Tom Muller (Belgium)

Friday, 17 August 2012


Following the release of our World Series set of Themes, The Studio Blog offers a bit of behind the scenes info into what each series is really about! First up is Tom Muller from Belgium:

What was the idea behind your design? 
I was looking to find a way to combine the flag colours, video games and London into one concept. As a Belgian living in London, and a frequent user of public transport I landed on the idea of video glitch patterns that equally owe their existence to 8-bit games and characteristic seating fabric of the London Underground.

What inspires you about your country?
The fact that Belgium, or Belgians rather, have had a bigger impact on the worlds of art, architecture, science and music than most people assume.

What three things best capture what your country is about? 
The stereotypes are beer, french fries and chocolate. I can live with that, because they show that Belgians enjoy the good things in life.

If you could redesign one country's flag, what would it be and why?
Its a toss between the flags of Tuvalu and Fiji. Both look really unbalanced and I'm sure there are better ways to integrate those disparate elements.

What is your favourite flag?
I don't think I can pick one favourite. But the flag of Saint Lucia hits the sweet spot, closely followed by the Mongolian flag.

Did you watch the Olympics this year? 
Obviously.

If you could pick one Olympic sport to compete in, what would it be? 
I guess I'd be pretty decent at rowing.

Sam Gilbey

Sam Gilbey is a freelance art director, designer and illustrator based in the UK with over twelve years experience in the digital/creative industries. His distinctive observational illustrations are inspired by a love for popular culture in general (and large robots in particular). Painted digitally by hand, they've been featured online and on television, and also in magazines, books, comics, exhibitions, and a movie test shoot.

Describe your theme in 5 words...
Ukiyo-e Style Shoot Em Up

From where do you draw your inspiration?  
I had the image of the girl and fan in my head for a long time. I actually took a photo in China in 2011 with that composition, and for a while I’d been thinking how I might use it for something.

Why did you choose to showcase your work in partnership with a global brand like PlayStation?
I’ve been a gamer for many many years, and the PlayStation brand is synonymous with gaming, so in short it was an honour to be invited to contribute. Videogames have always been a strong influence on my work, in both the realms of design and illustration.

What’s it like seeing your work fully digitised on The Studio?
It’s been really exciting to see the theme develop from what I initially saw in my head, and then working with the guys at The Studio to see what was realistically possible. Best of all I’ve had to compromise my vision very little, and in some cases, it’s ended up even cooler than I was hoping for.

How did you adapt your work – in terms of both the feel of The Studio space and the physical parameters of PlayStation’s XrossMediaBar (XMB)?
As I say, I had the image of the girl and the fan in my mind already, and was wondering where I might be able to use it, so actually, when I started looking at the layout of the interface and the spatial restrictions, the composition actually balanced with it brilliantly. it was just about keeping the girl out to the left side, and letting the fan taking up the rest of the space below the XMB.

The worlds of gaming and art have grown closer and closer over the years – how do you think they fit together and how do you see the relationship progressing?
For a long time, it felt like everyone was obsessed with game graphics getting closer and closer to ‘reality’. Marketing campaigns, for hardware in particular, often focused on processing power and polygon counts. Yes, there’ll always be a place for that, but over the last few years it’s been amazing to see how different game designers and developers in both mainstream and indeo studios have truly started to let their imaginations run free, and as such we’ve seen so many different art styles in gaming. Ultimately it means that games can be marketed on what makes them unique, rather than what makes them the same. In short, as both a gamer and a design/illustrator strongly influenced by said hobby, it’s a very exciting time.

If you could have created any video game throughout history, what would it be?
There are so many gaming milestones that it would have been amazing to work on retrospectively, but no doubt at the time the designers and developers didn’t necessarily know how influential their games would become. If I had to pick one though, I’d probably say Super Mario 64. At the time it was as if they’d somehow managed to concentrate sheer joy into a denser form than anyone had managed before.

If you could turn a PlayStation into a piece of art/design, what would you do with it?
I’d love to see a PS3 Transformer. I wouldn’t have the skills to make it, but I guess I could draw it!

