Fallout 3, Skyrim concept artist passes away
Adam Adamowicz looses battle against cancer.
Adam Adamowicz, the concept artist behind many Bethesda games including recent hits like Fallout 3 and Skyrim, has passed away due to cancer. The unfortunate news was announced by studio head Pete Hines during the Academy of Arts and Sciences award at the DICE 2012 Summit.
To know more about the man, we suggest you read up the in-depth, and touching, tribute from Awesome Robo. The article showcases the incredible work Adamowicz quite single handedly created, bringing characters to life with an unmatched imagination. We took the liberty to post some of them below.
There is also a nice little quote from Adamowicz in the article, which gives an insight into how he approached design challenges:
“Visualizing all of the aspects of a make believe world is quite an educational experience. On any given day I could be simultaneously learning about multiple topics, from motorcycle engines to 50’s fashion design. It’s kind of like writing and filming a National Geographic documentary film for an actual sci-fi world. For this job, I think the more you read on a wide variety of subjects, the better equipped you are to create depth and realism, especially for a fantasy setting. The fantastic that’s grounded in real world elements and then elaborated and exaggerated upon, seem to work the best, and create a solid jumping off point. This often creates fertile ground for generating additional story elements that can influence costumes, machines, and even motives for the various personalities inhabiting a made up world.
Seeing Syd Mead lecture in SF was an incredibly profound lesson on design. During the Q&A I asked him how far he went on a design to make it technically believable. His advice was ‘to design with the story in mind and stay consistent with it’. Hence I learned that the Sulacco from Aliens is essentially a massive gun in space with a big nuclear reactor at one end which beautifully fits the theme of space marines exploring a planet infested with deadly hostile aliens. That answer freed me obsessing over minutiae that diverges story-wise, and focus on the broad strokes that propel the story. The addition of ensuing consistent minutiae would give it richness.”