A small 40 minute practice into landscapes and colours. It was fun using the blues and oranges together and I feel they work nicely together. I think this image needs a more obvious focal point though. Perhaps just infront of the current character as at the moment there is a small resting area in the sea but i think a stronger view point anchor is needed.
Wednesday, 28 October 2015
Friday, 23 October 2015
Personal Work - Kindred Fanart
Some fan art of a character called Kindred from the game League of Legends. This was an interesting drawing to create due to the characters shapes and textures. Trying to create a feeling of fur and getting it to flow correctly was hard. I think I achieved in some areas and not in others but I feel progression was indeed made.
Tuesday, 20 October 2015
Games Production - Further Concepts
Environments
One if the first stages of designing any game is creating the world in which the game will take place in. This is important for a number of reasons. It allows world limitations to be set. The style and feel of the world. The mood of areas such as which areas would feel safe and which feel dangerous.
Water Room
This was a concept for one of the puzzles rooms with a focus on water. By diverting the water around you could get things to move and thus unlock the puzzle. The room was supposed to feel vast but still enclosed with light zones acting as safe spots. Overall i'm happy with this piece as it was done in only 2-3 hours. Yet I feel that I need to break away from using the same camera angle and try more dynamic concepts.
Pressure Plate Room
A room concept for the first area where the player has to pick up and place a rock on the pressure plate to activate the door. I decided to try experimenting with colour schemes and this one went very blue/green. The colours themselves are interesting but I feel this scene would need a lot more development. But as a concept it serves its purpose.
Door Concept Sheet
Just a door concept sheet showing how the door would appear closed and open using forcefields/crystals instead of conventional doorways.
Wednesday, 23 September 2015
Game Production - Concept
Although my set role is that of the game designer I still feel that I can contribute to the group in terms of artwork as well. In an effort to put across some ideas and general atmosphere to the team members and to help the concept artist in their development of the games look and palette.
I decided to try create a quick and rough concept of the entrance area of our level to try play around with scale, colours, environment and similar things. The end result was better than i thought would occur for such a short timeframe. I decided to try my hand at a bit of photo manipulation with the rocks as well as some more use of colour dodge. In the end this led to some nice lighting and I hope for the concept artist to take this further or if not I will try and develop some further ideas.
I decided to try create a quick and rough concept of the entrance area of our level to try play around with scale, colours, environment and similar things. The end result was better than i thought would occur for such a short timeframe. I decided to try my hand at a bit of photo manipulation with the rocks as well as some more use of colour dodge. In the end this led to some nice lighting and I hope for the concept artist to take this further or if not I will try and develop some further ideas.
Wednesday, 9 September 2015
Summer Project
The summer project assigned to us was to design and create a cyborg character. My first thought when approaching this topic was the over use of chrome metal and sleek robotics that has been synonymous with the cyborg image. I decided that I wanted to go for a different image and go for a more rusty/road warriors look. I suppose the recent movie Mad Max Fury Road would be more similar to what I have in mind. Taking a more scrapyard rustic approach to the robotic parts.
Initial Designs
The first step was to create a set of silhouettes to try and establish an interesting outline. Using this to act as a visual anchor points for the viewers eyes. Furthermore it helps the design sense of the character in question, being able to see the generic feel of each outline. The designs I managed to come up with all had their own qualities. With the far left feeling very punky and the one next to it seemingly more like a soldier or mercenary. I did establish that I perhaps I felt it would benefit the design to lean away from giant appendages as I didn't like how the fist or shield felt in this outline.
Defined Shapes
I then took the initial designs and tried to push a few of them a bit further, rendering out some aspects of them. Trying to find a feel for each cyborg character and working out if it was worth taking that particular design any further forward.
Material Study
Concept Art
Concept Sheet
Initial Designs
The first step was to create a set of silhouettes to try and establish an interesting outline. Using this to act as a visual anchor points for the viewers eyes. Furthermore it helps the design sense of the character in question, being able to see the generic feel of each outline. The designs I managed to come up with all had their own qualities. With the far left feeling very punky and the one next to it seemingly more like a soldier or mercenary. I did establish that I perhaps I felt it would benefit the design to lean away from giant appendages as I didn't like how the fist or shield felt in this outline.
Defined Shapes
I then took the initial designs and tried to push a few of them a bit further, rendering out some aspects of them. Trying to find a feel for each cyborg character and working out if it was worth taking that particular design any further forward.
Material Study
Concept Art
Concept Sheet
Tuesday, 4 August 2015
Thursday, 4 June 2015
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