WELCOME

I am a professional freelance artist working in the creative fields of video games, television commercials, films and games, bringing the fantastic to life.
Coming from a Lead Art role in a small studio, I had to juggle many roles, and learn on my feet. This early experience has given me a broad and deep skillset as an artist.
From concept art and storyboards through to fully realised 3d character models complete with rig, fur and surfacing, I can take any project from idea to rendered completion.

Over the last decade I have produced both realtime and cinematic digital content for AAA game projects such as Dragonage: Origins, Unreal Tournament 4, Civilization 4 and Dungeons & Dragons: Stormreach among many others.

I was lead artist and art director at Bigworld games for seven years before becoming a successful freelance character artist.

This work led me to becoming the Games Development consultant for the Asia Pacific region at Discreet (now Autodesk), where I travelled around the world assisting studios develop strong art pipelines, providing training, demoing and holding white papers at conferences such as Siggraph, ChinaJoy and The Games Developers Conference.

 

 



Over the last few years I have extended into films such as Where The Wild Things Are and The Spirit, as well as many TV commercials, including as the award winning Comcast Rabbit, 5Seeds Cider, Ribena 'Dancing with the Stars' and God of War III.

Outside the digital realm I design and sculpt fine scale miniatures for companies such as Lead Adventure and Eureka Miniatures as well as my very own label Bederken Games! (www.bederken.com) My work includes designing an official Michael Moorcock range.

Well thats a brief run through of me, please check my resume above for full details!

So hey, I am currently freelancing in good old Sydney, Australia. If you have a project, comission or require product demos or training, feel free to drop me an
Email for an NDA and quote!

Thats it from me- go check out some pictures or something. I hope you enjoy browsing the site!

Dave


 
 

LATEST NEWS

Of Mari and Miniatures...
[30 May 2011]

You know I have been so busy this year that updating my site has gone to the bottom of the pile. Wow...

So much has happened...

On the digital front, in addition to freelance work, I have been kicking around with Intraware visiting studios and providing training in high end texturing software Mari (The Foundry)- which is absolutely brilliant. Spent a few days touring with Jack Greasley, (product manager, developer and all round master of all things Mari for a few days) which was a blast. He is just brilliant- how often can you send a software developer an email and get a response back?

I will be doing some Mari masterclasses shortly if your looking for training- dates and all other info TBA.

 

 
  uhm, my BeDerken miniature range has been going great guns and will shortly be expanding. You can follow the new releases on my blog - (www.bederken.blogspot.com)
 


 

UNITY project
[01 Jan 2010]

Recently I have spent a few weeks with a design team building a full 3D unity project for a secret client. I started with concept work, but when it was realised that real time experience was needed, I stepped up to modelling and texturing characters and props, setting up UNITY and getting the particle system cranking with as much effects as I could throw at it.

Its great being back doing real time development, especially using UNITY, which is a dream come true if your trying to knock out a project fast.

In my own time I have been teaching myself UNITY java, and have made a couple of little games and a Science Fiction sound board for my Role Playing group- providing atmosphere, laser blasts and all the cliches the genre can offer!

Its been a really freeing experience- in the eight years of solid full time game studio work I always had to go cap in hand to a producer so I could get a programmer to get a little code developed for a fun feature. With UNITY if I want something, I write it myself in no time. Am I officially a slashie? You know, programmer/artist. No, but look out!

 

 
 

 

Advanced Mudbox and Creature Design course
[28 April 2010]

I have just confirmed with the Academy of Interactive Entertainment that I will be running another Mastering Mudbox class- this time, however just a single day intensive for people who already know their way around the software. Subjects covered will be things like fixing problem meshes, transporting data between models, building corrective pose sets, making sculpt stencils, extracting maps like a pro and working on multiple UV set models.

I am also going to be running a two day Creature Design course, exploring the theory and practice of taking your monster design from idea to presentation. Topics include history of creature design, psychology, anatomy, idea exploration, xenobiology, testing performance and concept rendering techniques. Dates, cost and locations shortly.

 

 

GCAP
[11 December 2009]

With the games industry in Australia struggling with the double blow of a strong Aussie dollar and the credit crunch, it was good to catch up with old friends and meet some new faces at GCAP to swap war stories. On the whole, the independants at least are still strong in spirit- and with apple shining a ray of hope with its Iphone platform, clearly its not game over yet.

I manned the StormFX booth, happily crunching out monsters for all comers and providing training and info in Autodesk Mudbox.

