Games Concept Art Experiment – Teaching Session – Updated 17/10/12
As well as the Photoshop Colouring techniques covered in your recent sessions with your Production Technology session (which we will recap on in a future session looking at SketchUp based concept art generation).
The techniques and further explanations of them, and the underlying idea can be found in many tutorials online and in magazines such as ImagineFX etc, and in Weiye Yin’s excellent “Impeccable Scene Design – for Game, Animation & Film”, and the great project “The Skillful Huntsman” by Scott Robinson and three of his Entertainment Media students.
The image below was just a test using the dodge and burn tools and the Hugh/Saturation and Curve Adjustments in Photoshop, less than an hours work… a useful technique when thinking about Games Designs Concept Art. Even if just for very early atmosphere creation and the generation of quick world-building ideas.
I’ll do another of these and screen record it in real time to show how quickly something like this can be done from scratch… no sketches.
UPDATE! – Okay so this time I did it I screen recorded it… this one took a little longer coming in at around 1 hour and 15 minutes…
And finally to this…
The video tutorials are below:
These two are at actual speed and take the full hour and 15 minutes to watch them both:
The image created using this method that introduced the session came in handy at a later stage as the basis for an animated logo/sting/ident:
I simply split the image into pieces and animated them in After Effects.
You can see another possible ident’ animation created in a similar way HERE:
A similar technique can be used to create character based concept art too, for example this post apocalyptic scene:
These examples where both generated in around 15-20mins.
For those of you looking for reference regarding architecture, the notes to my Architecture fort Games Designers 101 is HERE:
…and some thoughts on Colour can be found HERE: