Friday 2 December 2016

Unit 69: drawing concept art for computer games

Unit 69: drawing concept art for computer games


Within video games concept art is used as a key part of the process of designing nearly everything in a game from environments to characters and objects. Concept art is a way of helping to visualise a desired aspect of the product being developed and often help with things such as scaling objects, characters and enemies to the world they inhabit.
The art is often created when a designer gives an artist a description of the item to work with along with an art style.


The art style used in its development can help as a key part in shaping how characters, objects, and environments can create certain types of atmosphere. An example of this is that of how the concept art developed in the creation of the popular fantasy RPG, Dark Souls conveys an atmosphere of tension in its environments, and a sense of malice and danger in that of its enemy designs.



 The image on the left is an example of some of the art used in designing of one of the most popular and memorable bosses in the series. The dark armour, tattered cloak, and smog like particle effects help to convey the feeling of an intimidating and deadly foe. the design of the helmet and cloak also help to give it a unique and iconic look. The image to the right is an example of one of the game's high level enemies. Similar to the image on the left the dark armour gives the enemy a sense of malice, this coupled with the demonic style horns on the helmet makes the armour appear truly evil, quickly conveying the danger this type of enemy poses to the player.


During the process of developing parts of the game things can be changed or cut entirely. This image shows the development in the famous Ornstein the dragon slayer boss with particular emphasis on how the crown of his helmet changed to reflect the switch in roles he was given later in his development. It also shows the many layers of the armour and all the details in each piece, giving 3D modellers a better way of seeing how to layer each part of the character when they begin the process of creating the 3D model.
The two images below show that during one stage in the game's development the developers intended to have the first boss encounter had been planned to have the enemy standing in a different position as it is now standing on the roof as opposed to the first floor, where it was eventually placed, and even using an entirely different enemy type.



The Devil May Cry series also does a great job of creating the feeling of isolation in an abandoned dark demonic castle. The dim light and the long shows the concept art depicts helps convey a sense of unease and dread in its environments with the darkness surrounding the environment conveying a sense of danger unseen. The use of vibrant colours contrasting against darker palettes makes the key parts of the art stand out and makes the surrounding ares seem more empty and desolate, thus helping to keep the viewers attention on the most prominent features whilst boosting feeling of being surrounded by a vast dark and unfamiliar emptiness.

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