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Crysis 2
StarCraft 2
240
MINUTES
OF VIDEO WORKSHOPS!
Enslaved
Paint Dynamic
character art
Discover how professional artists create
unique characters for video games
Learn from
18
Robh Ruppel
Marek Okon
Stephan Martiniere
Daryl Mandryk
Luke Mancini
Maciej Kuciara
Jung Park
GAME
ART
WORKSHOPS
Easy to follow step-by-step tutorials in
Painter, Photoshop and SketchUp
See Patryk
Olejnicz ak s
Mass Effect 3
art inside!
create amazing
digital art
The finest artists in the world offer you the best guidance,
share their techniques and offer inspiration in our video
game art workshops.
38
Workshops
16 Vehicle design
32 Character art
44
50
58 Creature concepts
70 Environment painting
88 Production design
Lead character
The environment
The enemy
Story developer
60
Game Art
6 Art spectacular!
Art from the pros behind
Guild Wars 2, Syndicate,
Mass Effect 3 and more.
76
64
90
Gary Tonge
Having worked for Sega, Capcom,
Eidos and more, who better to reveal
what exactly a concept artist does?
84
Daryl Mandryk
Improve the speed and impact of your
painting workflow with EAs leading
concept artist.
Daniel Dociu
Learn the value of setting achievable
goals for your concept art with the
Guild Wars 2 art director.
Aly Fell
Master the rules of better character
design, and discover why all concept
art neednt be digital.
98
Free resources
Andy Park
Let the God of War 2 concept artist
show you how to overcome your fear of
painting in colour.
Includes
four hours
of video!
Resource files
Custom brushes
Gallery
Gallery
Get inspired by the creativity of
the professional artists behind
some of the biggest video games
Kekai
Kotaki
H
I think of it as designing
monsters that fight heroes and
heroes that fight monsters;
everyone needs to be the hero
in the game. More important,
everyone needs to feel like
theyre the hero in the game.
Kekai Kotaki
Gallery
Sean A
Murray
Wise words
Alessandro
Taini
This image
illustrates one
of the characters
of Enslaved to
explain her
background
outside of the
games context
Gallery
Bradley
Wright
A
Wise words
It is important to understand
how 3D is produced. This aids me
in creating more detailed, faster
concepts and lets me integrate
more with other disciplines, such
as modellers and level designers.
10
Bradley Wright
11
Gallery
Joe
Madureira
Wise words
12
Kan
Muftic
R
I basically just start drawing
with all of that stuff popping
around in my head, and hopefully
something cool comes out that
people are excited by
Wise words
ecreating an iconic
character and its world
is one of the biggest
challenges facing a video game
concept artist. Working on the
award-winning Batman: Arkham
City meant redefining the look of
one of the worlds most popular
comic characters.
Artist Kan Muftic picks the
games environments as an area
the concept art team focused on
to give their game a new look.
Each area of Arkham City had to
feel unique while fitting into a
consistent world, which involved
everything from Gothic and
Victorian architecture to glass and
iron Art Nouveau dcor, creating
layers of styles that highlighted
the citys evolution.
13
Gallery
Patryk
Olejniczak
Wise words
14
Patryk Olejniczak
15
Vehicle
design
16
Feng Zhu
Workshops
How to create
tanks and planes
for games 18
17
Vehicle design
sci-fi vehicles
for video games
Massive Blacks Kemp Remillard explains how to take a
concept from sketchpad to video game
esigning vehicles for video games can
seem like a daunting task. Depending
on the project, the concept artist can
encounter design challenges that range
from we dont know what we want show us
something cool to we have about 20
requirements that need to be in the concept and
make it look cool. Here, Ill go over some of the
decisions and methods I use when designing sci-fi
vehicles for video games.
The whole process is an odd mixture of research,
planning, experimentation, layout and illustration
all while working closely with your client to
Kemp
Remillard
Country: US
Kemp is a
concept artist
with Massive
Black in San
Francisco.
Kemp has designed
vehicles and created
concepts for highprofile clients including
THQ, Hasbro, Sega,
Nintendo and NCsoft.
www.kempart.com
get your
resources
See page 114 now!
18
The first order of business when concepting vehicles for games is to review the
client brief and understand the background of the world that the vehicle will exist in.
The goal here is to create fictional military vehicles that might exist in the next 20 years
or so. With that inmind, I begin by doing research on possible future military projects.
In addition, I read up on stealth technology in aircraft, and what design concepts go
into actual armoured land vehicles. This research and information will be vital to the
outcome of the final design.
d
Copy Merge
e
st
Pa
+
ift+C,
Cmd/Ctrl+Sh
rl+V
then Cmd/Ct
layers
Copies all the
e,
that are visibl
then pastes.
Sci-fi vehicles
Set up Save
Selection
Reference
Thumbnail sketching
Refinement
19
Vehicle design
Assign
shortcut keys
Shift+Alt+Cm
d/Ctrl+K
Use this shor
tcuts manage
r
to assign Func
tion keys
to replace br
ushes.
I find the use of 3D indispensable in creating a product that the client can
understand clearly. SketchUp is a great, accessible piece of software that can be used for
creating simple or detailed models of your vehicles. Once you become acquainted with
the program and start modelling with it, you can assemble a library of components to
add quick detail and interest. Just make sure you change the component shapes so that
you deliver something unique.
3D geometry
for orthos
20
Sci-fi vehicles
9
Orthogonal views
11
and detailing
10 Surfacing
For the MV-35 and MV-36 planes, each panel needs to be
designed at an angle to properly deflect radar. After studying the
reference, I notice that one of the coolest characteristics about stealth
jets is the very subtle but complex segmentation of the panels. The
divisions I add might not hold up to an engineers eye, but theyre close
enough to the real thing to make it look authentic. The panelling,
graphics and paint scheme for the MV-35 and MV-36 are added in
Photoshop over a SketchUp render when the ortho is assembled.
Setting up the
final Illustration
Photoshop
Custom Brush: Chislrok
BRUSH TIP SHAPE
Diameter: 20px
Roundness: 100 per cent
Spacing: 25 per cent
Dual Brush
Mode: Overlay
Brush: Textured Rocks
Diameter: 17px
Spacing: 25 per cent
Scatter: 0 per cent
Count: 1
Other Dynamics
Opacity Jitter: Pen Pressure
Flow Jitter: Off
21
Vehicle design
create your
art in parallel
Putting together concept pitches can throw up many problems along the
way. Star Wars: Episode III artist Feng Zhu shows how working on
multiple images at once can uncover a variety of solutions
22
Feng Zhu
Country: US
Feng has
worked with
George Lucas,
Michael Bay,
Luc Besson,
Steven Spielberg and
James Cameron. He
now runs his own
successful studio, Feng
Zhu Design Inc.
www.fengzhudesign.com
get your
resources
See page 114 now!
23
Vehicle design
Second, by going back and forth
between images, I can spot mistakes a lot
more easily. This has the same effect of
walking away from your work for an
hour: each time I switch images, Im
essentially looking at it with fresh eyes.
Third, I can achieve a lot more in a
short amount of time. Working on a
single image until its finished can be
dangerous in my line of work, because
theres no really accurate way to measure
your total production schedule. Clients
rarely ask for just one image they
always want to see as many ideas as
Set up a
save system
I always save multiple
versions of my
Photoshop files as I
work. I start with the
letter a. For example:
fzd_imaginefx_
demo_01a.PSD, 01b.PSD,
01c.PSD and so on. I use
this naming convention
for two reasons. One, it
gives you an easy way to
view your progress; and
two, I get to have
multiple back-ups just in
case one of the files
becomes corrupt.
paint a Daytime
desert Battle
24
The initial sketches dont need to be tight, but must convey the mood
and direction of the artwork. This second of the two images is the opposite of
my main one, so where the first image is set at night and illuminated by all
manner of artificial light sources, this one will be pictured during the day and
so Ill need to take natural light sources into consideration. Furthermore,
while the first image features a static subject, I want the craft in this image to
be moving. In this manner I can feed off one image to inspire the other.
Defining the
light sources
Mirror image
Tips for
Wacom users
I dont use Wacoms
sensitivity for Opacity, I
control it manually with
the 1 to 9 keys. You can
turn off Opacity by
pressing F5>Other
Dynamics>Opacity
Jitter and setting it to
Off. To set up random
brush patterns great
for creating textures
turn on Angle Jitter:
click F5>Shape
Dynamics>Angle Jitter.
Colour process
25
Vehicle design
6
Combine laye
rs
Cmd+Alt+Sh
ift+E (Mac)
Ctrl+Alt+Shift
+E (PC)
Keep the numb
er of layers
down by copy
ing the
contents of all
layers
into a new on
e.
