When I sit down to create a frame for a film project, I never feel like I am working in isolation. I am always aware that I am stepping into a long tradition of artists who shaped cinema. Storyboard and concept artists have always been the bridge between an idea and its realization on screen. That is true today, and it was just as true when the early visionaries of visual storytelling set the standards that still guide us.
Film illustration has always thrived in the space between vision and execution. Long before cameras rolled, illustrators helped directors see what their films might become. They tested compositions, designed characters, and created worlds where none yet existed. Their drawings were not decoration. They were blueprints for production, emotional roadmaps for actors, and a director’s first opportunity to “see” a film before it was made.
Some names stand out in this tradition. Iain McCaig, James Gurney, and Syd Mead each brought something distinctive to the craft. They represent different branches of the same tree, but the roots are shared. When I study their work, I find lessons that I carry directly into my own practice as a storyboard and concept artist.
Iain McCaig: Storytelling Through Character
Star Wars character designs by Iain McCaig.
McCaig is best known to a broad audience for designing characters like Darth Maul and Padmé Amidala in the Star Wars prequels, but his influence extends far beyond those iconic designs. What has always struck me is how his drawings capture the human core of a story. His characters never feel like static designs. They live. They think. They hold secrets. His ability to suggest narrative in a single pose or gesture is something I aspire to in my own frames.
When I am drawing a storyboard sequence or piece of concept art, I try to carry forward that emphasis on character-driven storytelling. It is not enough for a shot to be technically clear. It has to breathe with the inner life of the characters. A figure leaning against a doorframe can tell us volumes about hesitation, defiance, or sorrow. McCaig’s example reminds me that every storyboard is not just about framing a camera move, but about revealing humanity in action.
James Gurney: Worldbuilding With Believability
Dinotopia concept art by James Gurney.
James Gurney might be most famous for Dinotopia, but to me he represents a masterclass in worldbuilding. He took the impossible idea of humans coexisting with dinosaurs and made it believable through a painter’s eye for light, atmosphere, and detail. His technique grounded fantasy in reality. Viewers could imagine walking into his painted worlds because they were rendered with the discipline of an observational artist.
That commitment to believability resonates with the work I do in film. Whether I am sketching a cramped apartment interior or a sweeping alien landscape, the goal is the same: to make the world feel lived-in. I focus on small details that anchor a scene, like the clutter of objects on a desk or the way a horizon softens in haze. These are not just aesthetic flourishes. They are cues that allow a viewer to suspend disbelief. Gurney’s legacy is a reminder that even the most fantastic storyboards need a scaffolding of reality.
Syd Mead: Designing the Future
Blade Runner concept art by Syd Mead.
Syd Mead’s work redefined how we imagine technology and the future. His designs for Blade Runner, Tron, and countless other projects gave us a vision of worlds shaped by machines, neon, and concrete. What made his work so powerful was not just technical precision, but a sense of plausibility. He imagined futures that felt both alien and inevitable.
I often think about Mead’s approach when I am tasked with visualizing environments that have not yet been built. Whether it is an experimental set design or a digital world that will only exist in post-production, I approach it with the same question Mead asked: what would it feel like to live here? That question shifts a drawing from abstraction into experience. His legacy pushes me to think not only about form, but about atmosphere, weight, and the rhythm of daily life in these imagined spaces.
Technique as Inheritance
Each of these artists worked in different corners of the industry, but their techniques are part of the inheritance of anyone working in film illustration today. McCaig taught us the importance of character and gesture. Gurney demonstrated how to make the extraordinary believable. Mead showed us how design could shape culture’s vision of the future.
I carry those lessons into every storyboard and concept painting. I pay attention to line weight because a heavier contour can ground a figure, while a lighter one can suggest fragility. I use compositional diagonals to pull a viewer’s eye into a frame. I think carefully about where to leave a drawing unfinished, because suggestion can be more powerful than explicit detail. These are not just technical decisions. They are echoes of a long conversation that illustrators have been having for decades about how best to translate thought into image.
Why the Legacy Matters
Some might ask why this lineage is important in an age when digital tools can create entire worlds at the push of a button. My answer is simple: tools are only as good as the hands that guide them. The illustrators I admire did not rely on shortcuts. They relied on observation, discipline, and an ability to communicate. Those qualities remain the foundation of the work today.
When I draw, I am not competing with history. I am in dialogue with it. The sketch that goes down on my paper is informed by Mead’s futuristic discipline, Gurney’s painterly realism, and McCaig’s gift for character. But it is also shaped by my own sensibilities, my own way of seeing. That is how traditions evolve. We do not preserve them by imitation, but by extending them into the present.
Looking Ahead
The role of the illustrator in film is changing, but it is not disappearing. In fact, the demand for clarity of vision has only grown. Directors and production designers still need someone to translate a script into a visual roadmap. They still need someone who can suggest emotion, atmosphere, and pacing in a way that a line of text never could.
When I look at the frames on my desk, I see them as part of this larger continuum. Each drawing is a conversation across time. McCaig, Gurney, and Mead left us examples of how to capture character, build worlds, and envision the future. I try to honor those lessons by applying them to the stories of today.
In the end, illustration for film is about trust. A director trusts me to show them what their film might look like before it exists. An audience trusts the images to carry them into a story. And I trust the tradition of artists who came before me, knowing that their techniques, honed across decades, still guide the pencil in my hand.