Monday, 5 June 2017
Sunday, 26 February 2017
Firstly it is very important to consider what you are trying to achieve in advance. Purgatory is our world and as a decent painter, but by no means the best, I have to try and push my boundaries each time to bring that wow factor as we want people to be inspired by the characters and the paint job plays a big part in that.
So to 'set the scene'. Mike is a singer of the band. It is no small coincidence that his weapon, also happens to be a Mic (see what we did there?) but he is sometimes the front man, but Barry is the true star so where does that leave Mike? Mike is that edgy guy, the one that looks scruffy but kinda trendy, really following the fashion style of the moment. That moment is the 80's.... now I was quite young at the time and avoided the fashion faux-pas' of the time but I recall enough of denim jeans with holes, leather jackets and boots with buckles and zips.... So when we designed this guy, that Lux knocked out the park as a sculpt on Lorinda's art we considered what he WAS...
So when the model ended up in hand, I knew what and who he was, so it was quite easy to visualise how I wanted him to turn out. Soul Glow glistening afro, mixed race, white shirt, worn leather (that should be fun) jacket with zips and stuff, shiny black shoes to almost carry of that awesome monochrome look and of course, the faded denim. Initially I though about faded black, but with the jacket, shirt, hair and shoes, this was too much and the blue denim would catch the eye.
It sounds a bit laborious but I have learnt that it's best to know where you are headed before you depart, it's very much a method.
The next important part, before I even pick up the 'blade' is source material. I mean, I don't wear leather coats and whilst my jeans are faded, they are certainly not 80's. Have an ipad (or other non brand specific tablet) to hand and search what you are trying to achieve, as a friend of mine would say 'Google provides'. Look at images, study them and see how they 'behave'... ok the points of light and shadow on your model will be very different but it gives you something to think about and may stop you from going the wrong way.
Ok... so now on to the denim itself.
The paints I used are:
GW The Fang
GW Fenrisian Grey
Vallejo Dark Blue
Now the process: (note, you will find MUCH better tutorials with the likes of Ben Komets and Massive Voodoo (actually pretty much everywhere else) )
Step one. I typically use grey primer as a base. I don't have an airbrush, though I keep toying with the idea, I have still not dropped my balls into that basket so to speak, so this is all brush work. I know others swear by black primer and some others do the zenith lighting thing with white and black. For me and it is down to preference, I start with a grey primer. Why? It allows me to see shadow and highlight easier, though this won't be the same for everyone. Equally it allows me to go up in brightness and down in shade to create a depth in the areas without too much work.
Step two. Using a 60/40 Black/Dawnstone I use this semi watered down colour to start adding the depth. I don't always start dark first but it gives me something to glaze over later and gives me some indicators as to where I want the shadows to be. The image below, kind of shows that, you can see some lighter areas on the nearest leg by the knee, backside and top of the back trailing ankle.
You will also see in the image on the left leg (as you look at the image) that a blue shade has been added. this part of the jeans is very much in transition and is not the finished thing. You can see that in the difference between the detail of this and a later image.
The black/dawnstone mix is used around the inside of the legs, around the bottom of the crotch and around areas that 'point' downward and would therefore be shaded from light. This step does some of the zenith light work for you. I use watered down colours and repeat the process, pushing or pulling the paint into the recessed areas, this method grans the pigment and places the concentrated pigment in the darker areas, leaving a lighter 'residue' that can be glazed over for a smooth transition.
This image shows you where I have placed the lightest areas of the jeans. I am effectively with this step choosing where the faded areas of the jeans are going to be. If you look at your own faded, 80's hand me down jeans (or research online of course) you will notice that the areas that are most faded are:
- Bum, backside, buttocks, derierre etc
- Knees in particular and gradually growing darker as you go up the thigh
- Zipper or button fly, specifically the edges where they rub
- Pocket edges or parts of the jeans that rub against something, say keys in a pocket
- Bottom of the legs and the seams
- Water down your paints
- Choose when to glaze
- Know what you want to paint
- Use reference material
- Push the boundaries but have fun and don't stress out
Friday, 13 January 2017
How are you all? Good we hope, recharged, refreshed and ready for the challenges of 2017! We certainly are and today we start the year on two very challenging topics that we have faced whilst making Purgatory. But before we get on to those, lets refresh you as to what has happened recently:
- Katz, Faith, Bobo, Le Vulture, Godmother, Shaquanda and Death's base have been completed
- Small Daniels, Stevie, Marilyn and Ebony are in progress
- The GOTG cards are almost complete, with 80% done
- The rules have been attacked again, they are now reduced by a massive 30 pages since the start, simplifying the rules and reducing alot of the unnecessary text
- Erishkigal, Siren and Jess are the fastest selling models in the Purgatory range, in that order.