Increase the
document resolution
The next two hours are spent adding details to both images.
I tend to work for about 20 minutes on one and then switch over. In
total, I spend about five hours painting both scenes. The second the
battle image is a lot easier to paint simply because of the reduced
primary light source. I have some trouble staging the nightclub scene
because of the multiple primary lights, which can flatten the forms, so
it takes up roughly three of the five hours to complete.
Beginning the
refining process
26
Final thoughts
Well, I hope you guys enjoyed reading this workshop and getting a glimpse into
how I work. Creating multiple images like this can be tricky but also has its benefits:
Ive often found that problems in one image can lead to solutions in another. Please
visit my design studio website for additional images. We also offer lots of free video
tutorials on YouTube (youtube.com/FZDSCHOOL). Have fun!
Dusty dilemma
Graphic design
Web design
3D
Digital art
www.creativebloq.com
All images 2011 Lucasfilm Entertainment Company or Lucasfilm Ltd. All Rights Reserved
Vehicle design
add colour to
a space battle
Ryan Dening
Country: Canada
Ryan studied
illustration at
Sheridan
College. His
first job out of
school was working on
Legoland Germany for
themed-attraction
design firm Forrec in
Toronto, Canada. Hes
currently a senior
concept artist on Star
Wars: The Old Republic.
www.deningart.com
get your
resources
See page 114 now!
28
Exploring ideas
I usually begin with thumbnails to get the creative juices flowing. Even if I have
a clear picture in my head, exploring it further often brings out better ideas. Here Im
trying out a few different settings and compositions. I like to keep these sketches small,
quick and simple to keep me from overthinking them. Sometimes if Im having trouble
getting ideas to flow, Ill swap out the media and use paper or sticky notes.
Sun surface
Layer
selections
To make selections
based on the contents of
a layer from the palette,
hold Ctrl and click the
thumbnail. To modify
selections hold Shift+Ctrl
to add, Ctrl+Alt to
subtract and Shift+Ctrl+
Alt to intersect. If youre
working within an
existing layers pixels,
making a selection and
doing this will change
opacity and give you
crunchy edges, so lock
the layers transparent
pixels with the square
grid button near the top
of the Layers palette. To
do this in layers, make
a new layer above then
right-click and select
Create Clipping Mask.
29
Vehicle design
Brush size
[ and ]
(PC & Mac)
re bracket
Use the squa
se and
keys to increa
h size as
decrease brus
you paint.
Sun rays
I use a rough texture brush to enhance the feeling of depth in the midground
with clouds. I scale down the brush as I get closer to the sun. I duplicate this layer and
put a copy behind the sun. To help give the sense of a vast space, I squish and stretch the
copy. Because the angle changes due to the compression I rotate the cloud plane to
match the foreground. I duplicate and scale these a couple more times. I lock all of the
cloud layers and paint in the colours with a Soft Airbrush. I use the Smudge tool to
soften the texture and imply movement. The clouds in front of the sun still look a little
flat what they need are shadows, so I duplicate the cloud layer, select its contents,
contract the selection by a couple of pixels, invert it and hit Delete. I lock and paint this
top layer with a dark colour, move and squish it a little until it looks right.
Layer effects
Photoshop
custom brushes:
rock
Asteroid belt
30
custom brushes:
rake
While painting in the clouds, I found that the sun looked too much like our
healthy sun to be venting all this gas. I merged my group of sun layers with effects and
used Hue/Saturation to shift the colour towards red. I also scale it up a little to sit better
in the composition. For the rays, I lay in some rough lines and use the Filter>Liquify
tool to distort and move them around. This quickly gives the lines a fluid feel. I set the
layer blending mode to Linear Dodge and duplicate/transform it a few times to fill the
sun out. At this point the overall image is looking really orange/red, so I duplicate one
of the layers and hue it blue to get the heat colours you might see in a welding torch. I
add a blue burst that I made by putting some coloured dots in a separate file, and use
Filter>Blur>Radial Blur set to Zoom and cranked up.
Foreground
Copy merge
(Mac)
Shift+Ctrl+C
(PC)
Shift+Cmd+C
tion from
Copy a selec
without
multiple layers
d/merge
having to fin
y.
them manuall
Adding a vignette
Ship sketch
I start with a really loose sketch of the ship to get the rough
design. I then add perspective lines and block in major zones to harden
out the shape. Some linework is added to frame the design. Next,
I paint in the main highlights and shadows to give the design some
form. For the details I use a Screen layer and airbrush in a brighter
metal, erasing out some of the panels to add some surface variation.
I increase the contrast if needed to make the image more dynamic.
time
10 Laser
I choose blue lasers for the main
Managing
layers
Here are a couple of tips
for working with layers.
Hit V to get the Move
tool. In the Options bar
select Layer and then
uncheck Auto-Select.
With the Move tool
selected, hold Ctrl and
click the image: the top
layer in that location will
be selected. (Check your
palette to make sure it is
the one you want.) Also,
group layers into key
components to keep
them organised. Select
the layers you want, then
hit Ctrl+G. If Im working
fast, naming the groups
is usually enough.
12 Sharpening
Photoshop tends to make
paintings soft, even when using a hard
brush. To sharpen the image I Select All
(Ctrl+A), select Copy Merged
(Ctrl+Shift+C) and Paste. This creates a
new layer with all the layers flattened
together. I select Filter>Other>High Pass
and set it to around 1.2 (if the image is
low res, try selecting a lower number).
This creates an odd-looking grey layer, but
if I change the blending mode to Overlay,
the grey disappears and everything crisps
up. I adjust the opacity of the layer to
finetune the effect. If its not sharp
enough I might delete the layer and try
again with a higher setting, such as 1.8.
13 Curves
I want to brighten the image
overall because I noticed on my coworkers monitor that it looked too dark.
A powerful way to lighten or darken your
image without destroying your lights and
darks is to use the Curves tool. Create a
Curves Adjustment layer and grab the
middle of the line bisecting the Curves
graph. Pull the point up a little and you
should see the mid-range starts to become
brighter. Once again, I mask out some of
the areas around the sun since they are
too bright. And thats the image done
hope you like it.
31
Character art
Paint unique and
compelling heroes
and heroines
32
Maciej Kuciara
Workshops
Design a bold
heroine 44
33
Character art
Design your
own game hero
Alessandro Taini defines character with a heroic pose and reveals his
approach for painting the leading man in Enslaved: Odyssey to the West
t the earliest stages of Enslaved:
Odyssey to the West, it was
decided that we would base
the game on a 400-year-old
Chinese novel, Journey to the West. My
task as visual art director was to present to
the team how our game hero would look,
which ultimately determined many of his
traits. Even at the very start, a piece of art
Alessandro
Taini
Country: England
Italian-born
Alessandro
started his art
career in Milan
as a creative
designer and
visualiser. Since then hes
been a graphic designer
and book illustrator, and
is now visual art director
at Ninja Theory, working
on the games Heavenly
Sword and Enslaved:
Odyssey to the West.
www.talexiart.com
get your
resources
See page 114 now!
2
photoshop
Monkey Brush
34
Initial sketch
The first stage is to create a pencil sketch of the character and try to convey their
attitude and personality. In this case, my inspiration is Monkey from the novel, so I
know I have to be consistent with the story and yet give the character a unique feel. I
find that a pencil gives you the freedom to follow your instincts through your hands.
However, I do sometimes sketch straight into Photoshop.
Adding definition
Character art
r tricks
Laye
V (PC)
t+C, Ctrl+
Ctrl+Shif
V (Mac)
d+
m
C
,
ift+C
Cmd+Sh
yers but
la
ur
yo
To flatten
lect the
them, se
not lose
press
en
th
d
target an
bo.
m
co
y
this ke
I add a brown Color Burn layer to push through the pencil texture and give
background colour to the image. This provides the image with a rough, chalk-like
texture. Brown is a great skin tone to give a character because you can add lighter hues
to really bring them to life. Once the Color Burn layer is in place, I take the white layer
(layer 1 in this image) to bring the silhouette to the forefront.
Halos of light
In Photoshop, a dramatic
lens flare effect can be
created using the Lens
Flare filter instead of the
Paint one I mention here.
Muscle details
Background considerations
Adding detail
I then apply lighter tones to give more depth to the skin. I work with one of my
own soft brushes, which produces a paintbrush-like texture and look, and use light
shades on the face and body to bring the skin to life. The eyes are the most important
features for showing attitude and engaging the viewer; even at the sketch stage, they can
be powerful devices in terms of conveying character. In your image, find out what your
focus point is and spend time detailing it and getting it right. In my work the eyes are
the first port of call, followed by the face and then the muscles. With a realistic skintone
in place, I notice that the proportion of Monkeys head to his body is wrong, so in the
final piece the head has been made larger.
