Bradley W. Schenck

Last updated

Bradley W. Schenck is an American artist and game designer.

Contents

Schenck's art is widely recognized for its strong themes and rigorous structure applied to fantastic subjects that is reminiscent of the work of members of the Pre-Raphaelite Brotherhood. His work has been strongly influenced by traditional Celtic art and the Art Nouveau style. Nonetheless, while his style contains elements and motifs from these styles, Schenck has developed a style which includes a wide range of elements from art both classic and modern which he executes with his own strong sense of line and space.

Early work

Schenck began his work as an artist at an early age, as a result of moving out of his parents' home to live on his own at the age of 14. He had a strong network of friends that assisted him through his connections in the Society for Creative Anachronism and the role playing game community. He also had a strong work ethic and was stubbornly self-reliant.

Some of Schenck's earliest published work can be found in the Arduin role playing game book Welcome to Skull Tower. Schenck's early work can often be identified by his artist's signature "Morno" or the sigil of the moon with an inscribed letter 'M.' All of the art in this volume was produced by Schenck except for a couple of pieces produced by Erol Otus. Schenck's work also appeared in other role playing game publications of the day. His early work displays Schenck's strong sense of scene composition, dramatic shading, and effective use of line weight. However, at this point there is still some uncertainty in his execution of form.

This changed rapidly, however, as the work presented in The Runestaff and various publications of the Society for Creative Anachronism in the early 1980s attests. His control over form, particularly of people, had improved dramatically. During this time his command of further detail in his work grew with each piece produced. For example, with one piece he became unsatisfied with an idealized presentation of the moon. He reworked the piece after researching the actual appearance of the moon in different phases to present the moon in the piece with a realistic appearance which also bore the stamp of his personal style. During this time his artist signature changed to his monogram: 'BWS'.

Much of his work during this time was sold at science fiction conventions and private auctions. Among the most popular of his pieces were watercolors of line art originals. During this time, his pieces often presented moody scenes of stylized Celts in dramatic landscapes, as opposed to his earlier compositions of fairly conventionalized high fantasy motifs. The character expressed in his human forms also became deeper and more expressive, evoking a strong sense of the artist's emotion.

Morno used the company name Cosmic Frog Productions, and advertised it beginning in 1975, for anyone wanting "fantasy and legendary illustration". [1] He worked for Pete Kerestan as the artist for his company Wee Warriors; one of the company's wargames, Dragonlord (1977), was designed by Morno and thus co-production with Cosmic Frog. [1]

Cold Iron

A major commercial project for Schenck in the mid-1980s was the layout, design, and art of the songbook Cold Iron, in which Leslie Fish sets Rudyard Kipling's poems to music. The book was published by Off-Centaur Publications in 1983 and 1987. Schenck also did art for the Centaur Pillow Book, which contained erotic illustrations of fantastic creatures.

Commodore 64

Schenck's involvement with computers grew when he obtained a Commodore 64. His involvement with the gaming community became very deep very quickly, and is displayed in various ways, including his Emily Patella comic for the New Zork Times of Spring 1989.

He wrote several utility programs for the 64, including software for selecting the appropriate strings for a Celtic harp. He also experimented with computer graphics on this system, producing his earliest computer art. Among his experiments were designs for software which would display graphically stunning banner pages at key points in adventure games that Schenck designed, comparable to the cut scenes of later software.

The C64 was not the most crude computer medium Brad has worked with. The IBM-PC's CGA graphics were significantly less sophisticated, yet Brad managed to create stunning images for this system for the game Mind-Roll by Epyx.

Harp design and manufacture

Schenck turned his hand to the making of Celtic harps for several years in the late 1980s. He learned the craft under the tutelage of Jay Witcher). His harps were known for their excellent sound and beautiful decoration, but Schenck decided to leave the business as too much of the work was rote manufacturing that did not allow him to express himself artistically as much as he hoped to do.

Amiga

The introduction of the Amiga provided an affordable computer platform with which Schenck was able to express himself artistically. Schenck used an Amiga 500 to develop demos for the Amiga Killer Demo Contest. He won the contest for three years running, obtaining better hardware with which to work as well as opportunities to apply his art to computer games for a number of different developers.

