hope you like it!

JM

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The Th3rd World Studios: The Mortal Instruments

The Th3rd World Studios: The Mortal Instruments

One of the rather large projects that we’ve been working on for the last year is for The Th3rd World studios. They were working on the graphic novel adaptation of Cassandra Clare’s best selling young adult novel series The Mortal Instruments and were looking for a colorist.

I’ve known the guys over at The Th3rd World as acquaintances for quite a while, back when they used to host a forum on their site. They initially approached me about coloring the eight issues of the project earlier this year – Mike DeVito was very flattering about my color work when he approached me, going so far as to say that they even tried to approach the preview comic in sort of my style.

His kind words worked, I was on board.

As it turns out, Outland will not only be coloring the full series, but we’ll also be illustrating and coloring several of the later issues. I’ve tapped Chris Meeks to take the work on and I have to say, some of the pages he is turning in for the project are fantastic. Chris always does great work and it’s always fun to work with him.

I’ll be posting pages and previews of the work off and on over the course of the project, though we’re honestly not all that far from finishing this first series.

All of the issues will be available digitally via Comixology. There will also be a printed graphic novel that will eventually be available as well once we wrap the project up.

Finally, these aren’t standard issues – each one so far has been closer to 25-27 pages as opposed to the standard 22 pages per issue. So it’s a good price for the amount of story and pages you get.

Also, it looks like there will also be a movie coming out in August 2013! You can check out the preview here!

Please, go check out the book!

JM

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RLMG: Old Bent’s Fort

RLMG: Old Bent’s Fort

One of the big, if not the biggest, project that we’ve worked on to date was for Richard Lewis Media Group (RLMG) developing an interactive exhibit for the History Colorado Museum in downtown Denver, Colorado.

This has been one of the most involved and most rewarding projects that I’ve ever had the pleasure to work on. For one, I’ve always been interested in the American West and the whole culture that grew up around trapping and mountain men. Bent’s Fort was a situated in western Colorado and served as a meeting place for trappers, the US Military, Native Americans, traders, and various folks passing through on their way to the west. The men trapping in the Rockies used the fort as a place to trade and sell their catches and the US Military used the fort as a staging ground for exploration into the west. The fort was active from 1833-49.

Layouts by Jeremy Mohler. Lines by Scott Godlewski. Colors by Jeremy Mohler.

What we developed for the exhibit is an interactive, animated game (though we didn’t do the actual animation, we generated all the artwork). There are three stations with large touch screen monitors that folks can sit at and play through the game. The player has a choice of three characters which they can choose to play and then there are multiple locations within the fort that they can visit and interact with different residents of the fort, all based on people that actually lived and worked at the fort. All the artwork is animated and included voice acting, so it really plays out like an animated, 2D movie that you can interact with. There are also a number of interactive games of choice the player will have to do to get through the game. All said, it takes about 10 minutes to fully go through the game and I have to say, having seen this in action, it’s a really gorgeous and well thought out game.

Layouts by Jeremy Mohler. Lines by Ben Hunter. Colors by Jeremy Mohler.

Anyway, as I said, this has been a really involved job and it’s involved a good number of artists. Luckily, Outland managed the entire project and I had the pleasure to work with a variety of artists, Ben Hunter, Scott Godlewski, Chris Meeks, Mike Hamlett, and Erick Marquez. These guys really helped bring the project together. I also contributed a great deal to the project, doing all the layouts for all the artwork, many edits and various tweaks to the artwork, all the color work, as well as some illustration as well.

Layouts by Jeremy Mohler. Lines by Chris Meeks. Colors by Jeremy Mohler.

In fact, one of the real pleasures of this project was seeing some of my own work on display. I did around twelve different busts of actual people that lived and worked at the fort, which were then taken and blown up to slightly larger than life and printed for display at the exhibit. It was actually some of the very best printing of my work I’ve seen to date!

Lines and colors by Jeremy Mohler.

As it stands, we’re putting the final touches on the third and final player character. We’re just waiting on the final approval from the History Colorado folks and then that material will be wrapped up and available for viewing and the project will be a wrap.

