ImagineFX Game Art PDF
ImagineFX Game Art PDF
FREE!
Crysis 2 StarCraft 2 Enslaved 240 MINUTES
OF VIDEO WORKSHOPS!
Paint Dynamic
character art
Discover how professional artists create
unique characters for video games
Learn from
Robh Ruppel
Marek Okon
18
Stephan Martiniere
GAME Daryl Mandryk
Luke Mancini
ART Maciej Kuciara
WORKSHOPS
Easy to follow step-by-step tutorials in See Patryk
Jung Park
Olejnicz ak s
Painter, Photoshop and SketchUp Mass Effect 3
art inside!
create amazing
digital art
Concept art skills from the makers of Uncharted 3,
Batman: Arkham City, Guild Wars 2 and more!
Concept sketch for Alessandro
Taini s Enslaved character
design: see page 34
Video games take years to make,
with hundreds of people having
an input into how the final game
looks and plays. But often just a
handful of creative artists can
determine the style of a game.
Concept artists will work on the
visual foundations of a video
game, designing characters,
vehicles and worlds, and setting the rules by which everything will
work. Its a vital and skillful role.
To gain a greater insight into how concept artists work, and how
you can create your own art for video games to a professional
standard, weve teamed up with some of the industrys best artists,
who between them have worked on Uncharted 3, Star Wars: The Old
Republic, Rage, Fallout: New Vegas, and many more best-selling titles.
In our Character Art chapter, starting on page 32, Naughty Dogs
Maciej Kuciara shows how to design a heroine with multiple genre
references. On page 50, Rocksteadys Kan Muftic reveals how he
redesigned DCs anti-heroine Harley Quinn for Batman: Arkham
City. In our Creature Design section, Blizzards Luke Mancini
demonstrates how to paint the Zerg from StarCraft 2 (page 60), plus
chapters on environment painting and vehicle design, including a
workshop from the amazing Feng Zhu (page 22), will prove
indispensable. Everything culminates in our live project from the
artists at Leading Light studio, who demonstrate how all these skills
inform a games pitch and product design.
If you enjoy this special issue of ImagineFX, why not try the others
in this new series? See page 115 to find out more!
The finest artists in the world offer you the best guidance,
share their techniques and offer inspiration in our video 38
game art workshops.
Workshops
Practical advice from professional
artists in 18 step-by-step guides
16 Vehicle design
Explore ways to make video game vehicles
18 Sci-fi vehicles for
video games
22 Create your art
in parallel
28 Add colour to a
space battle
32 Character art
Breathe life into your game characters 44
34 D esign your own 50
game hero
38 Develop poster
art for Crysis 2
44 Design a space
opera princess
50 Recast a classic
comic character
54 Unify a range of
fantasy genres
58 Creature concepts
Create monsters that will surprise and shock
60 P aint an epic
alien battle
64 Paint dynamic
concept art
70 Environment painting
Create working environments for video games
72 M ake a setting feel
believable
76 Establish the scene
of a game
60
82 Introduce unique
visuals
84 Visualise a game
world
88 Production design
Design every element of a video game pitch
90 Lead character
94 The environment
98 The enemy
102 Story developer
6 Art spectacular!
Art from the pros behind
Guild Wars 2, Syndicate,
Mass Effect 3 and more.
76
106 Artist Q&A
64 Real-world portrait issues solved
Remko Troost
Ubisoft artist Remko shares his advice
on creating mood paintings and where
to start when thumbnailing vehicles.
Philip Straub
Discover some new tips on creating
spacecraft for video games with this
17-year veteran of the industry.
Jonathan Standing
Learn to design modular characters and
add decals to space armour designs
with experienced concept artist Jon.
90 Gary Tonge
Having worked for Sega, Capcom,
84 Eidos and more, who better to reveal
what exactly a concept artist does?
Daryl Mandryk
Improve the speed and impact of your
painting workflow with EAs leading
concept artist.
Daniel Dociu
Learn the value of setting achievable
goals for your concept art with the
Guild Wars 2 art director.
Aly Fell
Master the rules of better character
design, and discover why all concept
art neednt be digital.
