Monday 3 March 2014

Unit 72 Drawing concept art for computer games

Task one

What is the purpose of concept art in games?

Concept art is essential when design is concerned in video games, ideas that designers think up need that reinforcement of their ideas to help them envision their original ideas, concept art is used for this.
it helps to visualise characters/environments and objects in a more clear and solid view rather than being clutter of imagery in the head, it also allows the designer to view the concept and work out any possible changes or improvements with the design, can help with proportions too.
it is also very useful for these concept images to be digitised for ease of transportation, can make quick changes to colour and blending modes using advanced photo software so for one idea or image you can create multiple variations and outcomes, improving the solidity of development and adding more inspiration.

Some examples of modern day concept artwork:


Nacho Yague:

We should take the other road


My views: This image has really created a deep atmosphere, with the use of contrasting colours and the colour choice itself has really defined a cold, dark, sinister mood with use of creepy imagery too which is unnatural but still at the same time keeps a realistic balance, possibly adding myth? and what i mean about contrasting colours, the red on pure white really adds that dramatic impact on the eyes since red is seen as blood, a weakness. and the use of greys and blacks add that dark feeling to the atmosphere since shadows are seen as the unknown, a fear.

Techniques/materials/processes: Sketching with initial structure and proportions and rendered developed in photoshop.

Reference: http://nachoyague.net/



WonderWoman concepts

Brendon Troy:                                                                  Eric Mconnell:

My views: Here in these two examples you can see differences with the two images where one idea has been adapted or developed in a different way from the other, showing how you can apply countless variations of the same idea but achieve a different feel or mood in each. In Brendon Troy's concept its done in very dull and dark colours creating more of a serious tone and slightly more realistic to the other whereas in Eric Mconnel's concept is much more vibrant and clear cut between shapes and colours adding more of a positive outlook with the theme of comic book style induced, so much more cartoonised than Brendon's.

References: Eric Mconnell (http://hedgehawke.deviantart.com/art/WW-Copic-colors-web-431135062)
                   Brendon Troy (http://brendan-toy.deviantart.com/art/Wonder-Woman-388558605)


Georgia Papagana:

Artemisia


My views: This example is of a concept idea un-rendered and not put through digitisation and developed in photo software (e.g photoshop). instead it has just simply been sketched, its in this image you can really see the different perspectives and a sense of proportion, solidifying the initial thought in the head, making it more applicable to a possible animating/3d software? since most sides of the sketch has been covered making it easier for the application in a digital environment (another good use for concept art), can also give you an idea of what hidden parts may look like or an how alterations in layers of clothing and accessories can change the look of the character.

Techniques/materials/processes: Pencil drawn, coloured pencil shaded, line art.

References: http://www.deviantart.com/art/Artemisia-Character-design-70648479


Hyung-tae Kim:

"Kim began his video games career working in the field of background music, then shifted to art and design. He has branched out into the comic book industry, serving as a guest cover artist, and has contributed to the Udon street fighter series." 



My views: In this environment concept by kim you can see how he has the basic green and mountainous landscapes however he has played around with these same textures and mountainous themes to create something otherworldly (e.g a spaceship), blending into the environment as if it were originally part of it (it probably was).
clever use of shading really adds to depth of image giving a clearer scale of how big the mountain spaceship is in comparison to the landscape below.
i like how the floating structure seems effortless and stable up in the sky and even though no movement has been indicated the cylindrical sub structures give me a sense that they are rotating freely to the rest.

Techniques/materials/processes:

References: 
http://www.creativeuncut.com/gallery-16/bs-village-by-day.html
http://en.wikipedia.org/wiki/Hyung-tae_Kim



Jan Urschel: 
"I am a freelance concept designer and illustrator working in the entertainment industry, designing for feature films, video games and book/CD covers among others. I used to work for LucasArts and Ubisoft and I am currently based in Singapore. Projects I worked on include Assassin's Creed 4 - Black Flag, Star Wars 1313, Star Wars: First Assault and the latest entry in the Command & Conquer series"


My views: i love the outlandish proportions of the wheels in this image and how you can really get a sense of how big they are by looking at the populace on the ground for a comparison, however although over the top still reasonably believable which i think is a hard balance to achieve but when achieved works great.
Nice gritty texture on the two background wheels, i feel adds more life to an image or object if it is shown to have wear and tear and just generally roughed up, like it has a story to tell.

Techniques/materials/processes:

References:
http://hendrix-design.com/about/
http://hendrix-design.com/kw7flt9lu4u698ylb2v6q1qxct691m





Task two

Drawing experiments:



drawing of motion





perspective drawing



Human anatomy





Task three

Drawing resources for final poster:

Assassin





Task four


















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