36
Creating a character
7
Tattoos
Speedy
switches
Ctrl+T
(PC), Cm
d+T (Mac
Use this co
)
mbinatio
n and
then right
-click to
br
ing
up the Tr
ansform
ation
menu qu
ickly.
The mask
I want to retain consistency with the novel and decide to take inspiration from
the original Monkey mask. For this, I use a Chalk brush to give a body paint effect. Its
both minimal and tribalesque. Its also clearly visible but doesnt intrude on the allimportant expression on Monkeys face and in his eyes. If Id painted a full mask, it
would have looked too tribal and obscured his face. This is a human being but Ive
given him features consistent with the books simian-like character.
11
Hair detail
Lighting
10 In the same way that many photographers do, I like to use one main light from
one side (Caravaggio style) and a softer, coloured one on the other to bring my
characters to life in three dimensions. This is a technique often seen in comic books. I
have a simple but effective way of using layers to add lighting to highlight a subject, in
this case the Monkey character. Firstly, I add a new black layer to the image, then select
Color Dodge from the Layer menu. Then I select the correct lighting colour; here, Ive
used natural colour light around the rim of the character from the left and a red glow to
the back. When you select Color Dodge, the black layer becomes transparent and you
can paint your light effect over the top. Linear Dodge can be selected instead of Color
Dodge to create a softer light.
Choose a
focal point
Select a key area for
your work and spend
time getting it just right.
It should be where
youre conveying your
message and character,
supplemented by
secondary focal points.
If your background or
characters legs arent
a focal point, then you
dont need to go into a
lot of detail with them.
a final texture
12 Apply
Giving the image a uniform
textured effect suggests that it has been
painted on paper or a canvas. There are a
couple of textures I like to use, which I
have as separate layers that can be placed
over the whole picture. One gives a dirty,
gritty, rusty look, and is better for the
background than the character. I use
another texture over the whole image,
which gives the image a painted feel.
37
Character art
Develop poster
art for Crysis 2
Promo images must be of the highest quality and remain consistent with
an established brand. Marek Okons Crysis 2 art scores on both counts
reating a promotional image
for a popular game series is a
prestigious job even for the
most seasoned of artists. Its
a demanding task that requires you to
work with various media to ensure that
the subject receives the best possible
treatment. Its also a high-profile
commission: the image will receive a lot
of exposure and be discussed by gamers
interested in that particular franchise.
Its crucial that any promotional image
must match whatevers already been
established in the game universe.
Marek Okon
Country: Poland
Marek is a
freelance
illustrator and
concept artist
whos been in
the industry for over five
years. Hes most famous
for his work for Games
Workshop, LucasArts
and Crytek.
www.okonart.com
get your
resources
See page 114 now!
The first sketch is usually very rough. It should only tell the art director, in the
simplest of terms, whats in the picture. So I dont worry about anatomical errors, lack of
details and stuff like that. Theres a good chance that Ill have to overhaul the sketch or
even draw a few different versions of it. Combining the cityscape and broken asphalt
isnt easy because I have to show elements that are low on the ground while looking up
at them. After a short brainstorm with Magnus we decide to use a low-angle camera
shot, looking up from one of the cracks in the ground. This gives us a nice view of the
buildings rooftops while conveniently placed asphalt pieces frame the shot.
38
Character art
3
Painting the
background
Saving time
40
Photoshop
custom brush:
Chalk2
This is an excellent
multipurpose brush
that I use to produce
dust clouds and patches
of dirt.
custom brush: TM@_
Round_Brush_Hard_
TextureLevel3
Keeping the
suits details
The texture of asphalt is very fine and distinctive. Because I need to match the
detail level of the renders, the best way to reproduce it is to either use stock photos or a
properly textured brush. I start by painting simple solid blocks, with basic lighting, that
represent the layout of the cracked asphalt. Next I overlay real textures on proper
surfaces. Note that the edge of the asphalt has a slightly different structure to its smooth
surface. If the crack goes deep enough and in this case, it does I have to remember to
paint the different layers that are used in road production, such as gravel and the ground
itself. When the texturing is finished, I create a new layer above it and correct the lighting
on any objects that stand out. I also repaint some asphalt elements so all the textures are
consistent both with each other, and with areas of the image that are already painted.
9
Make use
of masks
Remember that
adjustment layers have
masks, enabling you to
localise changes to your
adjustments. By shifting
hues or values and
masking the effect, you
can easily separate
different planes from
each other. Grouping
those adjustment layers
in folders will give you
greater control over their
transparency and
blending modes.
Implying depth
of field
41
Character art
moving
12 Adding
particles
I need to add some foreground particle
effects. Those include light debris thats
flying all over the place, and small stones
and dirt falling down into the asphalt
crack. Because most of these particles are
going to be out of focus Im using the
same brush I used for background dust,
only with larger texture sampling. Then I
use the basic Smudge tool to add a subtle
motion effect to the debris. It doesnt have
to be too precise just enough to fool the
viewers eye.
out final
13 Carrying
adjustments
the suit
10 Distressing
Because the nanosuit is combat
Aim for a
unified look
Consistency in your
images details is key. So
if youre using either
stock photography or a
texture that has too
much detail, dont
hesitate to reduce this
using Median or Blur
filters. Applying too
much detail in areas
that arent your focal
points will do more harm
than good to your image.
11
Checking the
colour balance
42
g
Start clippin
C)
(P
Ctrl+Alt+G
(Mac)
Cmd+Alt+G
releases
or
es
ch
ta
This at
ing mask
pp
cli
a
as
a layer
thats
er
lay
e
th
to
below it.
Character art
Design a space
opera princess
Kevin Chen
Country: US
A freelance
concept artist
and founder
and director
of Concept
Design Academy, Kevins
recent projects include
character and costume
designs for Bulletstorm.
http://ifxm.ag/k-chen
get your
resources
See page 114 now!
Do some research
44
Character art
At this point, I find that the mechanical left arm needs to be clarified, so Im
sketching some ideas on the right to help resolve the design. The overall costume is
looking a bit busy, so Im doing a small thumbnail sketch on the left to help me see the
big picture more clearly. (Im also thinking about how her blade can break into a whip.)
I usually take at least three design options to this level for the art director to pick from
before I move on to the colour phase with the chosen design.
Think in 3D.
Design in all views
m
Free Transfor
Ctrl+T (PC)
)
Cmd+T (Mac
e top of the
Right-click th
d Warp
selection to ad
image
an
h
etc
str
d
an
.
over a surface
Amplify the
animation
Often in a platform
game, youll see a
characters full body as
it moves quickly around
the screen. To help the
animation read better,
a common trick is to
have the important
animation areas
amplified in shape, value
or silhouette. This way, it
will echo the animation
read whenever the
character moves, so the
viewer can track the
movement easily. A
good example of this is
Shinobis scarf in the
eponymous series, which
enables the player to
follow his whereabouts.
46
Soft Light
or Overlay
When designing the costume, its important to think of both front and back
views especially for a third-person platform title or first-person shooter, where the
character is seen from the back for 80 per cent of the game. For clear composition, vary
the costume into small, medium and large shapes. This will create a nice stage for the
areas of detail to become the focus. The face, hands and upper back of a major game
character are important areas for player identity, animation and user interface design
reasons, so you need to take this into account.
Ambient lights
Render the
major forms
Colour
palette
9
Curves
Flesh is transparent
Ctrl+M (PC)
Cmd+M (Mac
)
Quickly vary
saturations
and add neut
ral grey and
saturated sh
adows to
a flesh tone.
to create
10 Begin
the flesh tone
I start to rough out the flesh tone to help
me key the rest of the colour saturations
around it. Skin is an interesting material
because its a neutral warm grey sheet that
will take on any colour you shine on it.
Itsalso a transparent material the light
can pass through the fleshy areas, giving
it a rich red tone in the shadows. The key
to painting a good skin tone is to use the
red tones only in the fleshy areas.
the materials
12 Establish
To start the material rendering, I like to first establish the softest and hardest materials. In this case, its
the skin and the metallic armour. For skin, I use the Curve tool to help control the saturation of the shadows
and introduce the subtle grey into the skin tone. For the metallic parts I use the Lasso tool to give a clean edge,
and the Colour Dodge layer to give a nice saturation while I paint the reflective lights on the metallic surface.
47
Character art
Design for
gameplay
In game production, the
gameplay experience is
the core that all designs
need to follow. When
creating enemies, its
important to give them
a clear shape hierarchy
so you understand
whos the boss and who
are the grunts. You need
to design with a clear
sense of direction, so the
players know which is
the danger side and
where to find the blind
spot. When designing
main characters, the
back and weapon are
important because they
often serve as a display
for player health and
weapon quantity.