Andy Park
Let the God of War 2 concept artist
98 show you how to overcome your fear of
painting in colour.
Includes
Free resources four hours
of video!
Sketches and videos to help you learn
Video workshops Resource files
Watch our contributors in action and Use our artists layered hi-res PSD
pick-up some vital tips, with video files for inspiration.
workshops from leading concept
artists including Maciej Kuciara, Custom brushes
Luke Mancini, Kevin Chen and Recreate workshop techniques using
many others. the artists own custom brushes.
Gallery
Get inspired by the creativity of
the professional artists behind
some of the biggest video games
Kekai
Kotaki
H
awaii-born Kekai has add that hard edge to my work to
been working in video make things cooler, full of motion
games for 10 years with and emotion.
ArenaNet. He started as a texture The game takes place 250 years
artist and, eight years after after the first Guild Wars, so there
landing his first job, is now was plenty of scope to develop the
concept art lead on Guild Wars 2. look of the world, but freedom
Kekais impressionistic art style brings new trials. The challenge
is instantly recognisable, and he was operating with this freedom
has been given a lot of freedom on and getting that high level of work
Guild Wars 2 to create a world that done without falling on our
we thought was cool. He says the faces, says Kekai.
team didnt set out to change how Kekais art demonstrates theres
fantasy art is perceived: We were room for new ideas on the biggest
trying to find new ways to express stage if youre prepared to meet
the core ideas that make up the the challenge.
fantasy genre. Ive always tried to www.kekaiart.com
Sean A
Murray
A
principle concept artist producing detailed pencil sketches
at Todd McFarlanes Big that are then scanned into
Huge Games/38 Studios, Photoshop, such as his depiction
Sean A Murray has had the of the Adessa Tower from
enviable job of designing a new
fantasy world for the video game
Reckoning, which was a more
functional piece of concept art,
It was not a typical setting for a
Kingdoms of Amalur: Reckoning.
Our goal has been to present a
Sean says, showing how to
combine various modular pieces
fantasy universe. We wanted to
mysterious world teeming with into a unique Gnome tower. infuse a bit of Old West into it
magic and mysticism, as opposed The early painting of Bolgan
to a world of pure reality, he says. Forest, however, is one that Sean
His work on these pages looks to when summing up his
demonstrates a colourful, original work on Reckoning. This is one
world that blends classic fantasy of the very first images I did for
with a bit of the old west, as seen the game, says Sean. I think it
in the concept for the games really set the stage for what we
Detyre Mining location. wanted to go for visually in terms Wise words
The most successful concept artists
With a background in of colour palette and creature
are those that put an emphasis on
illustration Sean combines design philosophy. communication and storytelling
traditional and digital techniques, sketchsam.blogspot.com before picture making.
Alessandro
Taini
H
aving worked for UK
developer Ninja Theory for
eight years, Alessandro
Taini is now visual art director for
the BAFTA Award-winning studio.
Alexs concept art has a unique
painterly feel. His female characters,
particularly Trip from 2010s
Enslaved: Journey to the West, are
beautiful but capable heroines.
Like his other heroine, Nariko,
from Heavenly Sword, Trip is a
flame-haired female lead character
imbued with beauty and brains.
When Ninja Theory was chosen to
reboot the Capcom series Devil May
Cry, Alessandro began creating
mood paintings for the studios
concepts for the popular Japanese
video game series.
Tapping into his Italian heritage,
Alessandro created a stunning
Renaissance-inspired depiction of
the games hero at play: With this
image I wanted to illustrate the
personality of Dante, comments
Alessandro, a young rebel without
a care in the world.
www.talexiart.com
This image
illustrates one
of the characters
of Enslaved to
explain her
background
outside of the
games context
Bradley
Wright
A
s part of the concept art team
at Starbreeze, working on
the remake of the video
game Syndicate was a thrilling
challenge. This game, and the genre
it sits in, is a dream for any concept
artist to work on, says Bradley.
Bradleys approach to the project
was to go back to the 1993 version
of Syndicate and start pulling out
key elements, visual markers, and
legacy elements vital design
features and principles that we
could stick to throughout the
production time.
