Game, Animation, & Simulation Design
Artist Biography: Andrew Walsh was born in Camden, Arkansas in 1999. He took an interest in video games from a young age, and in his teenage years, this interest shifted from simply playing games to an interest in creating them. He became focused on landscapes and the environments in games, especially studying those of large open-world games such as Xenoblade Chronicles and Breath of the Wild.
He and his family have a tradition of taking a long road-trip vacation each summer to places like Yellowstone, The Grand Canyon, and The Smokey Mountains, among other places. This gave him experience observing environments different from the ones he grew up in and created an interest to see more regions. He began to spend time on google earth, looking at the world from both the sky to understand a lay of the land and by zooming in to street view to see how different areas looked from a human perspective.
In high school, he took engineering classes that gave him some experience with 3D modeling software, and this helped him embrace similar tools he learned in college. While in college, he picked up photography and recognized it as both a useful tool to document environments that he traveled to in person, and as an enjoyable hobby that could easily become a backup career if needed between game design jobs.
In his works, he focusses not just on objects that would be found in an environment but also on the larger environment itself. He creates colorful landscapes of immense size and fills them with various props to make the environments feel alive. Through his photography, he captures reference for himself and experiments with how light and color can enhance all his works of any form.
Andrew's Work
Industrial Wasteland:
In this series of works, I wanted to create a semi-realistic environment with some sci-fi aspects. I created a vast wasteland of sand, stone, twisted metal, and ruined structures. There is a story behind this world, but I want to leave it to the viewer own interpretation. The animation gives a showcase of the various areas of the world.
Cloud Platform:
I wanted to create a high-fantasy landscape using a more painterly art style for this series. The overall theme of this series is a drastic change in appearance between daytime and nighttime. In the day, warm colors pop out to the viewer on a clear autumn day. At night, the theme shifts to cool colors as various crystals light up and the sky fills with auroras.
Crafted Environments:
For this series of works, I wanted to create environments that existed in a world of paper and cardboard. I themed each piece off of a specific color that I wanted to name each forest after. The goal was to create something that you could theoretically also create with real materials.
Toon Landscape:
For this series of renders, I created a larger environment from scratch and employed a cel-shaded art style for the landscape. I wanted to include a wide variety of interesting regions in this work, from dense forest to costal cliffs, and from tall mountains to vast fields. Color was very important to this series, so I paid careful attention to the saturation I employed.
Volcanic Slopes:
This series is my most recent. The renders are taken from the largest landscape I have created yet, and I wanted to push the software I used to its limit in creating it. I wanted to create a diverse environment with ash dunes, forest, plains, snow-covered mountains, and a volcano all within one landscape.
Photography:
My photography largely consists of landscape shots I use to either inspire my 3D landscapes or as direct reference. In addition to this, I usually take close photos of foliage and flowers for reference. I am attracted to bright, vivid colors in my photos that attract the eye of any viewers.