Flesh
Gun Metal
Latex
Cloth
Color Dodge to
create rim light
Copper or Gold
gradations
14 Colour
To help unify the colours further and give a better sense of lighting, I often apply
another gradation layer over the character and background. In this case, I introduce a
warm to cool gradation to mimic the natural fall-off that occurs in a lighting situation.
For lighting up a subtle gradation, Soft Light is my favourite tool to use because it has
avery gentle effect on the colour and value.
drama
15 Adding
To give the character a dramatic
feel and make her pop out from the
background, I apply a kicker light behind
her to give a nice rim light and show off
her silhouette. To paint the rim light, I use
the Paint Bucket tool to create a black
layer and assign it a Color Dodge layer
property. When I paint a warm white on
top of that Color Dodge layer, it gives
anice glow effect that mimics the
saturation that happens when strong
lighthits an object.
Soft Light
photoshop
custom brush:
Ellipse brush
adjustments
16 Final
After a few more tweaks, the design
is ready. Often it takes several revisions to
get a main character approved for 3D
modelling. Once approved, it is standard
to create a material call-out sheet for the
modeller to reference and a turnaround
drawing to finish the design package.
48
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49
Character art
R
ecast a classic
c
omic character
How do you paint a compassionate portrait of DCs villainous Harley
Quinn? Rocksteady concept artist Kan Muftic shows how its done
he world of DCs heroes and
villains is incredibly rich,
offering a fantastic variety
of interesting characters for
any artist. Having the privilege to work
on such exciting characters on a daily
basis would turn me into a 10-year-old
boy every time I sat down at my desk
at Rocksteady Studios.
Working on countless concepts for
Batman: Arkham City has taught me one
thing, though: you cant just go in and
mess around with these characters. Some
of them have been around for 70 years
Kan Muftic
Country: England
Kan is a
concept artist
and illustrator
with extensive
experience
in the video game,
film, advertising and
music industries.
www.bit.ly/kanm
get your
resources
See page 114 now!
Painter
Composition
50
Sketching out
Standard brushes:
Oil Pastel
Another favourite
of mine, this creamy
brush makes digital
strokes look traditional.
GAMES
ARTIST
Discover mor
e of
work on Rocks Kan Muftics
te
Batman: Arkhaady Studios
m City on
page 13 and
be inspired
by great conc
ept art
51
Character art
Iterative save
Ctrl+Alt+S (PC
)
Cmd+Option+
S (Mac)
A great, simple
way to
save sequen
tially
numbered ve
rsions
of an image.
I decided that the image has too much space opposite Harley
so I crop it. Remember, composition is king in visual storytelling. My
Oil Pastels brushes are working a treat and Im getting some wonderful
edges, even at this rough stage. When using these brushes I make long,
broad strokes across the canvas. Its a very therapeutic process.
Fleshing out
Facial expression
Edge economy
Adding
personality
Painting superheroes is
really good fun, but its
a good idea to make
them as human as
possible. That way, you
give them personality
and the viewer can
identify with them that
much more.
52
15 Highlights
Clever positioning of highlights and their edges can make or
10 Stockings
These stockings were an iconic part of Harleys outfit in the first game, Batman:
break an image. Thats why its important to know what materials you
apply the highlight to. In this case, I have a leather corset and that
means that I cant just add some random specular reflections the
surface has a texture that absorbs parts of light and doesnt reflect it in
the same way as metal, for example. So my highlights are slightly
smudged and muted, which gives the impression of leather.
Arkham Asylum. As I start blocking them in, I realise that Ive never painted stockings
before. Its a delicate material with a flexible shape, so its not easy to get right. I try
searching for some references online, but find surprisingly few pictures of loosehanging stockings. It becomes rather draining browsing through loads of irrelevant and
obscene images to get to the right one! I dont have time to get some real-life reference
so I just try to use common sense and make it up.
11
The boot
12
armpit saga
16 The
Until now its been easy to get her posture, the facial expression
and the colours right, but Ive been delaying working on this area
and now its time to solve the difficult armpit/shoulder area. I know Ill
struggle because Im not exactly sure what the arm looks like behind
the obstacle. This is one of those moments where I regret not doing
more figure drawing from life. I push paint around, trying to find
something thatll look right. If you get stuck, do some proper research,
shoot some reference photos or ask someone to pose for you. It sounds
like a lot of work, but it will take more time to struggle with the
mistakes you make if you dont.
details
13 More
I change Harleys smile to look
face
17 The
After having spent too much time
14 Corset
Having enriched my image with
contrast, I switch back to Painter and pick
some creamy Blender Bristle brushes from
the Artists Oils menu. Theyre great for
rendering leathery surfaces and skin,
so I zoom in a bit and start working on
the structure of Harleys corset. This is one
of the most difficult and time-consuming
parts of the process, and it shows just how
important it is to do a lot of drawing of
all kinds of things from life.
intervention
18 Outside
Just as Im finishing, my art director asks me to crop the image
Customise ke
ys
Edit menu>P
references>
Customize Ke
ys (PC)
Painter menu
>Preference
s
>Customize
Keys (Mac)
Assign your to
ols to
specific keys
.
so that Harley Quinns costume more accurately represents the one she
wears in Batman: Arkham City. Im happy to do this if it means the
image is more up to date, and Im sure Harley wouldnt mind
53
Character art
Unify a range of
fantasy genres
Maciej Kuciara
Country: Poland
Maciej is an
art director
and concept
artist whos
spent six
years working in the
video game and
entertainment design
industries, specialising
in creating concept art
and matte paintings
for Crytek and
Naughty Dog.
www.maciejkuciara.com
get your
resources
See page 114 now!
2
Photoshop
custom brushes:
Hard Soft Edged
54
Brainstorm
some ideas
Character art
3
References
Sky
co
lour
li
Sun
Work on values
ght
Bouncing light
Custom brushes
Enhance a
custom brus
h
56
7
Spot mistakes
Bind the Flip Canvas
option to easily
accessible keys. Seeing
your canvas in the
mirrored view will reveal
composition, value and
detail balance mistakes.
Pay attention to
light sources
Add details
Colour correction
ups
10 Touch
I adjust the colour through Color
Edit your
colours
You can easily tweak
or push specific colours
that youre not happy
with by creating a Hue/
Saturation adjustment
layer, and choosing the
colours you want to work
with from the drop-down
menu within the settings.
You can also tweak the
hard and soft range
for the colour on
which your changes
will operate.
11
Final touches
57
Creature
concepts
Paint expressive
monsters for games
58
Daryl Mandryk
Workshops
59
Creature concepts
60
Luke Mancini
Country: US
Luke is an
Australian
concept artist
who moved
across the
world to sunny California
to work at Blizzard
Entertainment on the
video game StarCraft 2.
http://ifxm.ag/luke-m
get your
resources
See page 114 now!
61
History Eraser
Holding Alt/Option while
using the Eraser tool
enables you to erase on
your current layer to an
earlier version of your
image you can set the
destination in the History
palette to any point in
your process to clean up
new work easily. You can
also set your Undo levels
quite high and set your
History Options to
Automatically Create
New Snapshot When
Saving to make full use
of this tool.
Rough it in
I start with a quick rough sketch to get the composition sorted out, and after
doodling a bit I settle on a shot that gives the two characters a roughly even presence in
the image, while still emphasising their dramatic difference in scale. I keep my strokes
broad and loose at this stage to try to capture the energy that Ill aim to maintain all the
way to the final composition.
Tighten the
underpainting
Begin to paint
I already have a fairly strong idea of where I want to go in terms of colour, but
I need to lay it in as early as I can to see if its going to work. I darken the sketch layer so
it receives colour better, and then block in my first pass on a Linear Light layer. The
blending mode I use here varies from piece to piece, but will always be an Overlay type
because this enables you to push lights and darks with the colours youre using.
Start working in
some of the details
62
Continue to flesh
out the details
Copy merge
d
Shift+Ctrl+C
(PC)
Shift+Cmd+C
(Mac)
Separate, tra
nsform
and adjust are
as of a
layered imag
e without
flattening it.
and light
10 Details
Now its time to go back and finish
Before I start on the effects stage I want to get the image feeling more whole, so
Imove on to the background in order to pull it together. With a smeary opaque brush
and judicious use of the Smudge tool to keep a sense of movement, I roughly paint in
the swirling energy around the Archon and the hooked claws of the Ultralisk, which
form something of a frame for the centre of the piece.
