Wednesday, 9 May 2012

Creative Development: Looking at Concept Artists in a Game Studio (Part 2)

In the Imagine FX article about Rocksteady Studios and general professional concept artists there are some great tips that high light the roles of the job in a clear concise manner.

The first one being "What does a concept artist do?", which is pretty much represented by a repeating cycle of Visualisation>Production Art>Live Changes>Marketing.

In the visualisation step the artist must create the raw material for the rest of the development team to go on by Kan Muftic of Rocksteady says, "One of my main roles at Rocksteady is to visualise the first wave of ideas, the goal is not to create polished images, but to generate many loose sketches that will spark ideas and interest the rest of the team."

In the Production art step is the development phase, where they take all the rough ideas and refines them. The key part of this stage is that things are drawn to be maps for everything in the game, Mutic says, "This is where I need to show exactly how things will look , so I draw character orthos [different poses of the character and their costumes and equipment], interiors and exteriors, posters and murals and paintings that'll be placed directly onto in game walls".

Live Changes occurs when there is a playable version of the game, it's up to the concept artists to take screen shots and paint over where improvements could be made either with topography or  lighting.

Finally Marketing, Muftic says, "More often these days, a concept artist's job extends beyond development, nowadays it's important to tease concept art to get a buzz for the game building.

Judging from this process I would say that I've done that to a smaller scale on my own work I think I would be prepared to take on this task, whilst not at a lead concept artist level, I think that would take some time and experience. Still, it's really interesting to see the inner workings of a game studio.

No comments:

Post a Comment