Tuesday 22 November 2016

Unit 69




Drawing Concept Art for Computer games 


The use of concept art is to essentially generate ideas for videos games, animation, movies and so on. It is an illustrative form of ideas in which you want to implement into your game. For example, you create how your characters will look, what they will wear, what objects you want in your environment etc. It is also considered to be visual development. Particularly in games, it is a great way to see whether the designs are fit for purpose, whether they match up to what the clients brief says. With environments, it is a great way to see what the level design would look like and what sort of atmosphere/mood is generated. If too many people feel something which doesn't correspond with the brief then a new idea is most likely generated. Furthermore, with the ideas being in a illustrative form, it is easier to draw/sketch the ideas than to already model them. 


Here are a few of the stages of the development to creating the final piece of what I had mind. This is the first stage, adding in the basic areas and a few of the objects in, deciding on the placement and working on the placement of the spotlights lighting.

This is concept art of a level I have designed using the program Photo-Shop. I have tried to create a creepy atmosphere by using dark colours, spot lights and torn cloth. The lighting really emphasises on the dark doorway near the centre of the image. The reason for this is so the player is more focused on where to go and the dark doorway adds a spark of suspense as to what is lurking in there.  


The darkened edges of the images and the darkness of the stars added more of an atmosphere to the place. The stars at first looked out of place and did not fit in with the image well and the darkened edges added a dramatic effect and really emphasised the lighting which lights up the doorway and the curtains. Although the darkened edges feel a bit too heavy in the room and doesn't look quite right. Below is the final design.



Below is concept art of an environment from the game Dark Souls 3. This area is recognisable from the game, it is one of the first areas that you as the character enter. A lot of the colour tones and shades are fairly similar and dull. This creates a dark, weary atmosphere. The scaling of the building in comparison to the character is huge and this creates a daunting vibe as if the building is hanging over the player, as if it is taunting the player and trying to consume them within the darkness of it shadows it is casting. The faint glow of embers next the fountain adds a faint light to the area however, what it illuminates is quite a dark subject. It shows a cluster of body armour of which must of been worn and then in the far right corner is an image of a fallen knight with swords throughout the armour, this adds further darkness as more death is displayed throughout the lower half of the image. 



http://www.iamag.co/features/the-art-of-dark-souls-iii/

Below is an image of concept art for the enemy called the Harvester from the game Elder Scrolls Online. What this image displays is a course of images in detail of the design for the enemy. There are close ups which really shows the design up close and shows what sort of design they wanted they created. The front and back view of the enemy gives us a good idea on what the enemy will look like from different perspectives and also the closes will show what the even the smallest part of the enemy will look like. The colours and tones add a great touch to the image as it gives off the vibe of a dangerous enemy in which wields the power of magic, the dark tones throughout really reflect upon the personality of the enemy that it is evil and dark. 


https://www.videogamesartwork.com/games/elder-scrolls-online


This is another image of concept art from the game Elder Scrolls Online. This is an image from the Dark Brotherhood DLC and it includes what the character armour is in light, medium and heavy and then what the different weapons look like in the dark brotherhood style. The characters in the middle display clearly the different armour from an appealing angle. The colours which are chosen as the base colour for this armour reflects on the name of the armour style, the "Dark Brotherhood". As a bit of background information, the Dark Brotherhood is known for killing another whilst hiding in the shadows, the dark tones of red reflects the colour of blood and the dark grey tones help to hide the wearer within the shadows. 



http://www.elderscrollsonline.com/en-us/dlc/darkbrotherhood

There are a few stages into creating your final piece of concept art. First off, a few different quick, colourless sketches are needed to jot down the ideas that are rushing around in your head. These sketches may include different angles of the character/object. 
For example; 



Then stage two consists of choosing which sketch you like the most or which the client likes the most and then adding a palette of colour to the image. The roughness of the colouring in acts as a guide of what sort of mood and atmosphere you want to create. 


Stage three consists of adding in the outlines of the object, well in this case adding in the outline to the bike, the wheels, the character, her clothes etc. Furthermore, this allows you to add more colour on top and detail of colour into the areas where you have roughly painted over before. 





The final stage is adding lighting to the image to create the mood and atmosphere and to make particular parts of the image stand out the most. 






http://www.creativebloq.com/creativity/4-steps-creating-concept-art-extra-depth-101413175



Above is just one method of the different stages of concept art. Others may choose a different way of creating their concept art. 

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