Just as an introductory note, I got my Deviantart back up and running at PRASTSHACKER.
Also, Tourism Vancouver or uh, Inside Vancouver did an interview of me and that's up right now.
Over the summer I went to work on producing some stickers to give away at Vancouver's Anime Evolution. The ones I produced were from Valve Software's popular videogame, Team Fortress 2. The whole set was completed as of last August on the eve of the convention. The series of images were a style I discovered when I started producing them in my spare time from mid 2008, the first of which after socializing with a friend over a videogame imageboard.
The style I originally had in mind with was similar to the sort of MSPaint comics that imageboard is known for. I made the first image in 2008 with MSPaint based on the Scout. I felt like making it deliberately messy and with a very rigid and blocky shape to reference the swift and sharp wit of the character with the dynamic perspective of the image to showcase his agility. However I found the outcome in colouring awfully time consuming so instead I decided to finish it in photoshop.



After that, it wasn't really until this past June did begin work on producing the next ones, actually starting with the Demoman in July.


One of the most recent and favoured of the classes that I've produced is the Sniper. At Anime Evolution, it was the only sticker that sold out. That says alot to aspects in the image which I need to replicate in the future for aesthetic and business reasons.

In my opinion, the process in creating the stickers shows a pretty distinct growth in my technical abilities between 2008 and this summer. Given the success my friends had selling fanart material based off of various game franchises, I decided to continue producing stickers for various franchises for art events and conventions to come.
In that, seeing how a bright and cartoony palatte was used for the Team Fortress 2 series, I figured that perhaps I'd produce the stickers with colouring schemes that fit the aethestic of the source material best. The first work I've produced since Anime Evolution in light of that is for the Ukrainian Survival Action title, S.T.A.L.K.E.R: Shadow of Chernobyl.

Featured is a Bloodsucker, an iconic monster from the title. Not only is this relatively more detailed, but i feel it represents the feel of the game I derived it from. Entirely made in Sai.
Other than that, that's been one of the larger projects I've personally undertaken/continued over the summer. At this moment I'm beginning classes again on the path to recieving a 2nd bachelors degree from Emily Carr and should be done with that by mid 2012.