Tuesday 11 December 2012

Completed Character Concepts

Atlantean Female


Atlantean Male


Explorer Female


Explorer Male


Sea Creature

Wednesday 28 November 2012

Explorer Race Development

A description of the Explorer race can be found here.


 Mood-board created from gathered reference to inform unified character designs

Sketches generation by sketching over existing silhouettes and using the above mood-board as inspiration


A work-in-process preview of the the sketching over silhouette process that utilises layers in Photoshop.
Previous blog entry covering the silhouette technique found here.

Wednesday 21 November 2012

Atlantean Race Development

In order to effectively collate and identify the most inspirational information to refer to when sketching my designs, I created mood-boards from collected images. This was an incredibly useful process that ensured a clear and cohesive approach to the designs, the influence of which is evident within the work:


 Mood-board created for the development of the Atlantean race designs
(description of races found here)
Resulting sketches, created using existing silhouettes and mood-board reference

Sunday 18 November 2012

Silhouette Generation



Self generated character ideation using the silhouette technique and Photoshop. These thumbnails are a combination of Atlantean, Explorer and Creature concepts will form the basis of further character design development. I feel that the attempt at communicating gesture as well as tribal, technical and animal-esque qualities was surprisingly successful despite the current simplicity of the designs.

More on the silhouette technique can be found on my previous blog entry.

Wednesday 14 November 2012

Mayan and Egyptian Influences

From further research into the subject of Atlantis, I discovered many interesting claims that The Atlanteans may have had influence over Mayan and Egyptian culture.


It is believed by some that Atlantis may be the common link between Mayan and Egyptian Architecture and culture


This excerpt can be found on http://www.crystalskullmaya.com;

Steeped in mystery the Mayans themselves tell the story of how they existed in Atlantis and were dispersed when the continent was destroyed.  They believe their homeland was named Aztlan. Many legends claim the inhabitants of Atlantis escaped and colonized in different cultures.The legend of Atlantis started with Plato somewhere around 350 B.C.E.  This legend was also revealed by famous prophet Edgar Cayce. In fact while in a trance state he saw that the breaking up of Atlantis caused many of the survivors to go to Peru, the Yucatan and Egypt. The three cultures developed advanced Hieroglyphic writing styles and built massive pyramids.
Nineteen century scholar, Charles Etienne Brasseur de Bourborg rediscovered the Maya’s Popal Vuh-translated as the book of community. This book’s  insights includes such subjects as the story of creation, ancestry, history and cosmology. After studying this sacred book this scholar became convinced the ancient Maya culture could be traced to the lost continent of Atlantis.
It is certainly intriguing to consider the roots of the Mayans to be  the survivors of Atlantis. As more information is researched in their Sacred books, perhaps more interpretation of the sacred codices will offer more clues. Atlantis survivors and Mayans add another add another dimension to the mystery of the crystal skulls.
This discovery has prompted further visual research into the aesthetics of both ancient Mayan and Egyptian culture with which to inform my Atlantean designs.

Wednesday 7 November 2012

Silhouettes

Silhouettes are becoming more integral in an a concept artists process because they generate original ideas quickly. They allow the artist to ignore detail and focus on a strong cohesion of shapes to represent the subject. Even if an artist does not create silhouettes as part of their process they still have to consider the strength of the shape they have created which is much harder to consider when sketching for example because the artists focus is drawn to line weight, proportions and value. 

Creating silhouettes allows the designer to produce distinctive shapes that stand out from others. When considering game design this is key because often a player will need to make a decision whether the character is a threat or not. In games such as Gears of War the enemies have iconic body shapes so there is no confusion for the player. 



'The Skilful Huntsman' is an art book created to show a concept artists process from start to finish. The pages below focus on how the artist creates several quick silhouettes to represent a basic idea quickly. 


Sketches that create a distinctive silhouette that inspire the artist will be developed further, evident in the image below. 



Saturday 3 November 2012

Sea Creature Development

A description of the Sea Creature race can be found here.


Mood-board created to visually inform and unify the subsequent character development



Corresponding designs so far

Link to Atlantean development here.
Link to Explorer development here.

Thursday 1 November 2012

Revised Brief

As a concept artist, I hope to achieve a high standard of execution within character and creature concepts. This brief intends to encourage a creative balance by utilising strengths and challenging weaknesses within my existing portfolio.
I intend to create this preliminary artwork within the context of a multiplayer online battle arena game. The chosen target audience for the game will conform to that of average MOBA player age range of 12‐35 year olds. This will also allow the design to remain flexible throughout the serendipitous process of design generation. The artwork will explore various processes and techniques commonly used within the game industry, in order to gain a better understanding of particular practises and prepare for a potential studio based career.
The designs for this project will be influenced by my own research into the myths, academic studies and literary fiction surrounding the legendary lost city of Atlantis. This particular concept has been chosen based upon the abundance of both theoretical and fictional text inspired by the popular legend. I intend to research and visually translate this information in order to create my own creative adaptation within the context of a video game.
In addition to providing an abundance of inspirational research and textual information, the visually rich Atlantian mythos requires the inclusion and interpretation of an undiscovered civilisation, aquatic and exploratory themes. This will provide a range of opportunities in which to explore human, creature and costume designs that omit the ordinarily stifling reliance on historically accurate imagery. This creative freedom will ensure a wide diversity of character concepts.
Engaging in continuous investigation into the academic context and visual content of the brief will form a particularly large portion of my preparatory work. Actively researching throughout the project will form an integral part of the developmental process in terms of both topical exploration and artistic technique. Academic and visual investigation will include research into Atlantis from a variety of sources including journals, books and online resources. I will also take full advantage of online and library resources as well as my subscription to Imagine FX magazine and Gnomon Workshops to inform my game industry knowledge and artistic methodology.
The outcomes for this project will comprise of developmental and investigative artwork that will ultimately inform the context and aesthetic nature of my final major project. I aim to generate ideas for three different races with at least six variations of each design. This body of exploratory imagery will include silhouettes and sketches that will form development sheets. This preliminary work will create the basis for paintings and renderings within the final major project. The final major project will expand upon these preliminary concepts and be presented within a professionally printed book, demonstrating the design process in its entirety from pre‐production research and initial sketches to post production marketing illustrations and key scenes

Sunday 28 October 2012

Character Race Descriptions

In order to further define the characteristics and roles of the three races within the Project, I created a short bio for each; similar to those used in games such as Dota II and League of Legends:

Sand King's Bio from Dota II, found here.

