Star Wars: Shatterpoint from Atomic Mass Games, has been out for eighteen months. In that time, there has been an incredible number of releases. These releases have shown some incredible models, models that impress not just Star Wars fans but gamers in general. The slightly larger scale and the detail that can be afforded because of this, really sets these models apart. Add to the fact that the game comes with terrain as well, and you have a game that has an incredibly strong table presence. Because of this, I wanted to take a peek under the hood, to see what goes on behind the scenes to make models this incredible. Mike Jones, the Senior Sculpting Coordinator at Atomic Mass Games, was gracious enough to spend some time answering our questions.
Jedi News: What was your experience of Star Wars growing up?
Mike Jones: Being a kid of the ’80s, I grew up watching the original trilogy over and over on TV. The early inspiration from those films continued with the prequel movies that afforded me the opportunity to see Star Wars on the big screen! Then came the animated Clone Wars series, which was like having Saturday-morning cartoons (don’t worry, your parents can tell you what these are) combined with the high adventure of the Star Wars galaxy. The Clone Wars animated series gave us so much context and minute details about characters we only had brief encounters within the films, and this just fueled my inspirations and aspirations to find a career that would give me the opportunity to participate in pop culture.
JN: Who is your favorite Star Wars character?
Mike: Without a doubt, I am a big fan of Boba Fett! From the first time I saw him in the original trilogy in his iconic Mandalorian armor, I knew he was one of the coolest characters to come from a galaxy far, far away!
JN: What made you decide to do sculpting?
Mike: Growing up, I loved reading comic books and imitating the art from the panels. When I got older, I discovered that many of those characters were made into toys, statues, and game pieces. Getting into sculpting was a dream come true because it allows me to take something that started as a two-dimensional image and make it into something you can hold in your hands. I love drawing but creating a three-dimensional piece of art is so much more satisfying to me. Combine that with the modern technology we use today to digitally sculpt these miniatures and there is nearly no limit to what can be achieved.
JN: What was your first sculpting job?
Mike: My first full sculpting job was with Fantasy Flight Games working on Descent: Legends of the Dark where I had the pleasure of sculpting Vaerix, a dragon hybrid hero character. But I also spent more than ten years working as a freelancer in various 3D modeling and animation jobs until I realized how much I love sculpting and 3D printing.
JN: How did you end up working on Star Wars: Shatterpoint?
Mike: I am proud to say that I have been involved with Star Wars: Shatterpoint since nearly the beginning. When I first learned that I would be moving from Fantasy Flight Games over to Atomic Mass Games, I was introduced to the early style references for Star Wars: Shatterpoint in the form of the Anakin and Ahsoka miniature sculpts. Seeing those early sculpts was refreshing to see that this game carries a deep love for the animated Clone Wars in the style and energy of the posing. I was extremely excited to be able to contribute to this new stylistic direction for a Star Wars miniature game. Having been with Atomic Mass Games for over five years now, I have the pleasure of not only sculpting for Star Wars: Shatterpoint but also working with and coordinating our incredible freelance sculptors that help create many of the amazing miniatures in the game.
JN: Shatterpoint is more towards the larger scale of miniature gaming. Does the larger scale make it easier or more difficult to sculpt?
Mike: Having previously also worked on Star Wars: Legion, I can say that having the freedom to work at a slightly larger scale of miniature opens up a lot of possibilities with posing and details of the characters and their attire. I don’t think it is so much about being easier or harder to work at the larger scale as much as it is more satisfying to treat these as miniature collectibles or statues that are capturing a moment or action that tells you about the character.
JN: What is the process for sculpting a miniature from start to finish?
Mike: Sculpting a character for Star Wars: Shatterpoint starts with a concept sketch from our concepting and creative team. Once we receive the concept, the first step is to pull as much reference as possible from either Star Wars films or animation. We are fortunate that Lucasfilm Ltd. is a big collaborator in this effort, often providing vital references to aid us in getting the details correct.
Once the references are gathered, it is time to begin the process of sculpting the character. For this, we utilize industry-standard sculpting software, ZBrush, to begin a block-out of the character. The block-out is kind of like a sketch using basic 3D shapes to make sure the proportions of the character and their accessories are correct for scale. Once the block-out stage is completed, we will move into creating more specific details and start considering how the character is going to be posed in terms of body position, accessories, armor, etc.
