Jim Sachs is probably the most well known artist on the Amiga. Not only because he created breathtakingly beautiful graphics for games like Defender of the Crown and Ports of Call, but also because he created a lot of promotional art and magazine covers that were re-used all over the place to promote the Amiga.
He concentrated on architecture while in colledge, but went to the Air Force to fly C-141 Starlifter cargo planes after graduating. After that he got into computer graphics through the C64 and then switched to the Amiga when that came out.
The hand painted map from Defender of the Crown was replaced by a picture that was grabbed from video and touched up.
This was a technique that Jim used more often in his later work to speed up his workflow, because pixeling everything by hand took a lot of time, which was rarely available when developing a game.
The Siege April, 1986 Scene from Defender of the Crown (Fire elements were eliminated from the final game)
Color Intensity: The computer can display colors far more intense than those usually found in nature, so to achieve realism I try to set up the palette with mostly pastel shades. The sky is not nearly as blue, nor grass as green as most people imagine them.
The Bedroom June, 1986 Scene from Defender of The Crown
Single-Point Perspective If you simply must use perspective in a scene, try single-point perspective. All lines that travel into the scene in the third dimension would aim towards a single vanishing point, somewhere near the center of the screen, but horizontal and vertical lines remain unchanged.
Katherine May, 1986 Scene from Defender of The Crown
Faces When analyzed as patterns of light and shadow, the human face becomes no harder to draw than any other object. However, it is important to view your work with "fresh eyes" quite often. On the computer, this is as easy as capturing the image as a brush, then flipping it over. If the reversed image still looks normal to you, then it's probably pretty accurate.
The Island March, 1989 Scene from 20,000 Leagues Under The Sea
Distance Even on the clearest of days, air is not completely transparent - it's blue. The further away an object is, the more air to give it a bluish cast and rob it of its contrast.
Shipwreck May, 1987 Scene from 20,000 Leagues Under The Sea
Low Contrast An underwater scene is one of the few instances where I use low contrast - the darks are not very dark. Other instances would include fog effects and objects at great distance.
This image belonged to a sequence where the Nautilus can be seen sinking slowly in the sunset. Jim captured this sequence from a VHS recording that he had made from the game demo during development and posted it on his personal YouTube channel.
Used in the "Amiga Dealer" demo. It was produced by Commodore to promote Amigas that were on display in shops. This image was shown in the "Amiga Features" part.
Printed in Amiga Format September 1989 - Page 65 and Jim Sachs Calendar 1991
MultiMedia Original February, 1987; Updated June, 1990 Cover for Amiga World Special Issue & Amiga advertisement
Layering A sense of depth can be created without the use of perspective by building up several layers of objects. The light source and shadows are very important for this illusion.
Used in the "Amiga Dealer" demo. It was produced by Commodore to promote Amigas that were on display in shops. This image was shown in the "Art & Graphics" part.
Used in the "Amiga Dealer" demo. It was produced by Commodore to promote Amigas that were on display in shops. This image was shown in the "Video" part.
Printed in Jim Sachs Calendar 1991 as well.
The VideoCamera August, 1989 Screen from Amiga 500 Demo
Layout A great deal of time can be saved if an object to be drawn is laid out so that most of its lines are horizontal and vertical, following the natural axis of the screen. Because of all the smoothing of diagonal lines that would be necessary with perspective or angled views, a straight side, front or top view will usually yield a crisper image.
Used in the "Amiga Dealer" demo. It was produced by Commodore to promote Amigas that were on display in shops. This image was shown in the "Music" part.
Printed in Jim Sachs Calendar 1991 as well.
The Siege August, 1989 Screen from Amiga 500 Demo
Light Source The direction of light needs careful planning in every picture. A sense of depth and realism can only be achieved when all shadows and highlights are consistent. Pay especially close attention to the light sources on objects imported from other scenes.
Used in the "Amiga Dealer" demo. It was produced by Commodore to promote Amigas that were on display in shops. This image was shown in the "Entertainment" part.
