“Roof Space” (Games Design, Film & Animation Production Design) Mini-Brief:

The following project is to help you explore and consolidate many of the various skill sets, techniques and processes that you looked at in Semester 1.

You should try to utilise the full design process, from research through to final image/s.

The Brief:

Games (Environment Design) – You are (i) To develop a pre-visualization (PreViz) for a scene/environment in a digital/traditional animation or game based around the concept “Roof Space”, without showing the person/character/creature who owns/inhabits it.  As always this is to be an exercise in Character Design without the character being in shot (“in absentia” if you will).

Context: In a Game or Animation/Film, this could be a great place to set up some character interaction (or development or important dialogue), it could be an environment to hide within, a base of operations for your player/character or another regular NPC, a place to explore to look for pick-ups, useful objects/weapons for your inventory, or it could be this levels full extent as part of a point a click puzzle game for example.

The stipulation that it is a roof space, i.e. above the living/office/other interior spaces of a building, and that your design re-imagines this space for a new activity/purpose than expected.

Of course there can be various manifestations of this all too familiar type of place

A three-person temporary encampment in an abandoned, broken-down Medieval turret; A post-apocalypse (zombies-water-levels rising) survivor’s camp on the top of a New York tenement, An Unexpected Roof Garden, a well chosen assassin’s eyrie, a graffiti-covered teen hangout, etc… All of which could have game play implications.

Try to keep the size of this roof space down, try to keep it smaller than that size of the games studio. This way you can concentrate on populating the space without it becoming exhausting.

If you wish to show the surrounding areas, layering your finished image into a photograph using photoshop is acceptable (credit sources where possible), this might be particularly of benefit if you are working in 3D.

If you wish to develop a second visual with figures in shot – please feel free, but one image, as stated, must be supplied sans characters), plus (ii) a rationale of how a “Roof Top” space could be used in a game concept, fully explored, descriptive outlines, with rough visuals and gameplay/mechanics discussed.

A Reiteration of Project Requirements:

  • Research*, developmental sketches/screenshots** and final image/render (full colour*** or line work/blocking out), grey-blocking to full 3D render, or physical model set.
  • …or, if concept or asset design is your goal, 3D modelling or Set Design is not wholly necessary in this project for your portfolio remit;

…for:

*…a list of influences/artists who you have looked at should be submitted with examples or their work on your blog; along with any of your own photography and observational drawing.

**Preliminary sketches/screenshots/sketch models as well as final imagery and sketchbook work to shown as part of hand in.

***Any colour should be digital, worked over a scan of the sketchbook & posted to your blog.

You may also wish to take a look at.

Thinking about level design and developing these with quick mock ups

Rockets & Rooftops – Marek Denko

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~ by hesir on February 10, 2016.

One Response to ““Roof Space” (Games Design, Film & Animation Production Design) Mini-Brief:”

  1. […] – 3D/Concept Art – Mini-Brief 015 “Roof Space” –  Concept Art/Environment Art/3D Modelling/Props and […]

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