1. How were you brought on to work on the Might & Magic universe?
Erwan Le Breton, the Might & Magic Content Director at Ubisoft, got in touch
with me when he was looking for an artist who could give Might & Magic a strong
visual identity. The universes I picture in my graphic novels are dark, warlike,
and violent, and this was exactly the direction that Erwan wanted the Might &
Magic universe to take.
2. In your opinion, what are the most interesting parts of this universe? How
will that translate in the design?
For me, the very interest of each fantasy universe lies in the fact that it
allows to feel different places, other eras, and to escape… I think it is
something very usual; You always need a place where you can escape from the real
world constraints. Some people watch football matches, others will read fantasy
novels. In the past sci-fi was the lead universe, but today it’s heroic fantasy.
But in the end, all these genres use the same codes; the story is often like a
good old western. The need to escape remains the same, it only varies in
manners.
3. Could you describe the process of creating a new design?
I always start by picturing the different factions, how they are related to each
other, what differentiates them, etc. Then for each side, I come up with some
basic shapes and silhouettes that remind of places, eras, etc. So I give
graphical codes to each one of them. Then I use this basis to create all the
characters and places.
For Might & Magic, one constraint was to look different from the usual fantasy
universe. Factions like the undeads or the elves have very strong and
established visual codes, but Ubisoft wanted to move away from this single
vision. This is why the elves in Might & Magic do not only refer to a Celtic
imagery but also to American Indians. The Dark elves, on the other hand, will
remind you of the Italian Renaissance.
4. What are your inspirations?
I am still deeply influenced by my early readings, with artists like Giger for
instance. I also base my inspiration on existing elements a lot. I really think
that if you wish to create something original and long-lasting, you have to base
yourself on existing and historical grounds. Those are the kind of things that
will speak to everyone and are unlikely to become old-fashioned.
For instance, in the last volume of my current series, Requiem, some buildings I
drew are directly inspired from some churches in my region. When I need to draw
armor, the first thing I will do is to search my 13th century weapons
encyclopedia, in order to build on cohesive grounds.
On top of that, like every artist, I always keep a close eye on what other
artists are doing. Their work is always an important source of inspiration.
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