For a game set in a sci-fi noir
future filled with flying cars and
gleaming towers, surprisingly
Bradley says he enjoys designing the
nuts and bolts of the games world.
The challenge of making a chair
fresh and interesting is something I
strive for, says Bradley. It takes time
to get something as simple as a chair
from concept to model to in-game,
so you want it to look good.
These elements of a games world
seep into the subconscious and
begin to form a larger, coherent
picture that allows the team to tell a
story. Starbreeze has always had a
strong history of developing story-
driven games with characters and
atmosphere that have depth and
layers to them, says Bradley.
The concept art and equally the
game design feed into this
philosophy. We seek to push and
explore these depths with innovative
ideas and artwork.
bradleywright.wordpress.com
Wise words
It is important to understand
how 3D is produced. This aids me
in creating more detailed, faster
concepts and lets me integrate
more with other disciplines, such
as modellers and level designers.
Joe
Madureira
J
oe Mad entered the comic book
industry at the age of 16 when
he joined Marvel. After 15 years
on Marvel titles including Uncanny
X-Men, as well as launching his own
series Battle Chasers, Joe called it a
day and delved into video games.
After a stint at NCSoft, he left to
form Vigil Games and designed his Death is more aggressive
own colourful world for the
Darksiders series of games. The and intimidating than War,
sequel, Darksiders 2, features the
new iconic anti-hero Death.
and has zero respect
Although Joe has taken on the
role of director for Darksiders 2, he
for the laws that
has still found time to create the govern Heaven
central character. We knew that we
wanted Death to be a lot more and Hell
nimble than War. He moves faster
and fights more acrobatically, says
Joe. Therefore, his weapons had to
be smaller and lighter, and he had to
wear much less armour. All of these
things start to paint a picture. With
all that in mind, I try to think of the
attitude that I want the character
to convey.
The Joe Mad-style part western
comic, part manga feeds into video
game design perfectly. Although Joe
works with a team of artists to
convey his ideas into the game
world, this comic book legends
stamp is clearly delivered.
So what would his 16-year-old self
make of this new game? This is
exactly the kind of game I would
dream of playing, never mind
working on, says Joe.
vigilgames.com
Wise words
Theres always room to get
better, and there are always
people doing things better
than you. Never stop learning,
I guess, thats the biggest
lesson Ive learned.
Kan
Muftic
R
ecreating an iconic The museum in Arkham City
character and its world is one such design that Kan is
is one of the biggest rightly proud of. I pushed that
challenges facing a video game idea from the very beginning of
something cool comes out that Artist Kan Muftic picks the
games environments as an area
that his designs for the game met
with the direction the games
people are excited by the concept art team focused on
to give their game a new look.
scriptwriters and game designers
were going in. I spend a lot of
Each area of Arkham City had to time talking, consulting and
feel unique while fitting into a suggesting things to the team. Its
Wise words
Its important to consider the
consistent world, which involved
everything from Gothic and
not all about the drawing.
The end result was one of the
character in-game instead of thinking Victorian architecture to glass and best games of its generation, a
about the pretty drawings. Its useful to iron Art Nouveau dcor, creating visual spectacle that is as fun to
know what the character is doing in the
game while Im drawing, because itll layers of styles that highlighted play as it is good to look at.
help me give him personality. the citys evolution. kanmuftic.blogspot.com
Patryk
Olejniczak
A
s the new concept artist in
BioWares marketing
department, Patryk
Olejniczak has the enviable job of
bringing Mass Effect 3s cast of
characters to life. Patryk focuses on
pose, expression and background
detail to tell a characters story.
During the whole process I try not
to forget about the importance of a
proper eye-catching character pose
and expression, which encourage a
viewer to study the story of the
painting, says our cover artist.
I often start with loose, basic
brush lines for the characters. I like
to play around with random photos
and textures until I am satisfied, he
says, explaining how he uses in-
game screenshots to reference the
realistic lighting and colour tones.
I put a great effort into trying to
present them as detailed as possible,
but somewhere along the line I took
the liberty of applying some of my
own tweaks, Patryk reveals,
explaining why Zaeeds gauntlet is
a different shape from that of the
games character.