Photoshop
custom brushes:
Smear
11
Final effects
Square
Get energised
Pushing the
Archons energy
Once the Archons armour and basic cloudy glow are all painted in, I can start
working on the psionic energy that surrounds him. I use a new layer set to Linear Dodge,
with a dark blue Outer Glow also set to Linear Dodge, to start painting in the energy
lines on his armour. Depending on the colour underneath it, a Linear Dodge layer can
be very harsh, so I stick to dark blues at this stage to stop it blowing out to white.
63
Creature concepts
Daryl Mandryk
Country: Canada
Daryl has
worked in the
entertainment
industry for
over 11 years,
first as a 3D modeller
and texture artist, then
as a concept artist. His
clients include EA.
www.mandrykart.com
get your
resources
See page 114 now!
64
paint dynamic
concept art
Daryl Mandryk shows you how to get imaginations fired up
as you take a game scene idea from sketch to completion
65
Creature concepts
Maintain
momentum
Paint as much as you can
in one sitting. If you
constantly start and stop
a painting, itll take you
a long time to finish it
and youll end up losing
creative momentum.
Take the time to really
get absorbed by the
painting process. This
approach will also teach
you to work more quickly
and efficiently.
photoshop
custom brush:
Dust brush
Composition and
idea development
Ctrl+Shift+I (PC
)
Cmd+Shift+I
(Mac)
Paint within an
d around
aselection qu
ickly.
special effects
10 Spell
I mock up some special effects for
11
Add debris
Add atmosphere
puddles
12 Perspective
I use the Lasso tool to make some
Actions are
your friend
Use custom actions to
automate time-intensive
tasks. For example, if you
have a set of brushes you
like to use for specific
tasks, make an action
that loads them with one
keystroke. Another good
example is making an
action to flip the canvas
horizontally, which I do
all the time. The seconds
you save add up when
you find yourself doing
the same thing a
thousand times.
67
Creature concepts
h
Scroll throug
layers
Mac)
Alt+[,] (PC &
yer tab on my
I keep my La
nitor, so
secondary mo
select
Ican quickly
.
various layers
photographs
13 Use
Here and there I like to composite
parts of photographs into the image.
These are either pictures Ive taken myself
or photos Ive found online. Theyre a
quick way to add detail in certain areas
that would otherwise take too long to
paint, and in production these little
timesaving tricks are very important.
overdo it
16 Dont
While detailing an image I constantly remind myself not to overdo it. This figure
is in motion and, although hes close to the camera, how much detail would your eye
really pick up? If I were to go crazy and detail out every last bit of armour, the result
would be stiff and unappealing. Sometimes you just need to get across the impression
of something and the viewers mind will do the rest.
home stretch
17 The
One way I know my painting is
nearly done is that the law of diminishing
returns starts to kick in. Brushstrokes are
having less and less impact, so eventually
it just feels like Im overworking things if
Icontinue. Now is a good time to put the
painting aside for a day or two, and look
at it later on with fresh eyes. Ill usually
see something I want to change.
the image
15 Refine
I start to feel like everything is in
place and working well together. Now
much of the painting process turns to
refining and improving my ideas. I start
to add some details to the elfs armour
and begin to think about how to refine
the design. Its time to tackle the
microissues in the painting but Im
constantly zooming out and checking to
make sure everything still holds together.
68
perspective
18 Fresh
A day later, I make some final
adjustments to the focal points of the
image the monsters face and the elf
wizard. I dont necessarily add more
detail; instead, I want to concentrate on
making sure their designs read well and
are strong contrasts to one another.
WhenIm satisfied with these last
changes, Icall the painting done.
essential art
resources
iPad is a trademark of Apple Inc., registered in the U.S. and other countries. App Store is a service mark of Apple Inc.
Environment
painting
Master the rules of
composition for
better art
70
Jung Park
The awarding-winning
concept artist, who has
worked on God of War
III, Starhawk and Guild
Wars 2, shows how to
create a unique video
game environment to
establish a scene for
gameplay designers.
Create an exciting, believable
video game environment.
Turn to page 76
Workshops
Learn to create
playable game
worlds 84
71
Environment painting
Robh Ruppel
Country: US
Robh designs
for films,
video games,
theme parks
and print
campaigns. His clients
include Naughty Dog.
www.robhruppel.com
get your
resources
See page 114 now!
72
ts a common misconception
that concept work is all about
blue-sky problem solving
meaning that anything goes.
This couldnt be further from reality,
because most design work has some kind
of restriction involved.
Uncharted 3: Drakes Deception is
arealistic game, in that most of the
locations are based on real places. These
are heavily researched before we begin to
Rough draft
Lay in textures
More texturing
Here you can see my first pass on the texture on the underside of
the buildings on the left; I also add more to the right side of the image.
Theres no easy way to do this other than painstakingly adding and
adjusting until you achieve the look youre after. Have patience,
though, because your hard work will pay off eventually.
73
Environment painting
Work with
your grids
Always check your
perspective against the
grids you make. Solidity
and believability come
from consistency and
thats based on the forms
working with your
established vanishing
points. Remember that
this affects everything
from the thickness of
awall to its texture.
dressing
10 Set
So far its just a lot of flat planes
and textures it needs life! My typical
procedure is to work in flat shapes first,
and then add modelling,
texture and so on. I block
in bins, boxes and other
elements you might find
in a real location.
11
74
More details
e
Distort mod
C)
Ctrl+T, Ctrl (P
(Mac)
Cmd+T, Cmd
Transform
Bring up the
, then hold
tool, transform
d to flip
down Ctrl/Cm
de.
to Distort mo
Hanging lights
lighting effects
14 Add
Here are the streetlights blended
and tear
12 Wear
I continue to add set dressing,
which helps to make the environment
look inhabited and therefore more
realistic. You can see bits of paper and
other rubbish on the pavement, and I
alsowork on some subtle wear and tear
on the road. This is all hand painted.
streetlights
13 The
Now I add the streetlights, using
the same workflow as before. I design the
light flat, work out the basic colour value
and then tip it in perspective and add
modelling, lighting and so on. Theres
more set dressing too some electrical
conduits along the shops on the left. I use
the same procedure here as for the pipes.
painting
17 Hand
Its time to add the group of people standing in the street and
the effect of the lights on the ground. Lots of hand painting marries
the characters into the scene. Its worth remembering that no reference
is ever perfect a good artist sweats these details.
it character
18 Give
Next, I add another character in
the foreground. I keep all the people
looking into the picture theyre there for
scale and ambience, and this stops the
viewer focusing on their personalities.
Thisis primarily an environment study.
Also, theres a subtle three-point
perspective going on here that I have to
conform to. The broad strokes sell it and
the details support it. You need both!
on the car
15 Work
Its time to make that car sit in
the scene. First, I add the reflections
having drawn a lot of cars at art college,
this is pretty easy to fake. I also darken
it down the sides and add the reflection
of the light sources. Then I make a
subtle perspective shift based on my
grids to finally tweak the object into the
perspective of the scene.
detailing
16 Distant
I correct the perspective on the red
awning and begin to add distant details
such as adverts, posters, trucks, cars and
pedestrians, all of which flesh out the
scene. None of these can be faked or done
haphazardly because that will blow the
illusion. This is where a lot of artists dont
follow through and the work ends up
looking illconceived or unfinished. I add
far away lights, making sure they recede
inthe distance and maintain the same
height asthe foreground ones.
Find a layer
V, Ctrl-click (P
C)
V, Cmd-click
(Mac)
In Move mode
(V),
Ctrl/Cmd-cli
ck on
something to
instantly
find its layer.
final image
19 The
When Ive made the finishing
touches to the environment and the
foreground character, my image is
complete. Heres the final piece with all
my grids turned on, so you can see
howthey relate to the composition.
Solidity and believability are grounded
inconsistency, so makesure your
perspective is correct.
75
Environment painting
Establish the
scene of a game
Jung Parks expert advice will ensure your concept
art really sells the setting of your proposed game
Jung Park
Country: US
South Koreanborn Jung has
spent the past
eight years
working as a
senior concept artist
on a range of titles,
including Guild Wars and
God of War III.
www.jpconceptart.com
get your
resources
See page 114 now!
76
77
Environment painting
Photoshop
Custom brushes:
Sketching brush
78
Introduce colours
I start adding some colours to my black and white sketches. I decide that a colour
palette that implies metal and a rusted bronze material is suitable for my steampunk
factory environment. I also introduce a human figure just to show the scale of the
building. As you can see, I have layered images of background, mid- and foreground
elements; I keep these aspects separate when painting because its easier to see the
images depth of field.
Color Balanc
e
Ctrl+B (PC) Cm
d+B (Mac)
Use this to ac
cess the Color
Balance menu
, which will
help you to ch
ange
colours on yo
ur
image quickly.
