Monday, 12 September 2011

Concept Art Research

The fundamental purpose of Concept Art is to provide visualisations before the production process starts. - "Teaching talia"

There are many different types of genres when it comes to Concept  Art, with many artists specialising in one genre, this could be from "Illustrative" to "Fantasy" etc.
Concept Art is used for many different things, it is used highly for Games, which would consist of promotional posters, and the overall design of the characters. After watching a few videos on Concept Art, the amount of work and dedication that is involved was highlighted, with hundreds of different detailed designs having to be created for selection for the final finished product.

As well as the use for gaming, Concept Art is also used considerably a lot for movies, just like gaming, it would be used for promotional posters, but also it is used for the realistic creation of landscapes which are used to create the exact image for the needs of the producer.


MORGAN YON - Ubisoft Gaming

For his overall work, his style for the "Heavy Rain" characters, show how his style is very much like drawn images with exagerated details. - I would put his Concept Artwork under the genre Illustrative, as his work emphasises an exagerated sketch of realistic human beings.



As you can see by this sketch from Morgan Yon, it emphasises the point I made of how he exagerates main parts of the character, the first part being the skinniness of the character, this is emphasised by Yon as the character is shown to be a drunk due to the bottle of alcohol in his hand. Skinniness was obviously needed to be outlined as many "Old Drunks" are stereotypicalised as skinny and "smelly".


Another part of Yon's work which he draws attention to, is his ability to make certain parts of his artwork stand out by using a range of dark and bright colours, with usually the bright colours being parts of the artwork which are meant to stand out to people of the world.


The above picture shows the bright colouring being used for the blood, as explained by myself, this makes the blood stand out, which is obviously the part of the artwork which is meant to emphasised by the artist. I would also say the genre fits the same genre used for games such as GTA etc. Where major parts of the game are outlined by splashes of bright colours and also makes the customers intrigued and interested in the game. As you can also see,  a negative effect is used for the background landscape, this also is another technique of making certain points stand out.

DYLAN COLE - Avatar, Tron etc.

Judging from his artwork, his speciality in concept art seems to landscapes, ranging from "City Scapes" to "Fantasy Worlds" e.g. Avatar & Daredevil. Also by looking at the types of films he has done, it emphasises his speciality in Fantasy Art, with films such as Alice In Wonderland using art from Cole, again as explained before Avatar and the final example being Lord Of The Rings, which obviously also needs emphasis of the theme "Fantasy".

With the picture above, an example is shown of Dylan Coles work, emphasising his ability to design and create Fantasy Islands/Landscapes at a high level. You can also see from his work, how he manages to link both the realism and fantasy very well, due to how realistic the Landscape looks.


Above is a piece of Concept Art created by Dylan Cole for the Film "Daredevil" - As explained before in the top paragraph, I stated how Dylan Cole specialised in Landscapes, mainly with the theme "Fantasy" but also with "City Scapes" - with this picture, his high level of ability is shown towards the creation of City Scapes, due to the extreme realism of the Art. The piece of Conceptual Art is made even more realistic too with the added detail of real, modern life building, such as the Empire State Buildings and many more, the fact that these buildings are added to the art awards Dylan Cole even more as the art is almost identical to the scape of "New York".

The final example of Dylan Coles work is shown in the above picture of Alice In Wonderland's fantasy world, emphasising again the major ability that Cole contains in himself towards the themes of "Fantasy". The different tones of greens etc. Really shows realism at an almost immaculate standard, as well as also emphasising the theme of "Fantasy" with the over exaggerated detail of flowers, bright colours and hills.

By also looking at Dylan Cole's work, I can see that he is excellent when it comes to blending colours, as emphasised in the above images, the amount of high level realism shown in his art, is majorly down to Cole's blending, shadowing and colouring techniques, making his conceptual art almost completely realistic.

GORAN BUKVIC

With Bukvic's work, you can see how his work is very much similiar to the work of Morgan Yon's work, showing a very outlined ability of illustrative conceptual art. The point which seperats the two artists, would be how Yon's work symbalises his attempt to conjoin both realism and exaggeration, whereas Bukvic's art is very much straight to the point - highly realistic, with only exaggerated colours, other than features.

With specialities, it is majorly outlined that he is mostly interested in the art of creating "Human Like" conceptual art, whereas with many other conceptual artists are very much employed to creat back drop landscapes etc. You notice his speciality when looking at his website, although "Environmental" artwork is shown, it is a lot less realistic than his human art processes. Although I feel Bukvic's speciality is the creation of conceptual human beings, his speciality inside of environmental artwork is emphasised with the theme of "Sci-Fi" shown by the amount of artwork shown to do with spaceships etc. These pieces of artwork I believe may have been created for the film of "Tron Legacy" which as known, is a Sci-Fi movie.


With these photos above, my point about his speciality in human conceptual art is proven, due to the amount of realism emphasised. As also explained he also exaggerates colours in his art (First Picture), this shows the difference in comparison to Morgan Yon's artwork, where he chooses instead to exaggerate features (Noses, ears etc.) You can also see by his work how realism is linked with the use of bright colours too.


The environmental specialities of Sci-Fi is emphasised here, with the use of typical Sci-Fi colours, being the use of different types of blues, his also high level use of colour tones show his ability.

TERMINOLOGY OF CONCEPT ART

With concept art, there are many terms which are used to explain certain techniques and effects. The term of "Crosshatching" is a technique used by many Conceptual Artists during the stage of illustrating and planning their piece of art. The technique consists of many close parallel which cross over eachother to model the artwork, as well as adding tone to the artwork too.


