:::Concept Art culde
in Gaming IndustryConcept Art Guide
in Gaming Industry
PART I:
Guide for CHARACTER DESIGNS concepts
What the DESIGNERS / CLIENTS need to know ?
> provide the artist with no more than a paragraph or two for a character description, just the essential is
enough, leave enough room for the artist's creative freedom
> if needed, attach some references
> have a clear idea - who is the character, what is his role, distinct features, the essential details
What the ARTISTS need to know ?
> discuss with the designer/client about the things mentioned above
> do some quick greyscale
rations, at least three
> if it’s needed, come up with distinct shapes for each sketch
> always ask the designer/client when you have any doubts
> you can always come up with new ideas, be creative
> present the iterations to the designer/client and the art director
> based upon the selected sketch do a rough yet more elaborate sketch, add some more details
> present the rough sketch to the designer/client and the art director
> after you get the final feedback you can go to the final color stage
Advices:
> characters must have a ballance between form and function
> the charaters’ position and attitude are very important, they define the personality
> characters need to be easy recognisable and memorable, just like a logo
> use simple designs, don't detaliate insignificant parts
> you are not supposed to know how everything looks or works, so use reference when you need it!
So, the basic production pipeline should go like this:
brief description => quick black & white iterations mm elaborate sketch map final colori: EXAMPLESConcept Art Guide
in Gaming Industry
PART II:
Guide for ENVIRONMENTAL concepts
What the DESIGNERS / CLIENTS need to know ?
> provide the artist with no more than a paragraph or two for a character description, just the essential,
leave enough room for the artist's creative freedom
> reference for environments helps alot so provide some photos or links
> provide a quick SketchUp layout of the level and discuss it with the artist
> have a clear idea of what you need, don’t confuse the artist by giving ambiguous description
What the ARTISTS need to know ?
> discuss with the designer/client about the things mentioned above
> thumbnails are the most important stage, set the composition, invest some time in it and make it work
> in a scene establish the lighting and the mood
> don’t be ambiguous, imediate reading of the picture is essential
> take some time and research your subject, find and save some references
> always ask the designer/client when you have any doubts
> you can always come up with new ideas, be creative
> present the thumbnails to the designer/client and the art director
> based upon the selected thumbnail do a rough yet more elaborate sketch, add some more details
> present the rough sketch to the designer/client and the art director
> after you get the final feedback you can go to the final color stage
Advices:
> for thumbnails use three tones (black, white and grey)
> work with layers, it's easier to make changes
> always try to tell a story with your picture
> scale is important, add a character to the environment
> put the details in the focus point, don’t detaliate insignifiant parts
> you can use photos or 3D models but keep the artwork ballanced, don’t make a collage out if it
> you are not supposed to know how everything looks or works, so use reference when you need it!
> it’s best to create specific color keys for all the levels of the game
> this depends on the subject, but usually it’s better to have a dinamic image
So, the basic production pipeline should go like this:
brief description
few thumbnails
rough sketch
color sketch
final color
WRONKthumbnails
final color
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in Gaming Industry
example artworks created by:
Colin Fix
Dan Milligan
Daryl Mandryk
Dermot Power
Hethe Srodawa
Wesley Burt
James Paik
John Park
Sparth
Bjérn Hurri
Jaime Jones
www. pandemoniumart.net