HULK 2

I was only involved with the pre-production development of Hulk 2. Jeff Barnhart, Universal’s Producer for the Hulk, asked if I would help steer the initial art style currently under pre-production at Radical Entertainment.  Even though the first Hulk game was successful, the artwork had received some criticism, and Universal expected higher standards for the sequel.

After our first meeting with the Radical development team, we identified several key areas where everyone felt we could achieve better results by acquiring outside industry talent. These included: storyboards, character concept art, environment concept art, special effects, cinematics and sound design.

We had recently experienced a lot of success using freelance industry professionals to shore-up developer weaknesses.  Witnessing this first hand with Van Helsing, Jeff had requested some of the same people we had employed for that project.

Alan Roderick-Jones was once again called upon to create the many environments that the new story was based on. Alan was now getting quite familiar with what Universal Producers were looking for and was extremely excited at the opportunity to create a rich fabric of modern architecture. Seeded within the landscape were landmarks that the user could identify while bounding over buildings as the Hulk.

He designed some 24 locales both interior and exterior. Here are a few of the examples; remember he always delivered on large 36" wide paper.

The first game of The Hulk was a resounding success and so the projections for the second game were set even higher. And it was Jeff Barnhart after seeing me contact the likes of Syd Mead, Justin Sweet, Brom, and Michael Kaluta, made the initiative to contact Marvel cartoonist Richard Hatch, the Hulk cartoonist, himself.

In this new game we were going to show 3 versions of the Hulk and requested Richard to design them for us. We also asked Richard to design his vision of a Mech that we were calling the “Hulk Buster”, a sort of man-driven Mech.

After several pencil sketches went back and forth, the pieces on the left were accepted as the final concepts and were delivered to the developer to use as reference. Richard’s work is incredible and it was wonderful to work with him.

More work from Richard Hatch and also a sculpture from Jeff Watts.