The Labyrinth of Time

After a number of successful projects Schenck sought to work on a project over which he could have greater creative control. For this project, he returned to his role playing game roots on the computer with The Labyrinth of Time . He formed company Terra Nova Development with veteran programmer Michal Todorovic. The game was published by Electronic Arts and received moderate success, though it earned little revenue for the partners of Terra Nova Development. It is considered a classic today, both for its story line and for Schenck's art, and has been ported to current systems and re-released by Wyrmkeep Entertainment.

Thousand Oaks Library Mural

Schenck painted a mural for the children's area of the public library in Thousand Oaks, California. It features characters from many famous children's books done in Schenck's distinctive style, wound into a single expansive composition which features images of children entering the piece at floor level. The unveiling of the mural featured a performance by Schenck's friend, musician Patrick Ball.

Computer graphics work

Schenck has gone on to do further computer graphics work, including Star Trek: Starfleet Command III , Halls of the Dead: Faery Tale Adventure II , Dinotopia , I Have No Mouth, and I Must Scream , Return to Zork and Spirit of Excalibur .

Current work

Schenck has retired from computer game graphics and has decided to use the web as a medium for producing interactive books. His favored theme is presently retro-futuristic. This theme can be seen in much of his prior work as well, such as the scenes of The Labyrinth of Time that are placed in the future. His current projects can be seen at his website, webomator.com.

Much of Schenck's prior work can likewise be seen on his personal website.

See also

Related Research Articles

<span class="mw-page-title-main">ASCII art</span> Computer art form using text characters

ASCII art is a graphic design technique that uses computers for presentation and consists of pictures pieced together from the 95 printable characters defined by the ASCII Standard from 1963 and ASCII compliant character sets with proprietary extended characters. The term is also loosely used to refer to text-based visual art in general. ASCII art can be created with any text editor, and is often used with free-form languages. Most examples of ASCII art require a fixed-width font such as Courier for presentation.

Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called Cornerstone.

Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.

<i>Maniac Mansion</i> 1987 video game

Maniac Mansion is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz from a mad scientist, whose mind has been enslaved by a sentient meteor. The player uses a point-and-click interface to guide Dave and two of his six playable friends through the scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's choice of characters. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm Games' first self-published product.

<span class="mw-page-title-main">Amiga demos</span>

Amiga demos are demos created for the Amiga home computer.

<span class="mw-page-title-main">Demoscene</span> Computer art subculture

The demoscene is an international computer art subculture focused on producing demos: self-contained, sometimes extremely small, computer programs that produce audiovisual presentations. The purpose of a demo is to show off programming, visual art, and musical skills. Demos and other demoscene productions are shared at festivals known as demoparties, voted on by those who attend and released online.

<i>Return to Zork</i> 1993 video game

Return to Zork is a 1993 graphic adventure game in the Zork series. It was developed by Activision and was the final Zork game to be published under the Infocom label.

Graphics are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture, in typesetting and the graphic arts, and in educational and recreational software. Images that are generated by a computer are called computer graphics.

<i>Battle Chess</i> 1988 video game

Battle Chess is a video game version of chess with 2.5D graphics and fighting animations showing the result of one piece moving onto the square of another. It was developed and released by Interplay Entertainment for the Amiga in 1988 and ported to many other systems, including the 3DO Interactive Multiplayer, Acorn Archimedes, Amiga CD32, Amiga CDTV, Apple IIGS, Apple II, Atari ST, Commodore 64, MS-DOS, FM Towns, Nintendo Entertainment System, MacOS, PC-98, X68000, and Microsoft Windows. In 1991, Battle Chess Enhanced was released by Interplay for IBM PC compatibles and Macintosh with improved VGA graphics and a symphonic musical score played from the CD-ROM.

<i>Dungeon Master</i> (video game) 1987 video game

Dungeon Master is a role-playing video game featuring a pseudo-3D first-person perspective. It was developed and published by FTL Games for the Atari ST in 1987, almost identical Amiga and PC (DOS) ports following in 1988 and 1992.

