Hi, David Bush here. This is my fourth entry into my Games Art & Design blog. In this post I will be discussing two pieces of concept art created for Assassins Creed II and Gears of War.
Concept Art 1: Assassins Creed II Square
This first piece of concept art is of Piazza San in
Assassins Creed II. The media used is digital and was most likely created in
Adobe Photoshop as that is the industry standard for creating digital concept
art.
The piece of concept
art is trying to communicate the towering scale and the militant style of
control over this certain area in Venice. The concept art is making me think
that there is a high level of diplomatic control over the area hence there are
nearly a dozen armed soldiers standing guard over the area and the large amount
of regime based banners draped over buildings and mounted onto flagpoles and with
very prescribed (possibly commissioned) artwork and architectural design in the
entire plaza. There is also a stage for hanging criminals and this could be
telling me that this is a very important area used for possibly corrupt control
of the citizens of Venice by using this Plaza as a form of staging to scare and
preach citizens into believing that potentially innocent citizens are the enemy
in order for whoever is controlling this area or possibly all of Venice to
maintain their control. The area appears to be very wealthy due to the
prominence of a strict design on the buildings and the size of them compared to
just a simple house in Venice. This wealth is also seen in the design of the
streets with artistically designed tiling and expensive set pieces through the
form of street lamps and the inherent amount of open space enclosed by these
buildings. There is also a spectators stand from what I can tell where I can
imagine figures of power and importance in this environments regime watch the
hangings. The civilians are all dressed in what appears to be very upper class
clothing. Overall this environment that is depicted in this concept art comes
across as a rich but corrupt area.
The colour palette of this piece is very stale and can be
summed but to variations of white, brown, blue, red and black. There are
complementary colours to be seen such as greens, oranges and purples to
highlight particular details to make them stand out within the piece. The
composition of this piece is good as everything seems to have been placed and
designed into the concept art so that it does not obscure the view of many set
pieces. The piece displays a lot of visual information through the buildings,
objects and people and this allows the viewer to create a good picture of what
is occurring in this environment. All of the buildings lines point directly
towards the bell tower which shows that that particular building is the focal
point of this piece. The lighting has been thought over so that it highlights
the bell tower which is as I described the focal point of the piece. You can
also note that the light on the buildings as you move further along from the
bell tower fades and gets gradually darker to lessen the importance of other
surrounding buildings.
The style of this concept art is photorealistic. Photorealistic
concept art is used to portray realistic and detailed games environments,
buildings, objects and characters such as Gran Turismo, Rainbow Six Vegas,
Crysis, Deadrising, The Elder Scrolls, and Final Fantasy VII. The style is used
to make all game assets such as characters, objects, and environments as
realistic and life like as possible.
I would not be happy to use this piece of concept art to
work from to create 3D models. There are evidence of scale in this piece in
regards to people, street objects and the buildings themselves and since these
are all in the piece near each other you know how big things should be. This
would only be used as a fall back image to gain an idea of what to model in 3D
for this environment. A more appropriate idea would be to get the concept
artist to redraw any elements you wish to create in 3D through an orthographic
drawing with actual measurements of the chosen object.
I would like to note my criticisms. It is unsuitable for
further development into a 3D model. The colour palette is very bland and does
not excite the viewer of the concept art. Unfortunately most of Assassins Creed
II is similar to this and is very boring to look at other than the sense of
scale in the games world. Other than this it is a very good piece of concept
art.
Concept Art 2: Gears of War Conservatory
This second piece of concept art is of the Conservatory
level in Gears of War. The media used is digital and was most likely created in
Adobe Photoshop as that is the industry standard for creating digital concept
art.
The piece of concept art is trying to communicate the alien
feel and atmosphere of the conservatory. The concept art is making me believe
that the area is derelict due to the overgrowth of the trees and dirty textures
present on the buildings structure and objects. The architecture itself makes
me think that this was once some form of greenhouse or possibly an area for
scientific experimentation on plant growth and this is due to the industrial
feel given by the piping and electrical equipment leading towards the trees. The
elevated runways supported by pillars make me believe that they could have been
used for observation, but they are also fortified with barriers along the sides
which could mean that creatures could have been roaming free in the area below
around the trees and pillars. There is quite a lot of natural light entering
the conservatory but this was probably only done to allow photosynthesis and
make it a lot easier to observe the trees and structure surrounding them.