- Erishkigal has sold over 130 models
- The women from Purgatory are predominately purchased by women, 58% in fact are by female buyers
- Godmother and Faith were the most sought after models in the design phase
- Erishkigal, Jess, Siren and Hannibal were the only models that featured in the survey for "there can be only one"
Monday, 14 November 2016
Hello and welcome back to the Purgatory BLOG it's been over a month now after kind of went radio silent after the Kickstarter campaign went live. What a good decision that was!
So to maintain the theme and style of a typical Purgatory post let's start with the easy bit... here's the latest from Purgatory...
* In case you have been asleep or have absconded from the interwebs, Purgatory reached funding very early in the campaign and managed to end funded.
* Artists are lined up to bring the world to life.
* Sculptors have been assigned to make the models come to life and on to a battle mat near you, starting already with WIP pictures of Le Vulture.
* The background that accompanies the Rule Book is in the final stages of development.
* Our place at Salute 2017 is confirmed and we can't wait to see you again!
Phew... a small amount of news bit BIG stories to tell...
So how do we feel?
Kickstarting something with as much potential as Purgatory was always going to be intensive. There is so much to offer with out world that often we really don't know where to start.
The obvious and immediate answer is that we are elated to have funded. It means that we are already embarking on the next stage of the process to make our world that little bit more substantial. With rules, cards and the associated gaming equipment alongside a range of 25 models we are now in a place of real substance, if we weren't already.
The support we received during the campaign from Podcasts and from specific individuals was nothing short of humbling. That so many people wanted to see this project take a massive leap could warm the coldest of hearts and if you are reading this we are truly grateful for your support! Thank you!
What went right and wrong?
Some people might say "everything went right, concentrate on the positives" but the truth is very different. The positive as alluded to above is that we funded, what more positive is there?
However we do have some learning points. First and foremost perhaps a rigid and structured launch date is not right for small companies. When we announced our Kickstarter we done so to give existing fans the chance to prepare for the campaign. We genuinely received a number of requests asking if we would hurry up and launch....
... however when we announced we were one of few but by the time of launch we were up against some real titans that secured funding in considerable excess of their requirement.
We would be naive to think this didn't have an impact on us and simply put as a small start up company, perhaps our offer didn't contain as much value as others, though £115 for over £300 of resin might be considered good value.
And it wasn't like we went against one, we weathered the storm of no less than 4 substantial campaigns! We almost feel like we deserve a badge that says "we survived xyz..."
We also learned that no matter how much you try, so many people want different things and perhaps our campaign was too complicated. We received some excellent feedback along the way and we committed each piece of this to record so that we can consider it with the next campaign....
There's a next campaign?
Yes! Of course there is.... we promised you at the start that we wanted longevity for Purgatory and it doesn't stop at 2 factions, we will be bringing the Gangbangers and Refugees to KS in 2017 on very short campaigns. You asked for them, how could we not offer them right?
So what's next?
Alot. In fact, one hell of alot. We now are in the process of creating the pledge manager and giving people access a late backer so that you can get involved in the project and get hold of some of the limited stuff. Real life can get in the way at times and we want to give people the opportunity overcome that and get involved.
After that we will continue to work away, getting cards completed, models sculpted and produced ready for you to receive the game at the earliest possible time.
Will we be on time? Yes. Will we be early? Maybe not, we hoped to be, however a number of people defaulted on payment making our funding total alot less so depending on our progress in the coming months will depend if we can get this to you sooner rather than later but rest assured we will communicate our progress every step of the way.
Well that is all from us this time. We will be back in the coming weeks with more updates from the War for Heaven!
All the very best
Tuesday, 27 September 2016
- The model of Jack is in progress and the basic outline is complete
- Moloch edges closer to completion and will have options for you to choose, enhancing the value of this model
- Mike and Jess are at the manufacturers, waiting patiently to be created ready for the project
- New artwork has been completed for the kickstarter which sees two characters go toe to toe
- Jack gets the royal treatment in some stunning new artwork
- A new faction has been created and will be previewed during the kickstarter to show you what comes afterwards
- Bobby, Siren and St. Peter stat cards have been released along with the card for ‘The Summoned’
Saturday, 20 August 2016
Today we go all reflective as we look back over the last 18 months and see just how far the project has come, but most importantly what we have learnt and applied along the way. But before we do that, let's review the comings and goings of the last 2 weeks in Purgatory.
