Concept Art and Design (Kyle Smith)
Concept Art and Design
By Kyle Smith
24th September 2024
In this lesson, we are exploring concept art, thumbnails and our project.
Environment designs is being explored firstly and its importance within gaming.
We have been shown our project and our prompts. We are giving Artifacts that we have to include without our prompt.
The Following Prompts:
Witches Cottage
Heroes Arming Chamber
The Abyssal Dungeon ⭐
Interior of the Wights Tomb
Temple of the Scared Carbunkle
The Fort of Festermire.
The Following Artifacts:
This is the slide which I will want to and look back onto, to guide me and give me a checklist like work. I've saved a bigger one on my USB drive.
We are being shown some examples of Environment Sheets from World of Warcraft and some other examples from artists, here are some of my favourites:
I really love this one, it feels really fun and crowded. The anime like style for the world is so colourful and fun. I love the lighting. The rule of third also gets our focus on the table and bed. The Bed particularly stands out of its use of blue as its a cold colour stands out from the warm colour.
I love the lighting on this one, making it feel like its start of the morning and how the temperature colour between the floor and the wall make it more pop and easy to distinguish.
1st October 2024
Thumbnails is used through the industry to test an idea before using for in a piece of art like concept or a illustration. Thumbnail are small and rough, it supposed to be as it's quicker and lets you view your ideas and if you like it or not. If you do not thumbnail, it can mean if you don't like the image and can't get rid of the mistake then you'll have to redo the whole image so having a mini rougher version and making sure you like it is a safe way.
Bobby Rebholz, The 500 thumbnail challenge. (Good example of initial art)
We did 5 Thumbnails for 5 minutes each, I struggled as with the theme of Subterranean Hunter, I felt like hunter could be a monster or human but wasn't sure which one was required so it throwed me off a lot but I tried couple humans and couple of monsters. So I started to just draw aspects of a creature or animal and move from there and develop my thoughts. I did the same with the human initial designs as well. it was stressful at first but I quickly got over that after having more of an idea what to draw. I dislike the bottom left as it looks weird and I tried going for a more insane look. Also top middle is weird and would like to have another shot. I don't really feel confident or insecure when drawing it's only after I feel happy or not. The drawing were kind of bad in my opinion but I like two of them. The top left and top right one.
Afterwards we did a mood boards of animals we will be inspired by and I liked the weird almost body horror kind of animals. As I love that weird aspect of the animal kingdom.
After making the mood board, I moved on and redid the initial art task and my creatures were looking much better. I believe having an idea before starting the initial designs is much better and being able to develop them.8th October 2024
We are looking past initial art and look at sketch bashing. Sketch bashing is a method of creating ideas and can give idea, I didn't have while doing initial sketches and more detailed. And it also bashes ideas together with more detail then initial sketches. You can bash different photo, initial sketches to one sketch.
here are some tool that we can use to experiment with while sketch bashing.
15th October 2024
Within this lesson we are doing peer feedback.
World Building
World building is a fundamental for telling a story.
Best excises to help us with world building are:
Who?
What?
When?
Where?
Why?
How?
This gives depth to ideas and fleshers out the idea and making it feel real or engaging.
Who? : Who gives the design more linked to a person and how they look and reflect from each other. For example "who is driving that car?" Or "Who are there parent?" This can make a family just trying to design one girl or gives vehicles or object a owner and that can affect how the owner or object is designed which correlates to each other.
What? : What does this thing do or what do they do? This just gives the thing a purpose, making it feel useful.
When? : This can give your design history. The can be make it seem interesting and engaging. This can give the deign a certain feeling like old and rugged or stable and unimageable.
Where? : This does the same as when but the environment affects the design and not the history. This can blend ideas like you couldn't want a camel in a forest.
Why? : Why increase it's history and why it is what it is. Why do we need a chainsaw in a underground cave, or why do we need sword in a gun game? This gives the design more use.
How? : How does this design work? This is asking how does something do something. How does a Viking fight this boss or how does that handmade gun shoot? This makes it more grounded and realistic.


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