 

 

 

5seeds Birds vs. Humans TVC
[10 October 2009]

Congratulations to Michael Spiccia and Goodoil films on their new TVC campaign for 5seeds cider. I was the concept artist. Here is a still from the ad. Linky

 
 

Autodesk 2010 Launch Mudbox masterclasses
[8 October 2009]

Yesterday was the first of two new Mudbox masterclasses - this time oner hour classes for Autodesk as part of their Mudbox 2010 launch at the Animation Blockbuster event. The venue was nice, and it was great to see lots of familliar faces in the audience- Its been a while since I did industry drinks too. Must, must go to more!
Well, I am about to jump on the plane for Melbourne again for the next leg of the launch - my masterclass will be on friday morning at 11am - see the Autodesk emails for details and among the stuff I will be covering is some nifty ways on how to transfer sculpt data easily to rescue work and save time in production. Drop on by and say hi!

Mudbox masterclasses
[29 September 2009]

I just wrapped a tour of masterclasses hosted at all three locations at The Academy Of Interactive Entertainment (AIE) in Australia. I figured everyone could read the help files for the basics, so we dived straight into what all the tools can be used for in a practical day in the studio.

The classes where broken into two days, with day one building a solid foundation of workflow and day two focusing on more complex studio production techniques such as adding limbs and moving data between models to rescue projects at the 11th hour.

Big shout out to to Storm FX and Autodesk Australia, who supplied a prize copy of Mudbox to one lucky person in each location.

We are in talks regarding a second wave of masterclasses- this time covering the fine art of creature design! Stay tuned.

 

 

Rabbits, plinkety, plinkety plink
[8 may 2009]

Comcast Rabbit has won a stack of awards - A Mobius Award, A gold and silver Andy, as well as a bronze lion At Cannes. I was responsible for modelling, surfacing and fur grooming of the rabbit during my stay at Animal Logic.

For the project we spent a day playing and photographing hairless Sphynx cats, which are ridiculously friendly.


Me researching Sphynx cats so I could model and shave the
Rabbit-Panther thingie for the Comcast Rabbit.

Then I had the opportunity to dissect a couple of food grade rabbits to get the correct muscle and bone placement reference pics for our animators. Smelt... Interesting.

By strage cooincidence Baz Luhrmans Australia was shooting a scene next door at Fox studios using a rabbit and the animal tamer had the exact same rabbit we had to match in our car park. What incredible luck!

 

 

Holy Melting Ribena Berries Batman!
[9 Feb 2009]

Well a Happy New Year to one and all. Its a heatwave in Sydney and my studio has been COOKING. I have big fans, every window open and am seriously considering hiring a nurse to pat my forehead dry like a surgeon whilst I work. So far, my fiance has vetoed that last one.

The heat has brought a few challenges. Like most 3D animators I have a few action figures about the place, actually I have several hundred of them in my studio (nerd brag) and a few of those plastic fellows have started to sag somewhat. Hermione Granger keeps taking a dive off the shelf, as does the entire NECA AVP range- not built to stand up those suckers.

Aaaaaanyway....
The new season of 'So You Think You Can Dance' is now airing in Australia, and this year Ribena is a major sponsor. Z-space created a whole new series of ads featuring dancing Ribena berries.

I was called in to m
odel the new berries, and as it was quite some time ago it was a real joy to see them finally dancing around on TV. Even if it means I have to watch the show with my partner between ad breaks.

Spirit and Wild Things
[8 feb 2009]

Speaking of things I worked on a while ago, The Spirit is in theatres now and Wild Things finally (FINALLY!) has a release date.

Dragonage Trailor Out
[Jan 2009]

The trailer for DragonAge is now out. I produced several character models for ACT 3, one of which now appears in my Cinematics gallery.

GCAP Speech- Sculpture for games
[25 Nov 2008]

Gcap was great fun- especially getting caught at Brisbane Airport in the most terrific thunderstorm I have ever seen- I grabbed some video footage for reference! Unbelievable.

It was great seeing so many of my friends, old students and clients all in the same venue- I will definately be adding GCAP to my calender from here on.

My speech was on the subject of Sculpture for games- which I did using the latest release of MUDBOX. I covered how you can sculpt using 'feel' by dynamically reposing your mesh to include strong gesture and weight. My class also covered some primary anatomy and general tricks for laying down detail fast using stencils.
Its actually a really vast subject, and due to a delay getting started I had to skim the sculpting techniques a bit - however I am currently planning a MUDBOX masterclass tour.

As promised, I will be adding the character 3D files and the stencils I used shortly to my Tutorials page- please check back in the next few days! There may even be a few tutorial videos there if your good. :0)

 

 

Two Moons release
[3 November 2008]:

If you where at either my GDC and AGDC talks on rapid prototyping games a few years ago you may remember the brightly colored diablo-like fantasy game I was showing.