- We hope that you've seen her, but if not, I am pleased to announce that Jess is complete. And in a first for Purgatory this lady comes with optional heads for her mallet.
- The inbox has been burning bright, with the Apocalypse storming into our laps looking incredible. The concept for these guys really carried forward and if we get far enough, you guys are in for a real treat.
- Literally just in, a version of one of our Devils has emerged!
- The Kickstarter page is on the verge of completion, previews will be up soon.
Traditional vs. Digital - In one of the most difficult decisions, something we have been asked frequently has been about why we went the traditional route. Having just started speaking with a digital sculptor I can safely say that it was down to personal preference. There are supremely talented individuals proficient in both disciplines, but in truth, digital 'masters' are hard to come across in an era of tabletop and board games being exceptionally popular. I am very grateful to the sculptors we have worked with and feel slightly vindicated by the initial choice, if only because I have learnt so much from these people and actually become fast friends.
Something we picked up from Salute was that whilst people liked digital renders as a demonstration of what was to come, people had been 'caught out' in cases where the render was then produced to a low quality en masse. This echoed when people suggested it was refreshing that we as a company were showing people not only what we were doing, but that we were capable of producing high quality models. This was an important moment for us.
That said, we will work with a digital sculptor as our portfolio of characters has some that will truly benefit from this exacting method.
Expectation - It has been remarked of late that in some cases crowd funding can be used as a pre ordering system for well established companies and brands. I don't think this will lead to the market 'downing tools' so to speak but it is being noticed. When we spoke to a number of people in the early days the comment was very much "what do we get for free, like X or Y company offers?"
The answer to that was a hard one. As a small company, funded entirely by a trio of individuals, it was difficult to foresee how this would be possible, it was no small hurdle. However, what we have learnt at Purgatory is that 'free stuff' comes in various guises and at various levels. If you had asked me a year ago what we could give away for free, I am not sure I could have answered. However now, I can confirm that we can and will give things away, including models if we stretch to the appropriate levels. The kickstarter is quite strong and this has been tested against other projects as well as being discussed with a number of experienced backers. We believe there is real value in what we are offering.
Playtesting - I have said it many times. As a creative group, it can be soul destroying to take a broad sword to something you have spent months developing. However you become hardened to it and actually you benefit from it, though you often can only see that upon reflection. Play testing was a considerable amount of fun, watching characters you have created, come to life and do the things you wanted them to do is incredibly satisfying.
The main aim of the game was to apply a new spin on something familiar. No a single familiar thing but a collection of them. The difference, or USP so to speak was to apply something wholly and completely fun, something tongue in cheek and skirting on the boundaries of the mildly risqué. To hear comments like "I am not playing a game without those cards (Gods)" or "The core rules are tight" and "I can picture exactly how this character is supposed to play" are but some of the comments we have had. However in flip of that, complete sections have been removed, reviewed and changed on comments received during play testing. The end result being that the rules are even better and more complete than before.
Listening - Having great ideas, doesn't mean that everyone will or should like it. Listening to peoples feedback is fundamentally important and it is one of the single most things I would recommend to everyone. However you must ensure that you hear what is being said. That rules tweak, change to a pose, adjustment to a character or ability or even the size of the board, they all count and none should be dismissed.
Challenges - We have faced many challenges along the way, but none sterner than the issue of equality and perception. We have a diverse team within Purgatory and actually we had considered this from the very beginning. However 'Pin Ups' have been an area of attention for our project as people have posed questions on certain characters. I would say luckily, but actually, thankfully for us, we considered that whilst the market for pin up characters was prominent, we would not set our stall up around it entirely. By being able to demonstrate this, it has allowed us to mitigate attention with awareness of our range. However, the rise in open criticism on this topic is something the industry has experienced before but perhaps not on this scale.
Why are we telling you all of this?
We are on the cusp of something exciting, in less than 10 weeks we will know if Purgatory will be taking the next step, where you can enjoy games at your local gaming club and at home with friends and with family. A whole fresh wave of new models will be available to paint and play with to hone your skills with the blade.
Equally important however is to openly communicate with our followers. So that you have a true understanding of how we have progressed and the key areas that defined the approach of Purgatory, where learning is shared and improvements embraced at every turn.
