James Clyne was born in San Francisco and soon relocated to
Oregon, spending much of his time indoors doodling and drawing
everything from futuristic spaceships to imaginary environments.
The “Star Wars” films undoubtedly influenced his early fascination
with science fiction and dark imaginary worlds, as did the stories of
J.R.R. Tolkien and C.S. Lewis, all of which fed his vivid imagination.
As a young teenager
, James and his family moved to Souther
n
California where he was drawn outdoors and spent endless hours
surfing the local beaches. Unable to ignore his creativity any longer,
Clyne attended the University of Califor
nia at Santa Barbara wher
e
he studied Fine Art and Painting, realizing that art and design were
an inescapable profession. Eager to focus on design, he attended
Art Center College of Design as an Industrial Design major focusing
on transportation design, product design, and entertainment design.
After ear
ning his Bachelor of Science and graduating with honors in
1996, Clyne began his pr
ofessional car
eer designing creatures, char-
acters, and envir
onments for interactive gaming companies such as
Sega, Activision, and Pulse Enter
tainment. W
anting to expand his
work in entertainment design further, James began consulting as a
concept ar
tist and stor
yboar
d ar
tist for special ef
fects houses such as
Digital Domain and Rhythm and Hues; providing conceptual designs
for clients including Nike, Disney and Intel.
Since 1998, Clyne has been working in feature films, which he
enjoys immensely. He has been continually challenged by the task
of translating a story or script into visual environments and he enjoys
the collaboration and variety of work that the film industry provides.
Given the fast pace of the industry, Clyne has been constantly
exploring different techniques in communicating visually and has
found that the computer, and more specifically Photoshop, is the
single most impor
tant tool. His early work in film began with T
erry
Gilliam’s “Fear and Loathing in Las Vegas.” Soon to follow were
“Instinct,” “Titan A.E.,” “Mission to Mars,” “Galaxy Quest” and
“Myster
y Men” for which he pr
ovided the conceptual designs for
environments, sets, props, matte paintings, and vehicles. All of
this work was created with sketches, gouache paintings, and marker
renderings, using the computer only minimally. His later work on
Steven Spielberg's “A.I.-Artificial Intelligence” and “Minority Report”
was rendered completely in Photoshop. He has been working almost
exclusively with the computer since, using both Photoshop and a
scanner to combine sketching, painting, textur
e mapping and image
compositing. While the computer has been indispensable in his
pr
ofessional work, he looks for
war
d to setting it aside one day to
pursue personal projects that allow him to revisit his neglected
passion for oil painting.
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james clyne