Posing for the characters is usually figured out in the concepting phase, but it can change once we get into the sculpting process for a variety of reasons. Maybe the armor is more restrictive, and the pose needs to be adjusted, or perhaps the pose works great in 2D on paper but looks strange from other angles in 3D.
Once the pose is finalized in 3D, we begin the process of final detailing and adding any effects. This can range from adding jetpack flames and smoke to enhancing clothing or armor details. Throughout the entire process, each sculpt is reviewed and given feedback from our sculpting and creative teams to ensure that each sculpt is dynamic, accurate, and fits within the style of the game. Once the sculpt is completed and makes it through the review process, the next phase is to engineer the sculpt for production into hard plastics. At this point, the sculpting phase is complete, but the work is long from done!
JN: How does AMG go about deciding on a pose for the miniature?
Mike As I mentioned before, the posing of each sculpt is a fluid process that usually begins with our concept artists and creative team. Thanks to the collaborative nature of our studio, we often have open discussions and concepting sessions where we will figure out the best pose for each character. This also helps us make sure we are not repetitive in posing, especially when it comes to squads of characters like clone troopers. Once the pose is figured out in the concepting phase, it may still change in the sculpting phase, but only if it serves to make the final miniature more dynamic or more in line with the type of character being sculpted. In most cases, any changes in the pose during sculpting do not deviate from the concept more than necessary. Another great aspect to the open collaboration at Atomic Mass Games is that the concept pose is just a guideline and always has the ability to be improved in sculpt. This gives the individual sculptor the freedom to explore the pose or try different poses that may make the miniature even better.
JN: Shatterpoint is one of the very few games where it seems that the miniatures are purposely designed to be fully assembled and still be able to be painted easily after assembly. Is this a conscious decision or just a happy accident?
Mike: This is absolutely a conscious decision that we focus on with Star Wars: Shatterpoint! Once a sculpt begins the review process in studio, the ability to paint each miniature is a huge factor that can dictate how we sculpt a character. In Star Wars, there are characters like Ahsoka that have intricate face markings or characters like Queen Padmé or Sabé whose costumes have very specific designs and details. These can be sculpted in or painted on, but which way makes it more accessible for the hobbyist? When looking at details of costumes, the painting of the miniature is always a major consideration. We want these miniatures to be as accessible and easy to paint for the novice as well as an open canvas for the most seasoned miniature painter.
JN: Who has been your favorite miniature to sculpt so far? (In Shatterpoint?)
Mike: First, this is like having to pick your favorite child (we all know you have one, but no one’s ever going to admit it). I’ve had the pleasure of sculpting several characters that are near and dear to my Star Wars heart, like Grand Admiral Thrawn and Commander Wolffe with his unique helmet design but getting the chance to sculpt my favorite Star Wars character, Boba Fett, has been one of the greatest experiences thus far. In a way it feels like adding a bit of yourself into the Star Wars galaxy and being able to hold that miniature in my hand after watching it come to life on my computer screen is indescribable!
JN: Do you have any advice you would give to anyone who wanted to get into the sculpting business?
Mike: First, sculpt every chance you get, whether it is a piece of clay, digitally, or in your mashed potatoes. Study anatomical forms and classical sculpture as well as modern influences like current digital sculptors. Beyond that, draw every day. Keep a sketchbook with you and draw things from real life. Nearly everything you will sculpt comes from something real in the world. And finally, get your artwork out into the world. Whether that is through social media, portfolio websites, or art shows and conventions, you have to be your best advocate. In this industry of miniatures and even the larger toys and collectibles industry, sculptors are very common, so it is important that you find something to try and make your work stand out.
Finally, if you want to work in a specific industry of sculpting, don’t be afraid to reach out to the companies or individual sculptors for advice. Most of them were in your shoes at some point and may be willing to share some knowledge. Be persistent, consistent, and reliable. Making a living in any art field can be daunting and difficult, but not impossible for those willing to put the work in.
A huge thank you to Mike for taking the time to talk to us and to go into such detail about everything that happens in terms of sculpting. I’d also like to say a big thank you to Ross Thompson who organised the interview for us! If you want to see how fantastic these models are, although they can be seen online, there is nothing quite like seeing them in person. Get down to your local gaming store who – I’m sure – will be glad to show you some of the fantastic miniatures from the game. As always, stay tuned for more Shatterpoint news, reviews and interviews on Jedi News.
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