Because of this, we are able to offer more models, more content, more opportunities for free items, improved sculpting, options on models, tighter rules and deeper backgrounds for you to fully immerse yourself in what we believe is a truly unique world, unlike anything else created by anyone else and we hope you agree.
Look out for the newsletter coming next week, which if you haven't already you can sign up to on our website. This last edition before Kickstarter launch will be a bumper issue and will include a list of the pledge levels and the some clues as to the stretch goals so that you can plan out exactly what you will be wanting to ensure you get hold of it.
Until then, we look forward to bringing fresh art and background information to you in the weeks leading up to launch!
All the very best.
Wednesday, 10 August 2016
Welcome back to Purgatory!!
This week is brought exclusively to you, live from the Rockingham Arms in Elephant and Castle, London.
It's now officially 2 months to the day that we launch so what better time than to talk to you about what we are up to right now.
In the last 2 weeks we have kicked out all manner of information. The painting team is furiously working on tweed madness and Jess is well and truly on her way. But it's the inbox that's red hot right now!
Arriving this week has been two of the four members of Apocalypse! We will talk more on these in a bit. Also arriving is the first true hybrid from the game in our Halloween special that features as one of the early stretch goals for the project and he is quite literally insane.
Full colour artwork of Jack has been commissioned this week alongside the afore mentioned Halloween special. This is being done by Dario, the same artist that brought you Erishkigal and Moloch!
The four horseman are infamous in history. Whilst Conquest and Death are the two that are more commonly referred, Famine and Pestilence also feature as harbingers of doom. Initially this brought us a quandary, Death was already a character in our world so we had to think smart and quick. But don't worry, real life intervened and the answer was simple. Death got a better job and resigned her position. Let me tell you, finding a replacement was hard, the interviews were long and drawn out but eventually a candidate stood out and the position was filled... phew...
It would have been very easy to simply copy and paste the typical feel for these guys. You know the black stallion with flaming hooves and eyes, with a marauder like conan sitting on the back... but well, this is Purgatory and unless you didn't notice, things are a bit different around here ;)
The design phase for these guys was quite intense as we ultimately ended up with 4 characters that represent a modern slant with some comedy elements whilst retaining a sort of nastiness and viciousness that backs up their credentials. To explain this in more detail...
Conquest, who was one of those to arrive is sat on reclining sofa with a decent foot stall. This sofa is being carried by 4 slaves that are chained to the chair and forced to carry him around the battlefield. He looks bored, the fun in killing has gone with the dawn of new technology. The mace, well it's just too much work these days. So, instead he has a customised remote control that in a nutshell just zaps people into atoms. Though the war mace is readily available as the remote doesn't quite have the same effect in hand to hand. This guy isn't your beefcake uber warrior either. Mainly due to the fact that he is carried everywhere and doesn't swing the mace as much as he perhaps would have.
The character is designed to reflect the slob/lazy culture we have developed that is heavily dependant on technology. Purgatory is no different and in tradition we have challenged the preconceptions and added a modern spin. As we do.
Don't be fooled however. The image of this character as well as the others doesn't detract from their ability in game. These guys can only be fielded together and even then you can't field all 4, you get 3 in a standard point game. This allows players the option of playing larger scale games so that all 4 can be used at once.
We knew as soon as we had committed to dates that a Halloween special would be on the cards. Listening to you, our followers, we took into consideration the impact of a 'kickstarter exclusive' and the negativity this can generate. Not everyone that supports this game will have the ability to do so when we go live and they shouldn't be penalised as a result.
With this in mind we wanted to do something that was unique enough but not limited.
We eventually came up with the concept of a hybrid character for the two starting factions (Murder Inc and Soul Train) that would look and feel like a characterisation of the underpinning themes of both.
We've talked a number of times now about Host and Cohort synergy but this character because of his very nature is aligned to both. Our first true hybrid. In game this means that he can benefit from the angelic abilities of the respective Hosts of these two factions making him worth consideration.
All of his abilities are Halloween inspired to really make him stand out in the game too. And if we are honest, he's quite useful to say the very least.
The artwork will be making an appearance in the coming weeks.
As we started with, the project is on track. The rules are finished and now being adapted for the book. The background is now being included and imagery selected for this section of the book that comes in A5 format in the box level pledges.
If truth be told, worryingly everything is currently on track, without delay with the added bonus that we have managed to squeeze even more value into the box and the stretch goals themselves.
There's alot on offer from Purgatory so keep your eyes peeled and watch this space ;)
Thanks for stopping by and we look forward to bringing more exciting news to you over the coming weeks.
Join the War for Heaven!!