I received a few comments on what the game was and when is is coming out- I had to say that sadly it was only a prototype and it was made specifically for the show. However that may no longer be the case.

I have decided to release the funky ninjette 'two moons', her kookie Pumpkinjack enemies, effects, weapons and all the scene assets and animations as downloadable game packs that indie developers can pick up and run with.

The first release will feature Two-Moons herself, in several pack formats.

She has been totally revamped to work for third, first person and RTS as well as her native isometric, and featuring 3dsMax 9 file, OBJ file, biped rig, bones rig, bone constrained to biped rig, several levels of detail and a handful of texure sets (A range of armors, good and evil, team colors and more realistic styles).

19 August 2008: Stormreach Gallery added

I just put up a gallery of some of my fave peices from my Dungeons & Dragons: Stormreach work. Check out the 3D gallery for 58 new images featuring oodles of costumes, models and weapons from Turbines MMOG extravaganza. I did so many textures for this game I ended up having to keep a database to track just mine! Seriously good fun old school texturing.

 

11 August 2008: Fuel

I recently worked on a number of projects with the team at FUEL, including five TVC slots, including a new Toyota commercial (my second- I hope Toyota send me a free sample one day). I also did some digital set dressing on the forthcoming movie The Spirit. Looking forward to seeing it arrive on the big screen.

2 August 2008: Comcast rabbit

I finally saw the finished Comcast rabbit slot I worked on during my time at Animal Logic. I created the Rabbit-Panther thingie, including modeling, surfacing and Shave&A Haircut groom. (Someone else did the Turbines) I used Maya, NEX, Zbrush, Body paint, Renderman and coffee. Lots of coffee.



27 April 2008 Z-space

I have just finished a month onsite at Z-Space modelling and surfacing for the new FOX sports HD network among other things. Very exciting. A big hi to the great guys and gals at Z-space. Hulk smaaaaaashh!

FURY trailer released
[2nd August 2007]

AURAN has just released the cinematic trailer for FURY, which was created by the team at ACT3 Animation. I was brought onboard to model and shade the characters. You can find it on Game trailers Here

CGOVERDRIVE 07
[24th June 2007]

CGOverdrive was a world class conference- even just for the speaker line up- Blizzard / Blur Cinematics masters John Chalfant and Paul Hormis, Mohsen Mousavi, Kyle Balda, Feng Zhu and Michel Gagné among others. Square Enix also showed a sneak peek at the new Tabula Neo Crystalis series and The Lucasarts empire was there in force with some very authentic clone troopers keeping us rebel scum at bay (though thinking about it- my fiance did buy me a red lightsaber this year- perhaps I am on the Dark Side.)
Anyway, If you are in the asia pacific I highly recommend getting on a plane and hitting CGOverdrive 08 if anything just for the speakers!
I was up to my old speed modeling mayhem again- knocking out yet another freaky little demon model during my two hour long show to a Prodigy soundtrack. Very demonic.
The atmosphere at the show was electric, especially near the end- there was just so much enthusiasm in the room- we did lots of interviews, photos, give-aways and signings! I have to say Kyle Blada gave the most amazing presentation I have ever seen- a fully animated CG tutorial synched to his live talk- showing how to animate like a Pixar badass. Excellent stuff

 

The Winner is Syd-en-neee!

Kathryn and I have waved farewell to London and have moved back to spiritual home of Sydney Australia. We are full of fairly strong spirits as we speak. Great bars in Sydney.

AUTODESK Head Modelling tutorial

Those cooky kids at Autodesk are now hosting some exclusive monster head modelling video tutes from yours truely to celebrate 3December! Consider this a taste of the next 3D Creature Workshop modelling disks!

Check the tute out here (you will need to be logged in to The-Area to grab these.)

Liquid Animation chooses Dave King Digital Art for 'Choose your Own Adventure' TVC

Yeah, yeah, the title is blah. I recently had the pleasure of creating the three lead characters for Liquid Animations TVC for the NSW government 'choose your own adventure' campaign. The TVC called for characters that had to look like old school video games characters- great fun to create- especially the dirty great Croc! Its really weird having to make TVC characters that LOOK like video games characters are imagined- you dont have the restrictions or feel of the engine- you can have as many polys as you like, however its still got to look like a game. A really cool challenge.

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All images copyright (c) 2009 David King unless otherwise marked. All Rights Reserved. No part of this site, including all artwork and tutorials can be broadcast, copied or reproduced in any form without express written permission of Dave King..
Unreal Tournament 2004 and its characters are copyright 2004 Epic Games. Dungeons & Dragons is a trade mark of Wizards of the Coast.