Vary your
shapes
Its crucial to include
large, medium, small
and more detailed
shapes in any painting
of an environment. Every
design that you see in
the real world be it a
computer, phone, printer
or even a house has
those shapes in the
design. If you start
introducing too many
similar sizes of shapes
into your image, itll end
up looking boring and
even cartoony.
Many modern industrial buildings feature pipes and ducts, so I start to add some
pipes to the factory exterior to make the painting more realistic. Previously, I noticed
that the building was mostly made up of large shapes there arent enough smaller
elements, and the introduction of the pipes is the solution. I flip the image frequently to
check for mistakes and to ensure that it is well balanced.
I realise that theres no focal point to the image. The focal point
is an area that needs to contain more contrast and is the point that I
want the viewer to see first. It needs to be eye-catching and interesting.
So I add a bright light to the lava thats dripping down from the domeshaped machine. In this way I can tell a story: this is the area where the
lava is processed. Getting a feel of when to use different brushes is
always important, so you can get the most out of them. Here, I use the
Soft Cloud Brush to create smoke from the lava.
Masking the shapes while you paint is important, because itll save you time and
help to create both clean and soft edges. Its also a good habit to get into. You might
think that this step takes too long and is rather boring, but in fact it will save you time
in the later stages of the painting.
79
Environment painting
Check your
values
Once Im satisfied with the progress Im making, I start zooming in to add details
to different areas that I want to work on. At this stage its important to have your
Navigator palette open. Otherwise you can end up overworking certain parts and
upsetting the balance of the painting. Always keep the big picture in mind, even when
youre working on the smaller elements. I also try to follow the values of the area where
Im painting, otherwise itll mess up the entire value structure.
real-world details
10 Add
I realise that the image has too many hard-edged shapes, so I add some
decorations such as wires, screw bolts and fences to the surfaces. These decorations will
give life to my painting. As I work, Im still trying to maintain my focal point while
letting other areas fade away throughout the environment.
80
Create a New
Adjustment layer of Hue/
Saturation and place it
on the layer to check
your values regularly
values are the key to
creating believable
environments. As long as
your values work in your
image, youll produce
awesome visuals no
matter how badly you
colour them! I always
remind my students to
check their values.
11
Lighten layers
dynamism
12 More
When I started painting this image it was a two-point
perspective view. I now realise that its not dynamic enough, so I
transform the whole image into three-point perspective view
using the Distort tool (Edit>Transform>Distort). This introduces
a more active camera view the viewer is now in the scene,
looking up at the factory.
Curves dialog
Ctrl+M (PC)
Cmd+M (Mac
)
Quickly acce
ss the Curves
screen when
altering your
images brigh
tness
and contrast.
light rays
13 Painting
I still feel that the environment is too dark, so I decide to introduce a secondary
light source. I create five soft brush dots, then transform them and make them look like
vertical light beams. It enables me to paint light coming down from the sky. Again, I set
the layer mode to Lighten and erase out the part where the light doesnt hit. It gives the
painting a more natural feel. In this way, I can have nice highlights on top of the
harvesting machine, which redefines the space and shape.
Almost there...
15 To
make the building look more imposing and reduce the sense
of emptiness, I add bridges high up above the factory floor. Even
though Ive added them at this late stage I still try to make them look
very subtle by using values that are appropriate for the area, so they
dont change the whole composition of the painting. Right before I
finish the painting, I notice that my image seems a little sharp and has
too much noise. So I apply filters and use Smart Blur tools to soften
some of the edges; I also erase some areas that need a more clean and
sharpened edge.
14
Ive already mentioned the importance of having hard and soft edges in painting.
Because the harvesting machine is one of my main focal points, I want it to have more
crisp and sharp edges on top of the dome area. So I select the Elliptical Marquee tool
and place it exactly on the area I want to change. Then I can paint it cleanly and
introduce some highlights.
16 Finished!
After eight hours work Im quite happy with how the image has
turned out. Once I tackle one side of the factory I can develop more
designs of the industrial space through the use of different viewpoints.
For instance, painting the scene from the top of the factory would take
in the surrounding land, resulting in a totally different painting yet one
that stays true to the original concept of a lava processing plant.
81
Environment painting
Composition considerations
This is my first step towards establishing the composition
of a ship graveyard. I often think of an environment as a
two-dimensional abstract painting: this helps tackle
mass, colour and balance of shapes rather than details.
Negative spaces are as vital as positive spaces. Im careful
to overlap shapes without cluttering the scene.
contrast,
es
sh
li
b
a
t
es
t
h
g
li
l
Natura
ows in
d
a
sh
e
c
a
pl
o
t
e
m
enabling s and draw the viewers
certain areahere it s needed.
attention w
Introduce
unique visuals
get your
resources
See page 114 now!
82
Unique visuals
Natural light
Natural light
How I create
a metal
canyon
Warning signs
Vehicular activity
Down to size
Visual flow
In RAGE you walk, run, fight and shoot, but
you also drive, and so its important to
establish a composition that enables the
player to quickly understand and navigate
their surroundings. I also choose to use a
variety of boat pieces to create visual
diversity in scales and shapes. This helps
make the area more natural and interesting.
Research and
references
The first step is to undertake some research.
I spend several days looking for references
of ships and deserts, and anything that
relates to the ideas I have in mind for the
scene. I never take
anything for granted.
There are some
incredible references
on the web or in
books and Im
always looking
for something that
will surprise and
inspire me as well
as the player!
83
Environment painting
visualise a
game world
Through the
players eyes
Joe Sanabria
Country: US
Joe Sanabria
is a 15-year
veteran of
the games
industry. He
dropped out of college
as a physics major and
moved to southern
California to focus on a
career in art. Currently
Joe is an art director at
Obsidian Entertainment,
busy working on Fallout:
New Vegas.
http://ifxm.ag/j-sanabria
get your
resources
See page 114 now!
Working on
perspective
84
Adding textures
85
Environment painting
5
I invert the image and then, in the Channels palette, select the
channel with the highest contrast. I then Select All, create a new layer,
paste in the channel selection, set the Blend mode to Overlay on the
new layer and then merge the two layers. Now I remove the colour and
convert it to greyscale: go to Image>Adjustments>Hue/Saturation
(Ctrl+U) and reduce the saturation all the way down. To give it some
pop I sharpen the details using an Unsharp Mask file with the
following settings: Amount 127, Radius 1.0, Threshold 2.
Use presets
Tool presets are one of
Photoshops many hidden
gems. By using presets,
the Brush tool is capable
of doing more complex
operations: scaling, dual
brush, scattering and so
on. Like faux-finish
brushes theyre great for
creating texture or
details, and when used
correctly enable you to
quickly paint the details,
rather then scrubbing in a
bunch of brush strokes.
Hide Selectio
n
Ctrl+H (PC) Cm
d+H (Mac)
This enables
you to remov
e
the marchin
g ants that
your selectio
n creates,
while still holdi
ng on
to your selec
tion.
Creating a brush
I save the brush as a Tool Preset, then in the palette menu select New Tool Preset
and name it. As you create other tool presets or acquire them its a good idea to organise
them and remove any obsolete tools periodically. This keeps your workspace clean,
enabling you to focus on the creative process.
86
layers
13 Managing
After a few sips of coffee and some
time, the layers start to build up.
Although keeping everything on a
separate layer offers me a great deal of
flexibility, it can become difficult to
manage. So I use a little-known
Photoshop shortcut: press V to switch to
the Move tool and then Crtl+click on an
area you want to edit Photoshop will
autoswitch to the layer that pixel is on.
This saves me the hassle of naming layers
and organising them into group layers,
which lets me stay in the zone and keep
things flowing.
the canvas
14 Flip
As I work on fleshing out the
Focal points
Whenever possible, try
to use other elements in
the scene to draw the
viewer into the painting
and help create a strong
overall composition.
large shapes
10 Painting
Using a few various brush tool presets, I create a new layer and start to build up
the paint while at the same time changing the brush size using the square brackets [
and ] to vary the texture. I then select the entire layer, pick the Transform tool (Ctrl+T)
and then right-click in the Transform bounding box. I select Distort from the dropdown menu, use the grid to get the right perspective, and then try different blend
modes and opacity settings until I find something Im happy with. This process is
repeated over and over until all the large shapes are blocked in.
final stretch
15 The
As I work my way down to the smallest elements, I regularly
11
Now that all the major shapes are correct value, edge, colour and so forth I
start to break down the large shapes into smaller ones, starting with the largest details
and working my way down to smaller ones. I adjust the opacity of the perspective grid
to make it more pronounced now that the contrast is building up, just so I can see it
more easily. Im also continuously zooming in and out, making sure that the major
elements are not lost in the noise and that the image still reads easily.
zoom in and out and then decide to call it a day when I reach the point
of diminishing returns. Now Im ready to add some of the finishing
touches. I sharpen the layers and soften others in the background and
foreground to create depth and a focus and, after some overall contrast
and colour adjustments, the image is finished. At this point I feel the
concept communicates what were expecting the game asset to look
like and how itll relate to its surrounding in the game. I can now walk
away from the concept satisfied that it has achieved its main goal. Its
now ready for an environment artist to take it from 2D to 3D and
eventually into the game.
