Monday, 26 November 2012
Tuesday, 20 November 2012
For today's lesson at Futureworks we had a guest lecture from a guy called Shaun Mooney who is a professional concept artist working within the games industry who's worked for TT and Atomhawk in the past. He was brought in to talk to us about himself, what he’s done since he finished university on his games design course at Preston and what he’s done to make a professional career; he also went through his work process which I will talk about after. Firstly he talked about himself then he began to show his work, he sectioned his work up into 3 categories design, illustrations and mood's he talked about each of these areas in depth such as design is purely the process of designing something weather that might be a character, weapon or a environment, something that’s done fairly quick to a presentable state which shows different design variations and ideas. Illustrations are something where the design has already been finalised and its just to make a nice image to show textures and the form of the concept so this can be passed on to a 3d artist to make your concept ready for the game engine. Finally is mood, where quick ideas and concepts are made to get a 'mood' across for an environment or area of a game, this could be colour or black and white as long as they get the mood across that you intended.
Next Shaun went through a tutorial and shown his process of creating concepts to final rendered designs with his usual workflow which he applies to most areas of concept art. For this tutorial he shown us how he designs weapons, the first step is throwing out several black thumbnail silhouettes which are done quickly with a hard brush adding and erasing parts until he is happy with the design, below are a few weapon thumbnails i drawn up myself which I may further develop in my free time.
The next step was to then choose a design that is preferred to work up to final concept, below is an image of his basic process after the thumbnail selection, what is great with this way of working is that it is so fast you could knock out a few of these in a day which the art lead could take a look at and even approve the concept to final or 3d. Mooney also shown us tons of shortcuts and tricks in Photoshop which we could use to improve our work flow and speed which was a big bonus and definitely helped to get the idea across that speed is key in games industry, which is what he drilled into us in the lecture, speed is everything to get ideas across quickly and efficiently, he even recommended the use of photographs in concepts, kind of like a matte painting using these images to aid you in your designs, to paint over them and get the idea across quickly which was the best and most valuable lesson of the day. It was a great lecture and i learnt a ton! Shaun Mooney is a great artist, what he’s doing know is where i aspire to be, to get a career in the games industry, hopefully one day the time and effort i put into my work will pay of.
Here a link to Shaun’s portfolio for more of his work:http://smooneyconceptart.blogspot.co.uk/
(Image by Shaun Mooney)
And here is a little progress on the final painting, I’ve fleshed a few things out a bit more on my break at uni so not had much time but thought id post it anyway, I’ve also chopped the dragons head out of my previous illustration and re-jigged it and opened it mouth to get an idea of how it’s going to look, the rest of the scene needs to be done then and add some colour.
Monday, 19 November 2012
Here is another quick idea of the dragon clambering onto the side of the boat, i like the pose of the character because most of him will be visible which is what i want but i wouldn't like the overall view of the scene if i developed it.
Monday, 12 November 2012
Here's my first initial idea of the dragon landing on the control area at the back of the boat, crashing through parts of the boat, and in the foreground Maskelyne with his blunderbuss ready to fire at the dragon. I want to do a few more thumbnail ideas as I'm not entirely sure on this idea, i might do a more wide screen landscape or portrait view to show of the scene more, showing the crew running in fear, and possibly the dragon much bigger to really show how powerful it looks compared to Maskelyne.
Saturday, 10 November 2012
Friday, 9 November 2012
Wednesday, 7 November 2012
Monday, 5 November 2012
Sunday, 4 November 2012
Here are a few initial thumbnail concepts, I’m not sure if I like a much chunkier and compact boat like concept 1 and 6 or if I like the longer design like in 2 and 3. One part of the designs I particularly like is having the control room at the rear of the ship instead of the centre or at the front, this leaves more room for cranes, the bathysphere and other equipment. I’m finding it a little difficult to say I like one design at the moment as I’m having trouble trying to visualise the whole ship in 3d space and how it will function and what goes where, also the scale of things. Next ill either do some more thumbnails or jump straight into 3d and block out some quick parts, such as different ships bases, the crane etc and make a few different ships using the mood board and these thumbnails as inspiration, this way I can quickly bash different parts together or remove and change components to come up with the design I like the most in 3d space making it easy to visualise the final design.
Saturday, 3 November 2012
Bathysphere using a crane to the ocean floor where deep sea divers can go and find trove. The boat is also heavily equipped with cannons which I can image rotate 360 degrees on the boats deck for full manoeuvrability to face the dragon when it comes into the story. Here are the references I have gathered to try and inspire my designs and come up with some thumbnails ready to create a basic 3d model to paint over. I mostly looked at war steamboats and large oil boats; I also looked at cranes and other various images that would help me in my process.