Printed in Jim Sachs Calendar 1991 as well.
Games August, 1989 Screen from Amiga 500 Demo
Anti-Aliasing In lower resolutions, diagonal lines drawn on a computer screen have a pronounced "stair-step" quality known as aliasing. By manually blending these jagged lines into the surrounding colors, we can eliminate much of this problem.
The version used in Rob Peck's "Amiga Companion" book.
Used in the "Amiga Dealer" demo. It was produced by Commodore to promote Amigas that were on display in shops. This image was shown in the "Education" part.
Interestingly there was also a version of this image that was used for the "Amiga Companion" book by Rob Peck. The biggest difference between the two was the peacock on the key, that was replaced by the Amiga rainbow check logo.
The Amiga Companion version is lowres-interlaced, which leads me to think that it was created first and the Amiga Demo version was downscaled to fit with the other images.
Used in the "Amiga Dealer" demo. It was produced by Commodore to promote Amigas that were on display in shops. This image was shown in the "Products" part.
This is the official boot screen from Commodore's CDTV Amiga. It differs a bit from the Anim version that is circulating the web, possibly because of size constraints within the boot roms. It doesn't work that well as gif animation as most browsers don't play it back at the correct speed.
Resizing A sense of depth may also be created without the use of perspective by having different sizes of the same objects on the screen. Always draw the largest object first, capture it as a brush, resize it to a smaller size, then stamp. Be careful to line up the smaller images on the same plane as the original!
I couldn't find an original version of this file, but I had one that had scaling artifacts, because someone thought it was a good idea to scale this image down from 704x480 to 640x480.
I painstakingly fixed the columns that had interpolation in them to end up with this fairly faithful version of the image. The palette should be fairly accurate, but the order could be completely wrong. It is safe to assume that it was created in Extra Half Bright mode.
It looks like the original image had color cycling for the air bubbles, but sadly there was not enough information left to recover the effect.
The variation with rider is a little strange, since the motorcycle seems to be slightly color reduced, despite the rider himself not really needing/using any additional colors. I currently can't say if Jim did this variation himself or for what this version was used for.
Printed in Jim Sachs Calendar 1991
The Kawasaki May, 1986 Promotional screen for Images paint program
High Contrast Very bright white and dark placks are usually necessary for a computer image to stand out as an attention-getter, especially when viewed on a monitor in a brightly lit room.
The Porsche Original January, 1986; Updated August, 1989 Screen done for Painting With Light video.
Smooth Backgrounds If you want a very smooth wash of colors without any obvious pixels, try setting a range of five or six colors where the red and blue components change slightly from one color to the next, but the green does not vary. Not all desired color ranges can be accomplished this way, but it works well for sky and underwater effects.
Jim re-used the title picture for Ports of Call in his abandoned [link=/game/20000LeaguesUnderTheSea.html]20.000 Leagues under the Sea[/link] project.
The german magazine Amiga Magazin did an article on Jim Sachs in their August 1989 issue. They previewed a screen from the project, while it was still in development, and you can clearly see the same sky, mountains and buildings.
The work in progress is interesting as it shows several changes to the final image from the game. Roger's head and left hand was changed, as was the expression in his face.
If you look closely it is also visible that the copyright message was moved from the center left side to the lower left side, since the text was colored black instead of removing it properly from the brick wall.
The small artifacts scattered around the brick wall are mostly my fault, because I had to reconstruct the wip image from a badly rescaled version that I found on the internet.
Sachs Castle December, 1985 What my house will look like when completed. (Recently renamed as Sachs Castle 1995)
Sky For outdoor scenes, try to use at least three shades of blue for skies, ranging from medium blue at the top to very light near the horizon. Horizontal bands or clouds can be used to break up the division lines between these colors.
I'm not sure if this splash screen is genuine, but I've stumbled across this multiple times. It's definitely not by Jim Sachs, but interesting, nonetheless.
Images shown on this page are copyrighted to their respective owners and are stated where possible. If you have any issues with or suggestions for this site then feel free to contact me at amiga at lychesis dot net.