87
Production
design
Learn how concept
components work to
create a unified project
88
Matt Allsopp
Workshops
Design a unique
environment 94
89
Production design
lead character
Christian Bravery takes you through his thought process and concept
designs for a prospective video game, starting with the hero
Christian
Bravery
Country: England
Christian runs
Leading Light,
an art and
design agency
that provides
character and
environment concepts
for the video game and
entertainment industries.
http://ifxm.ag/ll-design
get your
resources
See page 114 now!
90
Lead character
is it enough?
91
Production design
92
Finalise in pencil
Lead character
5
Commit to a
colour scheme
Snapshot of a
hero character
93
Production design
The Environment
After establishing the games lead character, Christian Bravery passes the
art baton over to Pete Amachree, who tackles the exotic island setting
reviously Christian Bravery
established the character
design for Nate McCready,
the games hero, who gets
caught up in an alien attack while
recuperating from his latest military
exploits. All this happens on a tropical
island on a distant planet, and this is
where I come in. My brief is to create the
rag-tag fishing village thats set on this
lush, off-world archipelago, which is
where Nate first runs into the hostile
aliens. On the opposite page is the client
brief for the games setting.
Pete
Amachree
Country: England
Petes an
industry
veteran whos
worked for
Electronic
Arts, Lionhead Studios
and Blade Interactive.
Hes been a concept artist
for the past five years.
http://ifxm.ag/pete-a
get your
resources
See page 114 now!
94
The environment
source
material
Pete has this vital piece of
advice when generating
concept art for a client
Project:
Leviathan
Brief
Ive tried to suggest ways in which the villagers adapt their homes to their
surroundings in this case, these natural rock formations
Presents Game Art
95
Production design
1
Add colour
96
The environment
The limited palette is starting to jar. So I introduce some more subtle variations,
conscious of not letting any one colour dominate the mood and of my wish to keep the
loose horizontal banding of colours a chromatic theme of the painting. Occasional
flashes of vibrant colour on the tarpaulins and rooftops of the buildings also add to the
palette. The introduction of the boardwalk at the bottom of the image also helps to
break up that expanse of water, and guides the eye into the central focus of the painting.
Break up the
foreground
Finishing touches
Ive hinted in my initial sketches that much of the building materials were
salvaged from derelict vehicles, advertising hoardings, cargo containers and whatever
else was available. This gives me a chance to tip my hat to some of my heroes, the titans
of sci-fi and fantasy art from my childhood namely Ralph McQuarrie, Chris Foss,
Ron Cobb and Angus McKay. Their weird and wonderful environment and ship designs
often have strange logos present, heightening their sense of otherworldliness.
97
Production design
The enemy
Its Leading Lights Matt Allsopps turn to work on the game, as he fills
the alien archipelago from part two with a hostile insect creature design
o now we have designs for the
games hero, Nate McCready,
and his vehicle, along with
the island environment in
which the game takes place. My task is to
explore and develop designs for the
enemy creatures that Nate and the
villagers face. At the beginning of the
project it was decided that these creatures
would spawn from giant eggs that have
appeared overnight in the ocean. Once
Matt Allsopp
Country: England
Starting off at
Alpha Star
Films,
Lionhead
Studios and
now at Leading Light
Design as a concept
artist, Matts ambition is
to work in the movie
industry with his favourite
directors, including
James Cameron and
Christopher Nolan.
http://ifxm.ag/m-allsopp
get your
resources
See page 114 now!
98
The enemy
Project:
Leviathan
Visualising ideas
Readable silhouettes
Cross-bred species
A chunkier bug
99
Production design
6
Get flipping
Flip your canvas
horizontally to check
your perspective and
composition. Itll quickly
show whether your
perspective is leaning to
one side. Its also good
to flip your painting to
make things a little less
awkward for the wrist.
Injection of colour
10
100
The enemy
Textures
in Painter
11
Real-world textures
wings
some
13 Adding
14 Apply
Wings suggest a huge advantage for
finishing touches
the bug over mankind. It also brings up
the possibility of a swarm of the things,
or an aerial battle. I referenced some
insect wing shapes and found plenty of
variations that suited the design. Once
Im happy with my chosen painted shape,
I lower the transparency to make it look
slightly translucent. Then I add some
highlights to the wings, noting the light
direction and light source for the piece.
the design
12 Refine
Using the Chalk brush again, I layer in some highlights and
darker shadows between the shell-like tail articulation joints. If youre
struggling for where exactly these should be, try looking at a similar
creature that possesses these aesthetic traits, such as an armadillo,
which has a comparable configurative function within its natural
design. Ive also used dramatic highlights and shadow to further
ground the main element, and to project a feeling of weight.
101
Production design
Story developer
Matt Allsopp highlights the importance of cinematography as he creates
a key frame illustration for the game using the existing designs
Matt Allsopp
Country: England
Starting off at
Alpha Star
Films,
Lionhead
Studios and
now Leading Light
Design as a concept
artist, Matts ambition is
to work in the movie
industry with his favourite
directors, including
James Cameron and
Christopher Nolan.
http://ifxm.ag/m-allsopp
get your
resources
See page 114 now!
102
Project:
Leviathan
Story developer
1
Down to earth
An aggressive stance
Tie things up
Adding a photo filter at
the end of the process
can often help tie all your
colours together. If you
want something to look
a little more realistic, you
could add a cool blue
filter. Make sure youre
not too heavy with this
though, or else itll look
a little contrived.
103
Production design
6
Strong
outlines
Its always a good idea to
have strong silhouettes
in your concept or
design. A concept for a
film or game will only be
seen for a second or two,
so its important that the
image reads well first
time. The key is to nail
this during the sketch
stage and try not to stray
too much from it during
the colour phase.
104
Creature feature
Identifying a problem
Adding the
background
Until now the wings have been lighter in value to their backdrop, but I think
theyll read more coherently if I make them darker. I lower the transparency to make
them look translucent and add some texture. I also crop an insect wing from a photo
and lay it over each wing. I set the layers attribute to Difference to kill the white of the
photo. Once Im happy, I reduce the opacity to make this texture subtle, then set about
painting my own highlights, details and textures using the Chalk brush.
Story developer
detail to the
10 Adding
downed copter
The one area that still needs addressing is
the crashed copter. I want to maintain its
form as a silhouette at first read, but Im
going to have to add some detail to sell it
on closer inspection. Using the Chalk
brush I mark in some lighter grey tones
where the light would be catching the
surfaces. The rear lights could also do
with a little extra glow to help pick out
the vehicle. Its nice to have a little
artificial light, rather than all natural, but
its best not to overdo it. Finally, Ive been
a little cheeky and changed Nates scarf
and coat trim to blue. It should be red, but
it was starting to clash!
11
Finishing touches
105
Artist Q&A
Remko Troost
www.remkotroost.com
Philip Straub
www.philipstraub.com
Jonathan Standing
www.jonathanstanding.com
Gary Tonge
www.visionafar.com
Daryl Mandryk
Daryl is an experienced
concept artist in both video
games and film and has
worked for EA, Lucasfilm and
Propganda Games.
www.mandrykart.com
Daniel Dociu
Transylvanian-born Daniel is a
video game art director and
concept artist. He lives in the
US, and is currently working on
Guild Wars 2.
www.arena.net
Aly Fell
www.darkrising.co.uk
Andy Park
www.andyparkart.com
106
Question
Whats the typical process when designing
a vehicle for a sci-fi game?
Answer
Phil replies
Id say there probably isnt a typical
approach for designing a vehicle for a
science fiction game, since Ive seen it
tackled in a number of different ways.
Usually I like to handle this type of assignment with a
two-pronged attack, focusing on both the overall mood
and attitude of the vehicle along with the industrial
design, form and function. In many cases creating the
isometrics (typically the front, side and back views) can
be handled simultaneously with the mood piece.
To keep things simple for this question, Ill focus on
the mood piece. Since I want to generate the concept
quickly to recreate the workflow most concept artists
Question
Do you have any tips on creating mood
paintings?
Answer
Remko replies
107
Artist Q&A
Question
How do I design quick decals
to add to military armour?
Question
How do I create modular characters
that share assets but look different?
Answer
Jonathan replies
The most important element to
consider here is a characters
silhouette; its what the players
eye will read first. There are
many examples of games that have tried
too hard to rely on other visual elements,
such as texture and colour, and have ended
up with repetitive characters as a result.
