Saturday, 15 October 2011

Looking at Concept Art: Previous Analyses

For now I feel like I've look enough into the background aspects of characters I think now would be a good time to start analysing concept art. I've Looked into concept art before in my previous years on the course and I thought it'd be good idea to repost them and add to the intial post here such as adding method of how they were created. Also to refresh my mind on how I would analyse concept art.



This design for one of the heroes from Final Fantasy X features many interesting design points in several places. A notable feature is the colour scheme is predominately red and grey giving the character an ambigious alightment to either good or evil, this is heightened by his face being obscured by the coat and the sun glasses. The streaks of grey in the character's hair also suggests that this character is quite old, often when old characters are cast as warriors in games they're either the source of wisdom or used as comedy reliefs, this character obviously isn't a comedic relief. The extra detail on the shoulder and the waist helps build upon the fantasy setting, once again little touches such as the jug attached around the waist and the use of the coat as a sling for the warrior's arm creates intrigue for players. Overall a mysterious looking figure that possibly hides both wisdom and power.

This design for a minor character from Final Fantasy XIII carries a very corporate aesthetic about herself with a mix renaissance/17th centuary military attair. The extensive amount of detail on the coat doesn't really add much to the character, the whole outfit really just depicts a glorified bureaucrat with extra detail. Perhaps the most interesting point it the way in which that the hair is styled to be long and free flowing which creates a contrast against the professional, formal outfit. Whilst some nice ideas have been put into this design it doesn't really come of as significant, the grey colours also make itall the more forgettable. This design shows that extra detail does not make a good design, it's hard really to name the good aspects of this as it is quite boring to look at visually.




With these two designs from the Final Fantasy Series I had looked at the clothing and general design of the characters explaining how they complimented one another. Through research I discovered that Concept artist Tetsuya Nomura often uses a mix of
traditional and digital tools, in these designs he's either used pencil and digital colouring or a textured brush for the lines with difital colouring. Either way his results are fantastic.


This design for one of the minor villians from mass effect also pique my interest really more in the mechanics of it's posture. The armour with the protruding chest is an interesting detail, along with the way that the armour inter locks with each other helps build upon a sci-fi setting. Again the use of tubing and such create a blend of artificial and organic materials makes for an impressive detail to what is a minor villian.




This design from Mass effect of one of the female character's clothing is a good point of interest showing both a mix of formal and exotic fashion and what effects they can have on visual aesthetics. The use of minimal material should be noted too as it shows that a good visual impact can be achieved with a simplistic/minimal look. The subtle details are also nice such as visable seems on the fabric on the formal wear and the cuffs of the top and trousers make interesting design points in the clothing.


In these designs by whom I believe is Chris Rhodes (The Art of Mass Effect doesn't expcilitly state who has done what). The work is completed by predominently digital methods, this is clear from the way the lines are formed and colours are done. Theres a good chance that sketches were made by free hand pencil and then polished up in a program like photoshop.

Next I'll be looking at more concept art to see new skills and how artists tackle the task of giving a visual to a concpet in someones head.

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