julian lwin Immersive Design
Industrial designer
Creative Director
Executive
Critical feedback is part of the design process. As a designer, I want to hear feedback and want to bring your vision to life. So we'll work closely to make sure that happens every step of the way!
The starting point is always the same. What's the story behind what we're building? After deeply understanding that, I'll begin sketching blue sky ideas trying to establish the direction of the character/item/weapon etc.
A lot of things contributed to my love for concept art, but one of the biggest was probably looking through the special features of the second DVD disk that came with The Incredibles film I had at the age of 10. I learned a lot about the design process and world-building, and that's what sparked the idea that maybe I could that too!
Deeply understanding the story and allowing yourself time to explore relevant references, materials, story moments, personalities and design language informs how you will approach the project. It may be a new, completely unexplored world, but that's what designing is every time, understanding the story well so that the ideas could flow. And I'll use whatever medium seems best to accomplish those ideas whether it be sketching, photobashing, 3D blocking or modeling.
I like exploring the main ideas that are part of the brief, but I also like including additional variations or suggestions that I may be inspired by as I'm designing or gathering references. Sometimes I may want to create a composition that includes more objects for a scene or I may want to place the character within an environment or a story moment. It depends on the subject matter.
I love the process of creating visually. So, Concept Art is my home!
I don't know if I have a dream project. I just know I really enjoy designing with passionate individuals that want to make their ideas a reality. That's honestly the dream for me.
If there's room for canon explorations, I'm all for it! I like exploring styles and stretching them until there's a limit. It helps gauge what you really want in the design. That's always a ton of fun.