Gerald Brom - Wikipedia Gerald Brom (born March 9, 1965), known professionally as Brom, is an American gothic fantasy artist and illustrator, known for his work in role-playing games, novels, and comics
Art of Brom This lavishly produced retrospective contains over 200 major works spanning Brom’s thirty-year career, highlighting his groundbreaking art in games, novels and film
Brom - Concept Art World Gerald Brom, known professionally as Brom is an author and a world-renowned fantasy artist and illustrator creating art for role-playing games, novels, and comics His first illustrated novel was The Plucker, an adult children’s book with over 100 paintings
Brom - Illustration History Early in his career, Brom illustrated cover and interior art for the role playing games Deadlands and Dungeons Dragons Brom has also created concept art and storyboards for a number of feature films, including Galaxy Quest (1999), Ghosts of Mars (2001), Scooby-Doo (2002), and Van Helsing (2004)
Brom - Book Series In Order Brom is a reputed American writer of fantasy, science fiction, literature, and horror novels He was born as Gerald Brom on March 9, 1965, in Albany, Georgia, U S , and is famous for writing many successful standalone books in his career
Brom (Author of Slewfoot) - Goodreads Brom, an army brat, spent his entire youth on the move and unabashedly blames living in such places as Japan, Hawaii, Germany, and Alabama for all his afflictions
Brom: books, biography, latest update - amazon. com Over the past decades, Brom has lent his distinctive visions and artwork to all facets of the creative industries, from novels and games, to comics and film
Art of Brom Brom intimately combines his dramatic storytelling with his uniquely arresting images, to create a work of striking imagination, a world where fairy-tale tradition collides with vileness and depravity, love and heroism, suffering and sacrifice
The Art of Brom - Amazon. com Brom has written an insightful autobiography sharing his artistic journey from his earliest childhood drawings, his frustrations with commercial art, challenges breaking into the industry, to his years working in games and film, and insights into his latest personal works