Tim Anderson is a concept designer and illustrator who works primarily in the field of entertainment and enjoys reinterpreting popular stories and films in his personal artwork. He is currently serving as an attraction designer/illustrator for Universal Studios in Orlando, Florida, and previously worked as a concept artist/designer for Tornado Studios, Electronic Arts, Paramount Licensing and Luxoflux.
Anderson grew up in a Philadelphia suburb, but has since lived in a variety of locales, including Brazil, Southern California, Oklahoma, Utah and Florida. He earned a BA in English from Brigham Young University and a BS in Illustration, Entertainment Design from Art Center College of Design.
He and his wife live in Winter Garden, Florida, with their young sons.
Can you describe your artistic process in creating this artwork? What technique did you use?
I really like the almost hand-made feel of The Original Series. The production value is not what audiences would expect today, but there’s a feeling that they knew back then that production value wasn’t the priority. Their goal was to tell a compelling story, and episodes felt almost like stage plays. That impression made me want to take a more handmade approach to my piece than I usually take, so I drew the image in pen and ink before scanning it in to the computer to color digitally. I almost always work exclusively digitally, so to incorporate some more analog processes was a fun alternative to my usual methods.
What did you seek to accomplish with this artwork?
I wanted to capture the spirit of exploration embodied by Star Trek more than any particular episode, so I decided to set it on a bizarre-looking planet that is definitely not Earth.
How quickly/easily, or not, did your piece/concept come to you?
At the beginning of this project, I started binge-watching The Original Series, just trying to get a feel for distinct themes or settings that would be interesting to try to capture in a piece. Two main ideas emerged: the technology of the show and the concept of exploration. I did some rough sketches for each, and we decided that “exploration” was the way to go, so that wasn’t much of a struggle at all.