Lulu's Bio from League of Legends, found here.


The race descriptions for this Project read as follows:


Atlanteans
A mysterious and elusive race, the Atlanteans have sought to keep their culture and whereabouts hidden from the World above water for aeons. Although they may seem stuck in the tribal traditions of old, their might in battle in not to be underestimated. They wear masks that represent their chosen deity and with them are able to summon ancient divine power.

Explorers
Fuelled by knowledge and an insatiable curiosity, Explorers seek to uncover the secrets of the Atlantean people in the name of science. The Explorers have harnessed the power of technology to enhance their capabilities on the battle ground, favouring firearms as their weapon of choice. They are able to increase their stamina with the help of energy stores and oxygen within their suits. 

Sea Creatures
Originally created by the Atlanteans as a means of protecting the City, the cursed sea creatures now forge their own legends on account of their unspeakable brutality. Although much of their origins remains unknown, their ferocious energy in battle is assured. Advantageously adapted predators within their environment, they possess a natural resilience to physical offence.



Monday 22 October 2012

'MOBA' Games

Although the chosen game genre for the project was originally horror, after conducting more research I have come to the conclusion that the 'Multiplayer Online Battle Arena' (MOBA) genre would be a much more appropriate choice to enhance the character design within my portfolio. 

Unlike other genres such as role playing or adventure games, in which the simultaneous  progression through narrative and environments form the body of the gaming experience, MOBA games remain fixed and constant within a single arena more akin to the fighting genre.  In place of solo, linear game-play, the focus of the MOBA games concerns the knowledge and strategic utilisation of an expansive roster of playable characters in co-operation with other players. With both character orientated visuals and interface, the design of these characters is ever prevalent throughout the experience.

As the player and his or her particular strengths will be represented by their chosen character and viewable by other players online, the designs must be appealing and easily distinguishable from one another. This requirement for visual variety and strong identity will be implemented within the elaboration stage of the design process using the silhouette technique.


Character Roster Capture from DoTA II


Character Roster Capture from League of Legends


As such I will amend my original brief to reflect the slight update in direction. 



More information on MOBA games here:


More information on the silhouette technique here:

Monday 15 October 2012

Initial Pre-Production Idea


I intend to create preliminary artwork for a video game which will explore the design processes and techniques used to generate both character and environment concepts. The chosen target audience will be eighteen plus, as this will allow the design to adopt a realistic and sophisticated style whilst preserving the opportunity to create potential horror or violent themes.

The designs for this project will be influenced by my own research into the myths, academic studies and literary fiction surrounding the legendary lost city of Atlantis. This particular concept has been chosen based upon the abundance of both theoretical and fictional text inspired by the popular legend. I intend to research and visually translate this information in order to create my own creative adaptation within the context of a video game.

In addition to providing an abundance of inspirational research and textual information, the visually rich Atlantian mythos requires the inclusion and interpretation of an undiscovered civilisation, providing inherent opportunities in which to explore environment, character and technological designs that omit the ordinarily stifling reliance on historically accurate imagery. This creative freedom will foster a serendipitous and exploratory nature within the initial designs, ensuring a wide diversity of concepts are able to be generated and reflected upon preceding the production process.

The outcomes for this project will comprise of a variety of developmental and investigative artwork that will ultimately inform the context and aesthetic nature of my major project. The imagery and development for the subsequent major project will expand upon these preliminary concepts and be presented within a professionally printed book, demonstrating the design process in its entirety from pre‐production research and initial sketches to post production marketing illustrations and key scenes

Friday 12 October 2012

Atlantis


Atlantis is a legendary island first mentioned in Plato's dialogues Timaeus and Critias, written about 360 BC. According to Plato, Atlantis was a naval power lying "in front of the Pillars of Hercules" that conquered many parts of western Europe and Africa 9,000 years before the time of Solon, or approximately 9600 BC. After a failed attempt to invade Athens, Atlantis sank into the ocean in a ingle day and night of misfortune". 


Athanasius Kircher's map of atlantis, 1669

The existence of Atlantis was discussed throughout classical antiquity, often being ejected or mocked. Only recently has the story been viewed as possibly being true. The concept of Atlantis has been used to inspire creatives since, such as Thomas More's Utopia and the more contemporary film 'Atlantis: The Lost Empire'. 

Plato was the only writer to mention Atlantis which suggests it was an imagined concept. The legend is more about the Heroic Athens than of a sunken civilisation which has changed as writers have become inspired by the Myth throughout the years. Ken Feder summarises "a technologically sophisticated but morally bankrupt evil empire - Atlantis - attempts world domination by force. The only thing standing in its way is a relatively small group of spiritually pure, morally principled, and incorruptible people- the ancient Athenians."

Whether the city existed or not it is a fantastic source of inspiration for varying narratives. The civilisation can be represented as calm and peaceful living under water, or technologically advanced war heroes trying to conquer Athens.