Skip to main content

Posts

Showing posts with the label game art

Creating Action Scenes for Concept Art

Creating Action Scenes Concept Art Tutorial  After wrapping up my first fanart series on NieR:Automata ( catch it right here ), I would like to start a new walk-through series right here, on how I create action scenes for entertainment art. So, let's jump into it! Step 1: Reference and Thumbnails To start building a reference board, I use a free app called PureRef; it allows you to take any reference images that you like, and lay them out in an organized collage.  One thing to keep in mind when creating thumbnails, is it’s best to get as  many  ideas as you can down on paper. Don't be intimidated by that! There are no wrong ideas and it doesn't matter if it looks rudimentary at this stage.  When creating thumbnail sketches, think of what you want to see as the main focus of the scene; so, in this case, I want to have the main character 2B slashing a large machine – something inspired by an in-game screenshot. Now, with a rough sketch of b...

Reasons to Make Games

To me, games are the one of the most creatively expressive art media out there. The industry offers are variety of roles in which artists across multiple disciplines can contribute to this ever changing-medium with an audience of nearly two billion gamers worldwide. The gamer demographic is a passionate community; many of whom are not simply passive consumers of media entertainment products, but devoted fans whose lives may have been affected by their experience of a game - as with any powerful artform. I aim to play a role in delivering such an experience, while being a part of a team that’s committed to realizing that vision through this medium. I would like to instill and communicate that meaning through creating immersive 3D environments, that complement the game-play and narrative put forth in a game. I tend to gravitate toward AAA development studios like Ubisoft. While the projects are not as likely to take the innovative risks of many indie games, it’s if I were to...

The Art of Heavy Rain (Part 7)

UI Initially UI was displaced on the right-hand corner of the screen -– which in effect shifted the player’s focus from the task at hand to check the next action necessary. This was switched to the much more intuitive 3D icons we see in Quantic Dream games today. These icons are transparent, so they keep that unobtrusive element, while changing in movement and position within the context of the situation. For example, the icons pop up when the character moves and turns near an interactive object, such as to pick up a letter on the floor. This gives the player freedom to choose which actions to perform, while challenging them to have a keen eye for locating objects (e.g. evidence) in a scene. The button prompts also change order in a queue formation when buttons are held down in sequence and begin to jitter as the situations becomes more intense (like the characters’ thoughts when the left trigger is held down.) There is also not HUD, allowing for total player immersion. Co...