What is concept art?
Concept
art is the drawing before the final release of an illustration or idea; its
main goal is to achieve a visual representation of a mood, idea or design.
Concept art is used for many things such as films, games, animations and comic
books; however that’s not all concept art is used for. Concept art is an
important stage in games development; it helps a developer to think about the
emotion and to see what something could look like, before the final idea is
created and it allows them to see whether the illustration is ideal or fit for
the final product.
The role
of the concept artist is very important in the early stages of the game as they
are the people who create the base ideas which lead up to the finished product.
The concept artist would draw a wide range and number of sketches in order to
then display them to the producer; this helps them see a number of different
possibilities in the elements of the products and can choose the best solutions
from it, after this the team can then come to an agreement on which is the best
sketch to be put forward to be finalised.
Ultimately,
the concept artist communicates through a visual language, in bringing to life
concepts and ideas for objects, landscapes, characters or props.
Character concept art
This
type of concept art helps to create and build a personality by creating emotion
and decide on a look for a character in a video game. In the early stages of
production and development these drawings are often preliminary sketches (however
they can sometimes be coloured drawings) which normally brings up questions such
as what type of clothing would be worn? Are
they a strong, quiet or aggressive character? These questions help the
development team in the industry decide whether certain things are ideal or
not.
Environmental concept art
Secondly environmental
concept art is used in the games industry as it will help to
see whether a certain world would be effective and ideal to
create a great game that would immerse the audience into that world.
Depending
on the location and the conditions it can alter the meaning of the game
and how it would be perceived by the audience. This type of concept
art helps to show the production team atmosphere, weather conditions,
history and culture, showing this to the team helps them think about these
points to come to an agreement about whether the art should be finalised.
Prop
concept art
This
type of concept art can be quite complex and could come across as
confusing to the production team because some props many parts to them in
order for them to work; the concept artist needs to show how they work by
annotating their work carefully. This means the artist will have to take
into consideration that the artist will need to understand the
mechanics of the prop in order to properly animate it correctly.
Props
are majorly important to the player as they help them progress though the game;
they are not just created to look good they have a specific meaning.
Finally concept art is concept art that displays emotion of a scene or frame that could potentially be added into the game the artist is working on; key concept art can also exhibit the colours, the angle and lighting that could all help create a successful scene. This concept art is very important in order to get all these points perfect; helping with the cinematography of the game so that the emotions are portrayed correctly.
Assassin's creed 2
Assassin's
creed 2 is the second installment for the Assassin's creed franchise and is
the sequel to Assassin's creed. It is a huge game and has sold
over 9 million copies in May 2010 which received many positive
reviews.
Assassin's
creed is a quite a unique franchise as they create the world upon actual
blueprints of towns and cities in the certain time period the game is set in;
this means the concept art for this franchise is a little different to games
such as Bioshock where the world is fictional and all the buildings and
characters are also fictional.
As
Assassin's creed is a AAA game, when it comes
to preliminary sketches you will find none whatsoever. Many
AAA games do this as the companies and development houses don't want to upload
them online for two reasons; one is that the preliminary sketches are only
ideas and are just simply thrown away and the second reason is that the
companies would rather the public only see their beautifully detailed concept
art than the rough sketches that were created in the early stages of
development.
Assassin's
creed 2 character concept art
This
is character concept art for the character Ezio Auditore. This image displays a
front and back illustration of Ezio; here you can see that the concept artist
has drawn the character with a certain pose because this way the artist can
portray more detail of certain parts of the clothing and weapon/s. However in
some cases, concept artists will also illustrate side views; giving more
different angles with more detail because this helps
3D modellers bring the illustration to life.
Ezio's
robes are inspired by clothing that was worn in the 15th century and early 16th
century. I know this as the cape is situated on one side of the character rather
than covering the whole back. In this time period the cape was a fashionable
item but could also symbolise wealth, an organisation, a family etc.
This
concept art also shows off the hidden blade; an iconic Assassin's creed item.
The hidden blade allows Ezio to kill his enemies stealthily or
if he chooses to use it in regular combat also the blade is retractable so when
Ezio is walking around no one can see it out in public; this makes the
hidden blade a very useful and versatile weapon so it’s able to
be used in any situation Ezio desires while no authority can see it in
public.