What’s your favourite video game?
I’d have to say Ico on the PS2. An advert for PS2’s much-hyped ‘Emotion Engine’ if ever there was one. Few games convey such a convincing sense of space, with the castle being both your captor and all the while gradually opening up before you. Beautiful, haunting and evocative in a way that, to my mind, has never been bettered.

Adam Fantome



Adam Fantome creates artworks inspired by growing up on a visual diet of 80's TV, colouring-in books, posters and stickers, a love of screen printing and a healthy disrespect for spoon fed popular culture. Here's the low-down on his Marbles Dynamic Theme for The Studio...

Describe your theme in 5 words...
I have lost my marbles.

From where do you draw your inspiration?  
The idea for this artwork was formed by a twisted combination of the expressions bored out of my skull and losing your marbles. I was neither of these things at the time though.

Why did you choose to showcase your work in partnership with a global brand like PlayStation?
I thought it was a good opportunity to do some interesting work and there are some great artists involved too.

What’s it like seeing your work fully digitised on The Studio?
Cool, its good to see things that are hand-drawn living the digital dream.

How did you adapt your work – in terms of both the feel of The Studio space and the physical parameters of PlayStation’s XrossMediaBar (XMB)?
There wasn't too much adaptation involved really. Technically speaking i shifted the artwork a little to the left and down a bit.

The worlds of gaming and art have grown closer and closer over the years – how do you think they fit together and how do you see the relationship progressing?
From the outside they seem a pretty good fit, the future may lead to ever more stylised virtual worlds, more inventive and intuitive gaming or maybe just more games where people shoot things (albeit in a slightly prettier way.)

If you could have created any video game throughout history, what would it be?
Tetris

If you could turn a PlayStation into a piece of art/design, what would you do with it?
I would take off the plastic casing so you can see all the little cogs and pistons at work.

What’s your favourite video game?
It a toss-up between Speedball 2 or Sensible Soccer on the Atari ST.

James Gilmore

Thursday, 3 May 2012


Describe your theme in 5 words...
3D acid sunrise? Yes please.

From where do you draw your inspiration?  
For this theme I drew inspiration from repeating fashion fabrics, work by Blinky Palermo and psychedelic gig posters.

Why did you choose to showcase your work in partnership with a global brand like PlayStation?
Working with a brand who are willing to push exciting and experimental creative work is always a pleasure and The Studio is such an exciting opportunity.

What’s it like seeing your work fully digitised on The Studio?
Rad!

How did you adapt your work – in terms of both the feel of The Studio space and the physical parameters of PlayStation’s XrossMediaBar (XMB)?
One of the most exciting/challenging things about creating work for the studio is adapting and evolving your initial idea into something which can actually work on the Playstation. Sometimes you have to change parts of your work and sometimes the capabilities of the Playstation open up different creative opportunities.

The worlds of gaming and art have grown closer and closer over the years – how do you think they fit together and how do you see the relationship progressing?
Gaming offers a lot of modern artists, illustrators and image makers an exciting opportunity to se their art live in another world. Gaming is thoroughly mainstream now, commands huge budgets and returns even bigger profits, so I think in the future we'll end up in some crazy Damien Hirst style situation -  art as money, with video games becoming a different way of artists publishing their work. 

If you could have created any video game throughout history, what would it be?
Super Mario. Then I'd be super rich.

If you could turn a PlayStation into a piece of art/design, what would you do with it?
Strip it down to all its pieces and plasticise it. Gunther Von Hagens style.

What’s your favourite video game?
Super Monkey Ball 2. Got to collect those bananas!

Graffiti Kings

Thursday, 19 April 2012


This week sees us finally get the first of many Themes up in the Store from the legends that are Graffiti Kings. Main man Ser gives us the low-down on a life of art and gaming...

Describe your theme in 5 words... 
Authentic Graffiti From The Streets. 

From where do you draw your inspiration?  
The skool of hard knocks – the streets.