Above is an example of "Crosshatching" performed on a illustration of a finger.

Another term used by many concept artists is "Mixed Media"- This term means when the artist used a variety of different media's to create one piece of artwork. An example of "Mixed Media" art could be the use of Photographs, fabrics, paintings etc. - All in one piece of art.


As you can see by the photo above, it emphasises visually what is meant by the term "Mixed Media" using a range of materials and techniques, specifically in this one, a range of different materials have been used, consisting of newspaper, photos, wallpaper and digital printouts.

The last piece of terminology I am going to talk about is "Blending" - Concept artists use this technique by smoothing the edges of two colours together, making the change of one colour to the other (Gradation) much more smoother.


"Blending" is emphasised by the artwork of the peach above, showing the gradation of orange to red.


Concept Art Poster - "Pedi'greed"



 Evaluation

This is my poster for the game of Pedi'greed. In the creation of this poster, scanning was a major part. The image layers, were firstly drawn in pencil, later to be traced using the paintbrush in Photoshop. The style I have tried to achieve with my poster, is a roughlined cartoon, achieving this was very simple, deciding to use the mouse to trace, other than the available graphic tablets.

Another technique which enabled the "Rough Cartoon" look, was the over exaggerated features of the characters created, this consists of bigger noses, thinner legs etc.

Obviously, the game of Pedi'greed, is based on gang crime of Miami, with the twist of dogs rather than humans, this meant the use of special features to the dog characters, features that would never be seen on a dog, Moustaches, guns, spliffs, scars, clothes and hats, all are in use to emphasise the gang look of all the dog characters involved.

When coming to complete the poster fully, importing the layers was very simple, simply merging all layers of one image together, copying the image and pasting it on top of the environment in which you're going to use. When they had been all inserted, effects were added to the new layers, shadowing was the main effect used. After all the drop shadowing was completed, I added a radial gradient to the outside of the poster, I believe this decreased the 'over the top' colour useage of the poster and also helped the logo of Pedi'greed stand out much more.

Thumbnailing



Above is the thumbnailing I produced in order to develop my ideas for the creation of the Pedi'greed characters. By creating these, it helped me hugely, allowing me to have an idea of the shapes which should be used when thinking of the character creation of my project.

As you can see from the thumbnail images, different actions have been drawn for the dogs, also buildings have been thumbnails, as well as objects, such as the bone. These thumbnails helped me massively with my developement, and played a major part in my final poster.


"Pedi'greed" Game Concept
You can use this to fill out your brief ideas for a game concept. It should contain the following sections
Introduction
“Pedi’greed!” Is a game based in the city of Miami concentrating on gang crime around the area. The twist with this game, is that human beings have been swapped for Dogs, hanging about in their gangs, also referred to as ‘breeds’. At the start of the game, you are given an opportunity to choose your breed of dog, this will be the gang you will fight for, gaining reputation & points throughout the whole game, the more land you own, the more breeds you kill, all plays apart in the completion of the game, will you do it?
Background
My inspiration for this game came from both films and games. One of the games where I found inspiration was “Saints Row” which holds the same concentration, being which is gang crime, the game could also show signs of inspiration from “GTA” & “Saboteur”. Inspiration regarding films would be “Cats and Dogs”, which emphasizes a war between two types of pets, showing similarities with the film and my game. Another film that helped me in the creation of my idea was “The Warriors” which is almost virtually identical to the brief of my game, fighting amongst gangs.
Description
In the game, there is one aim, and that is ruling the gangs of Miami. Whatever gang you decide upon to choose, you start as a ‘low level’ gang, powerless & unknown. In order to raise reputation, confrontation is the key, cruising the streets to find hangouts of gangs. Be aware, this is no easy task, could you really confront a gang with guns and weapons? Like any other game, police are around, and trust me, finding a neighborhood without a policedog strolling along it, isn’t the easiest of tasks.
Once a targeted gang has been defeated, the hangout or hood is yours, but remember the same thing could happen to you, a former ruler of that hood will always want ownership reinstated, so a rude awakening is always on the cards!
After 5 separate hangouts have been taken control of, you are let of your leash to find more members to join your gang, a trip to the kennels is the most obvious of ideas, where recently trained dogs of your breed are found, hoping for recognition from your gang. Another way of finding gang members, is “grabbin”, where a random dog found along streets is taken hostage & trained to become a member of your gang, if a dog refuses, either a swift killing is committed or they can be simply let go, this is all decided on whether the refusal was violent or sympathetic, but either way its your choice, make the right one, or fear arrestment and a loss of 2 of your hoods.
A full gang holds up to 45 members, so when a full squad of dogs are created, full ruling of Miami’s gangs is much more realistic. When your gang has become the “Top Dogs” of Miami, ‘free play mode’ is unlocked, allowing you to roam the streets mission free, but risk of confrontation and loss of hoods is never gone, watch out…

Key features
In the game
In the game of “Pedi’greed”, the obvious aim of the game is to become the “Top Dogs” of Miami, using weapons, vehicles and strategies to overcome the fighting force of other gangs around the city! The unusual part of the game is the use of dogs other than humans, adding a difference from other games around the globe, as people are allowed to enter the mind of a gangster dog, other than the usual reoccurrence of virtually simulated games using the human format.
Genre
Action, RPG & Open World.
Platform(s)
Xbox, PS3 & PC/Mac

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