When I get a chance, I’ll also put up some examples of the final animations as well.

I really love projects like this – for one, I love the research that goes into projects that have to be historically accurate. I enjoy learning new things about our past and there is something to be said for working on projects revolving around real people. Don’t get me wrong, I love fiction too, but there is a special place in my heart for historical illustration.

Below are some images from the actual exhibit!

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New Fire RPG

New Fire RPG

For anybody that has been following Outland Creative over the last year, you know that we were involved a rather ambitious role-playing-game project called New Fire from Jason Caminsky.

New Fire is a pencil-and-paper RPG set in a fictional world based on the myths, cultures, and geography of Precolumbian Mesoamerica.

New Fire began as a Kickstarter project that we helped generate some artwork for. Fortunately, it was extremely successful and we had the opportunity to not only generate full color artwork for the entire book, but also handle a lot of the editing for the book as well.

Lines by Andrew Krahnke. Colors by Ryan Lord.

This was one of those projects that was a real joy to work on – Jason was extremely communicative as well as extremely good at providing very precise reference. For a project like this that has to be historically accurate, there is always a good amount of research that has to be done to make sure everything looks accurate and is accurate. Fortunately, Jason knows his stuff and he had a good head for knowing what kind of reference material we would need to do the job. And probably saved me and the artists a great deal of time digging for hard to find reference material.

Lines by Chris Meeks. Colors by Emily Hall and Jeremy Mohler.

Speaking of artists, we had a solid group of guys on this particular job. Alan Gallo, Chris Meeks, Andrew Krahnke, and Scott Godlewski handled all of the black and white illustration. Ryan Lord handled the colors for all the realistic images while Emily Hall and myself (Jeremy Mohler) handled the colors for the codex imagery.

I’ve worked with these artists for years and I feel so very fortunate to know these talented folks. The work they do just keeps getting better through the years and this project is no exception. I think they did an amazing job on New Fire, especially working on some of the codex artwork and emulating the look and feel of some of the ancient Aztec artwork.

Lines by Alan Gallo. Colors by Ryan Lord.
Anyway, it was a real pleasure to work with Jason and the artists on this project and to be responsible for the visual look and feel of the artwork for the entire book, not to mention a good chunk of the editing. When it was all said and done, we created around 78 pieces of original, full color artwork for this project, including the cover and various page design elements. I couldn’t be more proud to have been involved in this project!

You can find out more about New Fire and get regular updates here.

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Gears of War 3

Gears of War 3

The last year has proved to be incredibly busy.

And as a result, this site hasn’t been updated in months. Please don’t take that as a sign of inaction – we’ve been working on a lot of very involved projects, both for clients and for Outland Entertainment itself. Many of these will begin seeing the light of day in the not-so-distant future. But in the meantime, many of our projects are still under NDA.

I’m looking forward to being able to announce some of the stuff we’re working on though! And damn, we’ve been busy!

Anyway, one of the things that happened over the last few months, that I can share, was that Chris Meeks (one of our most talented and dependable artists) and I (Jeremy D. Mohler) entered a contest over on deviantART for Epic Games Gears of War 03. There were literally thousands of entries that were submitted and somehow, we managed to take third place.

I have to admit, it was all very exciting and we were quite honored. There were a lot of fantastic entries, so to actually take third place was pretty amazing.

Below you can see the original sketch that Chris and I worked on. Chris really nailed the idea right off.

I’m not entirely sure how many sketches he did of the piece to begin with, but the above is what he sent over to me. I suggested really pushing the sort of three-point perspective/fish eye/up-shot by sketching over the drawing in orange. I really wanted to push the composition to be a bit more circular – to help keep the eye moving around the image and to keep things from being being static. That being said – Chris was already there. I was really just reinforcing where he was already heading. His composition was spot on and I think the drawing turned out fantastic.

Below you can see the final contest entry with both the final inks (by Chris) and final colors (by me).

I had a lot of fun coloring this, though it was a bit nerve-wracking at times. I really didn’t want to let Chris down and I wanted to capture the gritty quality of the game. Overall, it was a good experience and it’s always fun to work with Chris.

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