Why did you choose to showcase your work in partnership with a global brand like PlayStation? 
Are you kidding lol, PlayStation ROCKS!

What’s it like seeing your work fully digitised on The Studio? 
Ask me this question later please as right now the game is about to start, time to level up.

How did you adapt your work – in terms of both the feel of The Studio space and the physical parameters of PlayStation’s XrossMediaBar (XMB)? 
To be honest it wasn’t hard, our artwork fits in to most places, art is everywhere & blends in like nature, XMB was is a perfect place for art.

The worlds of gaming and art have grown closer and closer over the years – how do you think they fit together and how do you see the relationship progressing? 
Gaming would not be gaming with art, gaming is art.

If you could have created any video game throughout history, what would it be? 
Space Invaders.

If you could turn a PlayStation into a piece of art/design, what would you do with it?  
A 70 inch HD 3D TV with a built in PS now that’s a toy.

What’s your favourite video game?
Right now it's Little Big Planet.

Lucy Gibson

Wednesday, 4 April 2012


Last week, we bought you the exclusive Daydream Dynamic Theme from Studio Output's very own designer extraordinaire Lucy 'Gibbo' Gibson. This week she shares with us a bit about what makes her tick...

Describe your theme in 5 words...
A visual playground, on glue.

From where do you draw your inspiration? 
1960's - 70's magazines. Old books.

Why did you choose to showcase your work in partnership with a global brand like PlayStation?
A great opportunity, I think anyone would be silly not take advantage of this! I normally work in flat collage so it's a nice advance to see it come to life.

What’s it like seeing your work fully digitised on The Studio?
Lovely!

How did you adapt your work – in terms of both the feel of The Studio space and the physical parameters of PlayStation’s XrossMediaBar (XMB)?
It was interesting to design a piece which would work continuously with elements moving, instead of designing a static piece. Balance and refinement was needed, especially as I have a tendency to overload a static design!

The worlds of gaming and art have grown closer and closer over the years – how do you think they fit together and how do you see the relationship progressing?
As the relationship is growing raptly it is allowing the once thought far off level of detail in the designs  possible. 

If you could have created any video game throughout history, what would it be?
Lemmings!

If you could turn a PlayStation into a piece of art/design, what would you do with it?
A rucksack.

What’s your favourite video game?
Sonic the Hedgehog on the Megadrive! Classic.

Timothy Saccenti

Wednesday, 29 February 2012



Timothy Saccenti is one of the most exciting and innovate photographers working today. We've been itching to work with him for ages, so when he agreed to come on board with The Studio we were very pleased to say the least. Timothy also did this rad campaign for PlayStation in Japan which you may have seen last year.


Describe your theme in five words...
Inner space glyph glitch inducer.

Where do you draw your inspiration from?  
Atmosphere, science, supernature, humanity, humour.

Why did you choose to showcase your work in partnership with a global brand like PlayStation?
I liked the idea of this piece living in the digital community they have created, this other reality.  

What’s it like seeing your work fully digitised on The Studio?
Relevant.

How did you adapt your work – in terms of both the feel of The Studio space and the physical parameters of PlayStation’s XrossMediaBar (XMB)?
Trying to divine the piece into something that works called for a slight retro-fit of my initial ideas, but constraints are what make creating something in this new world very interesting. It's a new medium and has new tools and they are meant to be explored and exploited.

How is technology changing the way you work?
Working in photography and film as I mainly do, technology is a large part of the process. The idea and point of view are always the most important element of any project. I think if anything the technology sometimes makes things appear too easy to create, so at times, no decisions are made as the possibilities are endless. In this way technology is problematic, so dealing with regaining ideas in seems to be the most difficult aspect. But it has allowed me to feel close to collaborators across the world in many ways via communications tools and in that way has expanded, and shrunk, the world.

If you could have created any video game throughout history, what would it be?
Ms. Pacman. Best female protagonist ever.

If you could turn a PlayStation into a piece of art/design, what would you do with it?
Gold-plate it and wear it around my neck.

What’s your favourite video game?
REZ was a beautiful immersive favourite.