After making your initial thumbnails, its
generally a good idea to find out what
Answer
Jonathan replies
First, put together some reference materials to fuel
your ideas. What kind of military unit are you
portraying? Is it one with a rich history of pageantry,
or one thats primitive or tribal in nature? There are
millions of images in books and on the internet that are good
examples to inspire you.
For my design, I begin by making vector design elements in
Illustrator. The wings, bulldog, handprint, banner and skull
are among many separate graphic elements that I create. Then,
referencing what Ive seen in a book, I combine the different
pieces to make the Flying Bulldogs insignia. I import the vector
art into Photoshop and then skew and warp it to conform
roughly to the curvature of the armour plate. To make it look
less clean, I place an Overlay texture of lumpy, stippled paint
over the design and then begin to try to mirror the distress on
the armour on the design as well. Successfully integrating a
vector graphic into a painted image can be tricky and its often
best to run a filter on it or dirty it up a bit.
Finally, I add a highlight thats cast over the metal and the
paint, which helps to blend the images together.
Question
I can never seem to get my ideas right on
paper. Where should I start with concept
design?
Answer
Remko replies
108
Answer
Gary replies
A concept artist comes up
with ideas and solutions to
a design brief or problem.
There are several different
roles within a concept art team, and
concept artists come from various
backgrounds. In my job as a concept art
director, I work with the concept team
as a whole, helping them to generate a
variety of imagery and ideas that can be
anything from illustrations that show
how areas fit together, to colour keys
and much faster pencil sketches that are
invaluable to the modelling teams for
creating cohesive shapes and details in
game worlds. When creating art myself,
I tend to focus on either colour keys or
principal images.
These images are imperative to game
art production, as they are intended to
draw together the basic ideas and shapes
for an area into a cohesive illustration
that encapsulates the essence of how that
part of the game world will look.
Because they are so important, these
images can take a lot longer to produce
than regular concept images in fact, I
find that anywhere from 10 to 20 hours
of painting time can be spent on creating
these pieces.
I try to encompass the textural feel
within these images, along with a strong
Get emotional
109
Artist Q&A
Question
Ive heard that production artists need to be very fast how can I improve
my painting speed?
Answer
Daryl replies
Its true that artists in a
production environment have
to pump out high-quality
artwork within very tight
schedules something a lot of new artists
have trouble adapting to. While I dont
advise anyone to rush their artwork, there
are certain things that you can do to make
your life easier and increase your speed in
the process.
Before you even boot up your software,
make sure you have a clear understanding
of what you want to accomplish. Draw
some quick thumbnails on scrap paper,
write out a few rough ideas, give yourself a
bit of a roadmap to follow. Unless you have
weeks on end to iterate on an image, having
at least some sort of plan is vital to the
whole process.
The next practice I would recommend
would be to configure your workspace to
meet your personal needs. Spend some
time setting up hotkeys and actions for all
your frequently used operations. I have
hotkeys and actions set up for creating
layers, flipping the canvas, running filters
Alt/Option+F9 brings up
your Actions window.
Actions can be used to simplify
repetitive tasks, and are great
for anything that has multiple
steps involved. They work by
recording the steps, and then
playing them back with one
keystroke. You can even save
out your actions and import
them to another computer, in
the same way you would with
custom brushes.
110
Daniel replies
More often than not, my
concept work leaves a lot of
scope for the 3D artists to
contribute. I encourage them to
interpret the theme Ive established, to add
layers of depth that I hadnt envisioned.
Of course their contribution needs to be
based on a thorough understanding of the
functional and stylistic requirements of the
design. Its a risky path to take as you can
get very different results from different
modellers. This is where an experienced
artist with good knowledge of the game
and sharp intuition can take a half-baked
design to the next level, while someone
lacking those skills cant see its potential
and may totally ruin it.
Question
When creating environmental
space concepts, how
important are technical
specifications?
Question
Because video games are a digital medium,
is it necessary that concept art for them
should also be digital?
Answer
Answer
Gary replies
Aly replies
Although video games are
digital, concept art is just what it
says it is, concept art and, as a
drawing, it doesnt exist in the
game. As a result, concept art can generally
be produced in any medium the artist
prefers, although the client or team may
have specific preferences, so being able to
work to requirements is essential.
These days, however, its better if the
artwork can initially be presented digitally,
so the designs can be easily swapped
between the different departments. A hard
copy can always be printed out later if
needed. A lot of artists start their image
traditionally, sketching in pencil, and then
scan the image into the computer and work
it up digitally.
In the end what the digital medium has
created is greater flexibility in the options
for artists. Personally I vary my work
process, sometimes sketching on a lightbox
and scanning the image, but often I create
a quick sketch that can be easily emailed
once completed. I work with Photoshop
and a graphics tablet, or with SketchBook,
which has a Send Mail option built in.
111
Artist Q&A
Question
What are the goals you set when starting
on a new piece of concept art?
Bonedog is intended
as a productionready creature
design. Depending
on the skill level of
the modeller,
orthographic views
may not always be
necessary.
The idea is to first concentrate just on issues such as design, form, silhouette
and values. After those problems have been solved, you can focus on
introducing colour.
Question
Are there any methods to help
me reduce my fear of colour
when approaching a concept
or painting?
Answer
Answer
Daniel replies
Andy replies
Well, I believe I can offer you one approach that can help.
My first recommendation is that you sketch out the
design in black and white initially, especially when doing
concept artwork.
Its a very good idea to approach a design in this manner because
its unrealistic to try to solve all those challenging issues of designing
all at the same time. Breaking things down into steps will only make
the process more manageable.
Of course, there may be times when it makes sense to incorporate
colour into the initial design phase, but I find that most of the time
black and white sketches or paintings work really well.
It also tends to be good for the production process. The art director
or whoever is going to approve the designs can then concentrate
on the design itself, which makes their job much easier. So its
helpful for everyone.
After you have painted up the design, create a new layer above the
black and white painting in Photoshop. Set the blending mode of
that layer to Colour. Now you can paint in that layer with whatever
colour you want and it will colourise your black and white painting
without covering up any of the detail youve created up to that point.
And because of that, you can experiment with your colour options to
find the right choices, and thus lose the fear.
The Colour Mode layer is just the foundation for the colouring
process. Its there to give you a solid base to work with and, now that
you have that base, you can continue painting and refining.
Play around with layer blending modes. When properly used they will
make your paintings shine.
112
Clockwork is an example of a high-level concept used as a visual aid in pitching an idea for a game.
Question
When designing game characters, are there
any specific rules to follow?
Answer
Aly replies
Initially, you should be given a
brief by the client that will
outline the basic features of the
character and its role, the time
period, the personality and the degree of
freedom you have in designing the
characters outfit and accessories.
If you are simply producing a one-off
character piece, which usually has a
straight-on view, five main points to keep
in mind are:
1. Ensure the whole character is in view.
If the understanding is to be able to see the
character from behind, then a second
drawing showing the rear view would be
necessary. Ultimately, a three view
turnaround or orthographic would be
required to see the character from all sides.
113
Downloads
Resources
Includes
four hours
of video!
Kan Muftic
Luke Mancini
Kevin Chen
Jung Park
Maciej Kuciara
Editorial
ian dean EDITOR
ian.dean@futurenet.com
CLAIRE HOWLETT ImagineFX EDITOR
claire@imaginefx.com
Richard hood art editor
Rose Brandle PRODUCTION EDITOR
Simon Arblaster DIGITAL EDITOR
simon.arblaster@futurenet.com
Contributions
Kemp Remillard, Feng Zhu, Ryan Dening, Alessandro Taini,
Marek Okon, Kevin Chen, Kan Muftic, Maciej Kuciara, Luke
Mancini, Daryl Mandryk, Robh Ruppel, Jung Park, Stephan
Martiniere, Joe Sanabria, Matt Allsopp, Pete Amachree, Christian
Bravery, Remko Troost, Phillip Straub, Jonathan Standing, Gary
Tonge, Daryl Mandryk, Daniel Dociu, Aly Fell, Andy Park, Kekai
Kotaki, Bradley Wright, Sean A Murray, Joe Madureira
contact us
Post ImagineFX Presents, Future Publishing Ltd,
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Editorial
Paul newman group senior editor
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Jim Douglas editorial director
114
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Workshop resources
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The complete guide for artists on how to design, create and paint characters,
creatures, vehicles and environments for video games
Develop your digital art skills and learn to create
stunning concept art for video games. In this workshop
collection the professional artists behind some of biggest
video games, including God of War 3, Fallout: New
Vegas, and Rage, share their techniques for creating
stunning and original art.