The colour palette used in this piece is fairly cool with a
little bit of warmth. The colours consist of green, brown and desaturated
yellows. There are complementary colours to be seen such as reds, grays and
blacks to add extra detail and variation to the piece. The composition of this
piece works as the lines coming across the buildings and pipe work make the
trees the focal point of the piece and they are placed within the rule of
thirds on the canvas. Nothing placed within the concept art obstructs any of
the other important bits of visual information. Considering how close the viewer
of the concept art is brought in towards the environment captured there is
quite a lot of objects and design to look at and that give the viewer thought
on the area. The lighting has been designed to bring depth into the piece and
it also brings the trees out towards the viewer due to the contrasting
difference which is better than the light being thrown onto the trees. The
artist has also decided to make the objects closer darker than those further
away which is what I would expect from a professional concept artist.
The style of this concept art is photorealistic.
Photorealistic concept art is used to portray realistic and detailed games
environments, buildings, objects and characters such as Gran Turismo, Rainbow
Six Vegas, Crysis, Deadrising, The Elder Scrolls, and Final Fantasy VII. The
style is used to make all game assets such as characters, objects, and
environments as realistic and life like as possible.
I would not be happy to use this piece of concept art to
work from to create 3D models. There is no evidence of scale in this piece in
regards to objects and the buildings themselves. This would only be used as a
fall back image to gain an idea of what to model in 3D for this environment. A
more appropriate idea would be to get the concept artist to redraw any elements
you wish to create in 3D through an orthographic drawing with actual
measurements of the chosen object.
I would like to note one criticism about this piece of
concept art and that is that it looks unfinished due to their being pipes that
have nearly no texturing on them and instead just a flat colour with a gradient
going across it.
Concept Art and the Artist
Concept Artists are
responsible for creating art and textures that match the games tone, story, world
and character design, and this means that they have to work to the lead artists
specifications for the how all characters and objects look within the game. The
specification that the lead artist gives them is first discussed and agreed
upon the teams of artists in the development studio so that the best and most
effective visual design can be agreed upon before the artists start creating
the character designs, textures, and environments. Artists are also used within the development
team to create designs for the games website and promotional material that is
used for advertising and marketing the game. Artists also have to manage and
evaluate their own work so that it meets the high quality design that the
producers and designers expect so that all the art assets can be implemented
into the game for its playable state otherwise there will be a game with 3d
models but no textures because a single artist could not produce their work in
time to the rest of the development team. Concept artists have to be incredibly
dynamic within the industry to complete their work. They have to always report
to their lead concept artist or director within the department they are placed
within to be able stay on top of what is expected of them.
Concept art is
needed within the game and film industry to visualise, finalise and distribute
visual ideas and details to members within a production team. Without concept
art present unfortunately all you can use instead is words and the problem with
communicating ideas this way is everyone can create a different interpretation
of what is needed to complete the job at hand. The concept art could be used as
a guide to create a visual effect, 3D model, film set or even to figure out how
an actor needs to look or dress to be perceived in a particular way.
The first example above could be used for a 3D character
model in a game or film or could be used to give an idea for the physique that
is needed for a character role in a film and the type of clothing that would be
worn by that actor.
The second example above could be used to create a miniature
model for film, 3D model, choose a filming location to build set pieces on top
of or just to give an inspirational idea of what kind of concept art should be
made for a certain production.
The third example above could be used to create a 3D visual
effect and texture for a game or film.
There are many issues with concept art though but these can
be corrected with enough skill and experience. All concept artists have their
own artistic styles even within the realms of photorealism, cell shaded and
abstract. If the artists inherited style starts flowing into the concept art
work they have been set it can detract away from the visual style that whoever
created the design the concept art was created from has intended and this can
be problematic during production. The amount of visual information that needs
to be inside a piece of concept art is all down to the design that it is
constructed from. A concept artist (unless instructed not to based on the
design) should always strive to build as big a picture and vast amount of
detail into any piece of concept art they create particularly landscapes,
cities and architecture so that people can get an idea of all the types of
items, architecture and other details that need to be covered whether for a
game level or film set. Other pieces of concept art like an orthographic design
of an item, vehicle or character should include all the necessary details so
that someone who needs to create it can understand the physical size and scale
of it or aesthetic elements big and small.
Thanks for reading and take care. I'll be adding a new entry on Colour Theory soon.
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