Under the auspices of History Channel's ANCIENT ALIENS producer and star Giorgio Tsoukalos, Telltale Factory is seeking artists to sketch and submit characters, locations and technology from our screenplay HUMAN DAWN, the story of ancient aliens bringing their galactic war to Earth in 6,000 BC and being mistaken for gods. The artist chosen will be hired to help us create a pitch package.

Provided below are:
• Characters/Locations/Technology specs
Scenes from the script (excerpts from the screenplay, NOT graphic novel script. Artists don't have to sketch these scenes in panels, etc. - they are for insight into the ancient world and characters.)
Sample artwork

CHARACTERS, LOCATIONS, TECHNOLOGY
Artists: Please sketch some of these story elements and submit to us.

NAZCA (see SCENE 1)
Hero of the story, ancient Peruvian male, 20yo, muscled, determined, fearless.
ATTIRE: Loincloth, almost naked, no tattoos or ornamentation of any kind, no feathers in hair or bone necklaces, etc. Outfitted with knife and spear.

COMMANDER RA (SCENE 4)
The main villain, leader of the Reapers, a male humanoid Alien, 8 feet tall. The concept is that Ra's race is the PRECURSOR to humans. There is another alien race a step down toward human (called the Breed - see below); the next step down is Human. Ra has a PRE-human look - not "caveman" and not godlike "perfection" either, but "distortion." Not necessarily "ugly" but "superior" in some way - handsome for his own race, but "distorted" to our eyes. 
ATTIRE: Ra has a RED theme - it could be part of his skin, his uniform, etc. His uniform is outfitted with arm-weapons (see below) and other utilities (at your discretion), lethal but not too bulky. Ra's uniform has decals and markings that RESEMBLE war paint and other decorations that primitive humans might emulate. The concept is that primitive humans took their cues from the chevrons and other technological insignia of these aliens.

PACALA (SCENE 1)
Female hero of the story, leader of The Breed, a humanoid alien. Not unlike Ra but a step toward human, "distorted" in a gentler manner. Maternal figure, not timid, but a warrior. 
ATTIRE: Pacala is BLUE-themed, either skin or uniform, both, etc. The Breed have taken what the Reapers started with (genetically, technologically) and progressed in a different direction, so their clothing, weapons, etc. can have similarities. Pacala's uniform also has markings and trinkets that primitive man would emulate in the form of bone necklaces and body paint or tattoos.

MINOTAUR (SCENE 6)
Head of a bull, body of a man BUT though this creature can be powerful, scary and big, it is not the sexy, muscled look of mythological Minotaurs; some body parts of man or bull in any part of its anatomy. This is a failed genetic experiment, disfigured, mutated, and kept in the dark, so is only equipped with night vision; a "guard-dog" of the Great Pyramid.

GRIM REAPERS (SCENE 7)
These are Speical Ops Reaper aliens styled along the classic visual of the Grim Reaper.
ATTIRE: black, hooded garb and scythe-like weapons. They are also outfitted with Reaper arm-weapons (see below). These technologically advanced soldiers are what the Grim Reaper myth is based on.

ARM SOUND WEAPON (SCENE 7)
The Reapers possess "arm-weapons" - devices that shoot lethal sound waves. The weapons are somehow attached/encircle the soldiers' forearms.

ATLANTIS /JERICHO (spaceship exterior) (SCENE 4, 5)
Atlantis and Jericho are names of Breed spaceships, so are styled along the blue-themed Breed "gentler maternal" idiom. Though they are lethal fighting machines, they are also gigantic biospheres, housing complete cities that travel across the galaxy. Atlantis is docked on a promontory, the open sea on one side, beach and cliffs on the other.

REAPER SPACESHIP INTERIOR (SCENE 4)
Reaper spaceship interior - red-themed. Note that the Reapers are between 7 and 8 feet tall, so that if a human is thrown into that environment, everything should be huge in comparison.

HUT VILLAGE (no description in attached SCENES)
Nazca's ancient Peruvian village. Functional small huts, not extravagant, no decorations or ritualistic totems, etc. Visualize people milling about, and the scope and layout of the small village.

PYRAMIDS (SCENE 2)
Visualize the Pyramids mid-construction. NOT with gangs of slaves pulling ropes up ramps. We see the massive foundations for the Great Pyramid being laid; machines are transporting hundreds of two-ton stones, building up the Pyramid's outer walls. The stones rest on platforms levitated by sound; giant machines slip them into place. There are pulleys, levers and ramps, and overwhelming activity, stretching for miles. Reapers (see above) work within the growing pyramid walls, building structures that look like modern circuitry. And we can see within the Pyramid the pathways of a labyrinth.


SCENES
We've chosen a few scenes from the script to provide artists with a deeper view into the characters and elements of this ancient world.


SAMPLE ARTWORK
Here are some examples of graphic novel artwork representative of the stylistic approach we are looking for. These artwork selections are merely "flavors" and suggestions; artists are encouraged to rampage in their own unique style.


Artists are encouraged to contact us with any questions or creative ideas:

Telltale Factory
Damon Pipitone • Jon Dunmore
(626) 441-3863 • (818) 906-8633

HUMAN DAWN
by Jon Dunmore / Damon Pipitone / Giorgio Tsoukalos (C) 2011
WGA: 1522842



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