<i>Another World</i> (video game) Action-adventure video game

Another World is a cinematic platform action-adventure game designed by Éric Chahi and published by Delphine Software in November 1991. In North America it was published as Out of This World. The game tells the story of Lester, a young scientist who, as a result of an experiment gone wrong, finds himself on a dangerous alien world where he is forced to fight for his survival.

<i>Zork Zero</i> 1988 text adventure game

Zork Zero: The Revenge of Megaboz is an interactive fiction computer game, written by Steve Meretzky over nearly 18 months and published by Infocom in 1988. Although it is the ninth and last Zork game released by Infocom before the company's closure, Zork Zero takes place before the previous eight games. Unlike its predecessors, Zork Zero is a vast game, featuring a graphical interface with scene-based colors and borders, an interactive map, menus, an in-game hints system, an interactive Encyclopedia Frobozzica, and playable graphical mini-games. The graphics were created by computer artist James Shook. It is Infocom's thirty-second game.

<i>Spelljammer: Pirates of Realmspace</i> 1992 video game

Spelljammer: Pirates of Realmspace is a video game for MS-DOS released by Strategic Simulations in 1992. It is a Dungeons & Dragons PC video game using the Advanced Dungeons & Dragons, Second Edition rules, and the Spelljammer setting. Spelljammer was programmed and designed by Cybertech Systems.

<i>The Labyrinth of Time</i> 1993 video game

The Labyrinth of Time is a graphic adventure video game created by Terra Nova Development, a two-man team composed of Bradley W. Schenck and Michal Todorovic. Intended to be the first in a series of games, The Labyrinth of Time was less successful than similar graphic adventures released around the same time, such as The 7th Guest and Myst. It is the sole game produced by Terra Nova Development. In the years after its release, The Labyrinth of Time was published on more recent platforms by The Wyrmkeep Entertainment Co. in collaboration with the original developers.

<i>Curse of Enchantia</i> British graphic adventure game

Curse of Enchantia is a graphic adventure game developed and released by the British video game company Core Design for MS-DOS and the Amiga in 1992. The game tells the comic fantasy story of Brad, a teenage boy from modern Earth who was magically abducted to the world of Enchantia by an evil witch-queen. He needs to escape and find a way back to his own dimension.

Mark Giambruno, is a 3D artist, art director and writer. As an early employee of Mondo Media, he worked on many of their game projects and contract game cinematics. He also voiced the Lifty & Shifty characters for the popular internet show Happy Tree Friends, a role he now shares at times with Kenn Navarro. He is the author of two books on 3D graphics and has also done the English rewrite on over 40 US-licensed manga and light novels.

<i>Lionheart</i> (video game) 1993 video game

Lionheart is a platform game for the Amiga developed and self-published by German video game developer Thalion Software in 1993. Using a fantasy motif, the game takes place in the land of the Cat People, a race of feline humanoids, who are threatened by the evil Norka. The player assumes control of Valdyn, an outlaw swordsman who is also known as "Lionheart". Players have to fight their way through 14 levels filled with monsters and environmental hazards. Most of the gameplay is melee combat and precision platforming.

<i>Sex Vixens from Space</i> 1988 erotic text adventure game by Free Spirit Software

Sex Vixens from Space is an erotic interactive fiction game developed and self-published by Free Spirit Software and originally released in 1988 for the Commodore 64 and Apple II as part of the compilation Sex And Violence Vol. 1. It was released as a standalone game, with the addition of graphics, in November 1988 for DOS and Amiga and in 1989 for the Atari ST. Sex Vixens was inspired by the 1974 sexploitation film Flesh Gordon. The game was panned by reviewers.

<i>Bride of the Robot</i> 1989 erotic text adventure game by Free Spirit Software

Bride of the Robot is a 1989 erotic text adventure game developed and self-published by Free Spirit Software and released for the Amiga and Atari ST. The Amiga version of Bride of the Robot was published in Europe in June 1989 by CSJ Computersoft. Bride of the Robot is the third entry in the Brad Stallion series, and is preceded by Sex Vixens from Space (1989) and Planet of Lust (1989), and succeeded by Sex Olympics (1991).

<i>Celtic Legends</i> 1991 video game

Celtic Legends is a 1991 video game published by Ubisoft.

References

  1. 1 2 Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. p. 10. ISBN   978-1-907702-58-7.