Bor
n in the Chicago ar
ea in 1970, Mark Goer
ner was drawn at an
early age to exploring art, and more specifically, to conceptual design
and problem solving. Sketchbooks and early projects reflected an
interest in industrial design and fantasy environments with a futuris-
tic mindset. Raised by a family involved in manufacturing, industrial
inspiration helped fuel an interest in machinery, and a lifelong inter-
est in the process of fabrication and a curiosity of materials. This,
coupled with a love of nature on both a macro and micro scale,
archeology, architecture and automobiles, all came together to help
for
m his base of interest. These interests were fed in later years by
attending classes at the Art Institute of Chicago, Rhode Island
School of Design, and finally at Ar
t Center College of Design wher
e
he r
eceived a Bachelor of Science, with distinction, in T
ranspor
tation
Design, with a focus on entertainment design. While in school,
inter
nships included work for Coca-Cola, pr
oviding advanced con
-
cepts in distribution, vending and packaging, and BMW subsidiary
Designworks/USA, working on various automotive and product-design
projects.
Mark’
s freelance career began by providing design services, illustra-
tions, stor
yboar
ds, character and concept development to Rhythm
and Hues Studios for McDonalds, Honda, Disney
, ESPN, Kraft foods,
Intel, Advil, and such films as “Star Trek 5” and “It’s Tough to be a
Bug” for Disney theme parks. Fur
ther work was done for Design-
works/USA on advanced concepts and scenario development for
automotive envir
onments and inter
faces. Other subsequent client
work included concepts for video games, prop illustrations for “Blast
from the Past,” scenario development and designs for theme park
rides and Imax-formatted attractions for Toyota Motor Corporation
and Caesars Palace, Las Vegas, posters, illustrations and graphics for
assorted local and international clients, as well as museum environ-
ments for Ford Motor Company, set illustration for “X-Files,” and
concept computers for Intel.
As these clients and af
filiations expanded, an alliance with the fea-
ture film industry as conceptual illustrator presented itself. He began
by working on “Minority Repor
t” designing and illustrating pr
ops,
sets and envir
onments, followed by “Constantine” and “X-Men 2.”
Along with this work, he has taught classes in Visual Communication
at Ar
t Center
, and built up an extensive knowledge of constr
uction
and interior design through personal projects in remodeling and
restoration of houses.
Mark currently resides in Pasadena, continuing to work on varied
pr
ojects as a digital artist and in constant pursuit to expand skills
and a str
ong level of ar
tistr
y in photography, illustration and design
methodologies. As one of the top designers in the L.A. ar
ea, Mark
continues to strive for opportunities to express original and compre-
hensive visions of spaces not yet known.
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mark goerner