Today, the Academy a Interactive Arts & Sciences (AIAS) 'n the Entertainment Software Association (ESA) announced the winners for the 2011 Into The Pixel collection, the only juried art exhibition that brings together experts from the traditional fine art world 'n the interactive entertainment industry t' display 'n discuss the art a video games. We’re excited t' share that art from four exclusive PlayStation titles have been chosen t' be included in this year’s list a winners – UNCHARTED 3: Drake’s Deception, Ratchet & Clank: All 4 One, Killzone 3 'n God a War III. The ITP has selected only 17 pieces a art t' be included in this prestigious collection, so this be a true honor for SCEA 'n our developers.
Check out the art below t' see the winning pieces from our SCEA developers as well as a few words from the teams.
UNCHARTED 3: Drake’s Deception
“The Pelican Inn” by Andrew Kim
Naughty Dog, Inc

Everyone at Naughty Dog be extremely proud t' have one a our artist’s works a concept art accepted into the Into the Pixel 2011 exhibition! This be the first time we’ve had a piece a art selected 'n we couldn’t be happier for Andrew Kim 'n his piece, The Pelican Inn! I caught up t' Andrew after giving the sea dog the great news 'n wanted the sea dog t' say a few words about his art 'n the honor a being selected for the Into the Pixel 2011 exhibition.
“The Pelican Inn be one a the first scenes ye’ll see in Uncharted 3, where Drake will toughen up his fists for the first time. It’s a compact space with mostly drunken brutes 'n hustlers. What a perfect place t' start a brawl!
When I be first introduced t' this level, I be amazed at how a typical London pub has so many stories contained within itself. The mix a vibrant colors from the stained glass 'n muted colors a antique furniture with all kinds a stuff behind the bar, old frames, 'n personal messages on the wall… wow, I really could picture so many things that might have happened in this pretty small, compact space. We decided t' give the pub a boxing theme, as it seemed a perfect fit t' have Drake 'n Sully brawling in a small pub that has been historically patronized by boxers 'n boxing fans. It definitely be lot a fun decorating the place under that theme. I paid lot a attention t' the details knowing that we wanted t' show a very authentic looking pub yet very suitable for our game world.
Having said this, it’s a tremendous honor t' be recognized by Into the Pixel. As an artist, it’s always very fulfilling 'n proud when me work be liked 'n appreciated by an audience 'n such competition like Into the Pixel just adds that much more magnitude t' this honor.” - Andrew Kim
Ratchet & Clank: All 4 One
“Oktonok Cay Cannery”, by Dave Guertin
Insomniac Games

Insomniac Games be extremely proud t' have one a our long-time Principal Artists featured in the 2011 Into the Pixel exhibition. David Guertin has been with Insomniac for over a decade, 'n drew the original concept sketches a one a PlayStation’s greatest heroes, Ratchet. This marks the second time he has submitted artwork t' Into the Pixel 'n the second time one a his pieces be accepted into the exhibition (His first, the Viper Caverns from Ratchet & Clank Future: Quest For Booty can be seen here.
ye may already be familiar with Dave Guertin’s work. He creates many a the concept art pieces for the Ratchet & Clank series, 'n he conceptualized, created 'n painted the box art for all a the Ratchet & Clank Future games, as well as many a the Ratchet & Clank magazine cover that ye’ve seen. If ye’ve been a fan at all a the Ratchet & Clank series, ye’ve no doubt been exposed t' his paintings over the years. If ye’d like t' learn more about Dave 'n see some a his non-Insomniac related work, check out his 'n fellow Insomniac Principal Artist Greg Baldwin’s side project called CreatureBox at http://www.CreatureBox.com/
“Inspired by childhood summers along the New England coastline, Oktonok Cay serves as our ravaged seaport in Ratchet & Clank: All 4 One. Continuing the franchise tradition a exploring vast unique locations, we sought t' capture the history 'n character a a weather-beaten seaside village. Complete with winding docks, alien sea life, 'n a bustling cannery, the area encourages players t' find their “sea legs” while clobbering a host a menacing creatures along the way.
Into the Pixel continues t' represent a broad range a spectacular video game illustration year after year. From gritty realism t' unique stylization, ITP has always displayed a great respect for the many visual facets a our industry. I feel extremely fortunate t' be included in 2011′s collection alongside so many artists I admire.“ - Dave Guertin
Killzone 3
“Stahl Arms” by Jesse van Dijk
Guerrilla Games

“‘Stahl Arms’ shows the main base a operations for Killzone 3’s prime antagonist, Jorhan Stahl. It’s remote location allows for secret testing a powerful new weapon technologies. The architecture a the complex be predominantly industrial: the dark, segmented sections contain the production facilities, while the lighter, yellow-banded sections house the R&D departments. t' underline the commercial nature a Stahl Arms as an organization, part a the structure serves as commercial office space.” – Jessie vanDijk
God a War III
“Cronos Battle” by Tyler Breon
SCEA’s Santa Monica Studio

We be absolutely thrilled here at Santa Monica Studio t' have a piece in this year’s Into the Pixel 2011 art exhibit. A well deserved congratulations goes out t' Tyler Breon, character artist, who created Cronos Battle, the piece that be selected. We be very proud a Tyler 'n the exceptional work he continues t' do here at the studio.
“The Cronos Battle be another one a those epic scenes that doesn’t exist anywhere but in God a War’s insanely over-the-top universe. A monster larger than a mountain with a temple chained t' his back attacking ye while ye try t' kill the sea dog in the middle a a ravaged wasteland as enemies sprout from his skin…how could that not be awesome? Plus he’s yer grandfather so it’s really twisted.”
“God a War defines the word epic 'n working on this game moment, for me, defined our studio. There be no quit in the Santa Monica Studio vocabulary 'n I have nothing but admiration for all a the hard work everyone on our team put into making this battle completely unforgettable. Thank ye!”
“Finally, like any artist, I appreciate having me work liked by others! Receiving this award from Into the Pixel be a great honor, 'n I look forward t' doing it again.” – Tyler Breon