Crossroads, © Philip Straub –click to enlarge

CGNetworks Artist Profile :: Philip Straub –Digital Painting Master
The Universe of Philip Straub
Lisa Thurston, 30 August 2004


Welcome to the vibrant universe of Philip Straub –filled on the one hand with meticulously detailed visions of the bizarre, dreamlike, and unimagined and on the other with though-provoking contemporary works. From these to concept design to imaginative illustrations and fantastically-lit digital paintings, Straub's work is rich and stunning. Lisa Thurston interviewed Straub to find out more about the mind behind the art and the strategies behind his career success.

Philip Straub is a highly successful commercial artist whose work has included concept design for upcoming movies and games, illustrations for games such as Vivendi Universal's Jurassic Park series, and commercial art, which he exhibits in various east-coast galleries in the United States . Apart from his exhibited work and concept design, Straub has created illustrations for over 30 children's books and also has licensed a range of designs for home decor products such as wallpapers, stationary and other decorative accessories. As a result his work has been widely published in art books, magazine and numerous websites. Straub's most recent freelance venture has been creating two in-depth digital painting tutorials and critiquing a collection of digital paintings in the freshly-launched digital art book d'artiste: Digital Painting.



Concept Design

Straub currently works as Senior Concept Artist at Electronic Arts where he primarily focuses on the visual development of gaming environments. What does concept design for entail? Where does an artist start and what are the keys to designing a concept that works? We asked Straub.

“I work with the team to help define the worlds of our products and create an immersive experience for the user. When creating production concept art I concentrate on defining the palette, lighting and mood of each environment and character. I use color and light to help define the story line or visual progression of the game. I look for the little details that will help 'sell' an environment to the player. It's the little things we all tend overlook during our day to day experiences that help make the worlds we live in feel so real. I'm constantly trying to understand and capitalize on the character of what makes up the world around us, so I can effectively skew it for a specific project.“

The Last Stop is one of my favorites. It's really just a quick sketch I did after getting home late from work one night. 'The Last Stop' is an environment concept sketch for my book project done in Painter and Photoshop. Click to enlarge

CGN: Before EA you worked at Vivendi Universal. What was your role in the games production there?

“I worked on three Jurassic Park titles for Vivendi Universal Games as a background and texture artist. The coolest thing about that project was doing the textures for all the dinos. I was Lead Background Artist during my time at Vivendi where I oversaw the development of the environments for most of the games we did. It was challenging because we regularly would be working on a few completely different licenses at once. So, I'd be trying to get the team to master a couple different styles at one time, while working with the Creative Director and Producers to help define the style further. We worked on a ton of kids' licenses including, Disney, Fisher Price, Mattel, and the highly successful children's educational software brand Jumpstart. Those were fun times for sure.“


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