Assassin's
Creed 2 environmental concept art
Creating
environments in Assassin's creed can be different from creating environments in
games such as World of Warcraft, as the developers have to create the cities
and buildings to the same scale as they are in real life. The
developers don't use fictional areas like World of Warcraft
would were they create everything from their own ideas.
Here you can see
some concept art of Giotto's Campanile, it is a part of buildings that make up
the Florence Cathedral. It is the highest viewpoint in which Ezio can climb up
to in the whole of Assassin's Creed 2. The Giotto's Campanile may not be
fictional but rough sketches would still be made in order to create the
detailed concept art we have below and for the 3D modellers so they can
create the sketch in a 3D form for the video game.
Assassin's
creed 2 prop concept art
When it comes to
props in Assassin's creed 2 concept artists will have to have
either knowledge of whatever they are going illustrate in that
time period before they create their idea. Here we have multiple weapons from
the 15th century and early 16th century. On these props you can see great
detail upon the handles and all over the weapons which fits the time period
well. Even though the artists will have to incorporate inspiration
from the Renaissance they can still add their own ideas as
well to create a unique look such as Ezio's weapons and hidden blade
etc. The artist may add their own ideas to certain characters props in order to
add the characters personality upon them.
Preliminary
sketches
As
there are no Assassin's Creed sketches, which i have already stated why I have
decided to talk about some examples about some preliminary sketches in other
games that have uploaded theirs.
Here
is a preliminary sketch of the Pip-Boy 3000 from the video game Fallout 3. The
Pip-Boy 3000 was used by the player in-game to view their inventory, map,
skills and other player attributes. The concept artist here has wrote on the
sketch, so when it comes to animating the watch they will know how heavy it is
which is wrote here, it says 'weighs like 5 lbs' this can help the
animator know how the player would walk with it; without the writing the
animator may think the watch should be really heavy or very light. This shows
that sketches get the information from the artist to
3D modellers or animators quickly and easily.
Lastly
is a preliminary sketch from an indie video game called Battleblock Theater.
This preliminary is a key art sketch as it shows ideas on the
movement and on the cooperation the artist was thinking about
incorporating into the game.
This
sketch shows how two players get up across an obstacle; one player jumps on the
other and jumps again to get onto the obstacle, this player then leans over the
obstacle with their hand out in order to grab the second player so they can get
up too. This preliminary sketch also shows how an illustration can get across a
point easily for when it comes to programming the game.
The first preliminary sketch is more detailed that the second as
it shows different views e.g. the side and a cross section and has added
colour; this is an enhanced sketch, this demonstrates more thought about how
the idea will look like, whereas the second looks as if the artist has
illustrated a quick idea in a minute and doesn’t give us any other ideas than
movement. This artist hasn’t thought about what colours would be ideal for the
game or how the game will be displayed; 2D or 3D. This shows that the first
preliminary drawing is far more successful looking as it shows us more to think
about before a final product is made. If the first illustration was a quick
sketch it wouldn’t display anything important. However, even though the second
illustration only shows us movement and nothing else, it does exhibit much
needed information.
This third preliminary sketch is landscape art of an area in London set in 1666. In my opinion I feel
this preliminary sketch is successful because it shows us a lot of different
architecture that is very detailed so we can get a got idea of how this area
could look. This may help the development team think about whether this area
has a good feel and mood that will meld with the story well.
I believe
this sketch is also successful as the character illustration is drawn to a
detailed standard; similar to the third sketch. However this sketch also is experimenting
with colour as we can see with the splotches of colour to the left of the
character. I feel this sketch is better than the third as it isn’t just
showing us what the main aspect could look like e.g. landscape, character or
object as the artist is also thinking of what will the wings look like or tail;
displaying more thought.
From looking
at preliminary sketches I feel I have learnt that you don’t have to draw an
illustration or idea a certain way; it depends on what the artist is actually
sketching. For example a key art drawing doesn’t need to be detailed, whereas a
character sketch does in order for the development team to picture what the
character will look like in the finalised game.
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