Patryk uses different blending
modes and the Dodge tool to create
his realistic, brooding character
portraits. Detailed research helps too,
especially when rendering Mordins
armour: It needed proper research
of shiny materials and careful
application of them, says Patryk.
Challenging as it was, it made me
more confident in the style, which is
always rife with realism.
garrettartlair.blogspot.com
Workshops
How to paint vehicles for games
18 Sci-fi vehicles for video
games with Kemp Remillard
Design vehicles from sketch to final
render in Photoshop and SketchUp.
22 Create your art in parallel
with Feng Zhu
The legendary film and game artist
works on multiple images at once.
28 Add colour to a space
battle with Ryan Dening
Use layers to create a spaceship scene
from Star Wars: The Old Republic.
How to create
tanks and planes
for games 18
sci-fi vehicles
for video games
Massive Blacks Kemp Remillard explains how to take a
concept from sketchpad to video game
esigning vehicles for video games can ensure that the concept fits the needs of the game philosophy, I feel that the more real I can make
Kemp
Remillard
Country: US
Kemp is a
concept artist
with Massive
Black in San
Francisco.
Kemp has designed
vehicles and created
concepts for high-
profile clients including
THQ, Hasbro, Sega,
Nintendo and NCsoft.
Brief and background
www.kempart.com 1 The first order of business when concepting vehicles for games is to review the d
Copy Merge
get your client brief and understand the background of the world that the vehicle will exist in.
The goal here is to create fictional military vehicles that might exist in the next 20 years
+Paste
ift+C,
resources
See page 114 now!
or so. With that inmind, I begin by doing research on possible future military projects.
Cmd/Ctrl+Sh
then Cmd/Ct
rl+V
layers
In addition, I read up on stealth technology in aircraft, and what design concepts go Copies all the
e,
that are visibl
into actual armoured land vehicles. This research and information will be vital to the then pastes.
outcome of the final design.
Thumbnail sketching
3 Now I am ready to begin sketching
out simple thumbnails of my vehicles on
Set up Save paper or in Photoshop. Depending on
Selection
When doing vehicle the client and brief, this first round can
illustrations, set up Save be loose and fast or a little more refined. I
Selection regions in prefer to work in a plan view at this stage
Photoshop for both the
interior of the vehicle
to get a quick silhouette, but a three-
and the exterior. That quarter view can also be useful for
way, you will keep your showing up more information. Usually,
edges consistent and
have a way to make
once an option is selected I then move
Reference
2 Gathering good reference is vital to
F-22 and F-35 were referenced, possibly
belonging to the same family of aircraft
quick masks for painting
broadly in both areas.
on to a block-in model in SketchUp, but
more revisions may be necessary later on.
a good design. One great site with lots of from a single manufacturer. For my
images from around the globe is www. project, I decide to be a nerd and name
militaryphotos.net. If you want to my planes the MV-35 and the MV-36,
understand vehicles, take some time to M for multi-mission and V for its VTOL
look at them and study their features and capabilities. One overarching
subtleties. Then try to understand as best consideration when designing stealth
you can what the functions of the various aircraft is to make sure that none of the
parts are. Shown here are the rough angles in the design are perpendicular to
sketches for a proposed VTOL (vertical the radars angle of incidence in other
take off and landing) transport jet with words, everything has to be swooshed
stealth capabilities. Real-life jets like the back or diamond-shaped to reflect the
radar. The tank is more loosely based
on modern units like the Leopard 2 and
Challenger 2.
Refinement
4 Revisions are a fact of life when
working on video games; often a whole
team of people have input on what a
particular asset will look like. My initial
directions for the VTOL jet proved a bit
impractical in its look and construction.
So after a little more study, its back to the
drawing board where I arrive at a much
more practical design. Still, I am unable
to choose between the two directions, so
I take the decision as art director to finish
them both, just so I can get an
impression of what each of them could
potentially be like when finished.
Assign
shortcut keys
Shift+Alt+Cm
d/Ctrl+K
Use this shor
tcuts manage
to assign Func r
tion keys
to replace br
ushes.
Orthogonal views
9 This is the stage where the final
assets are prepared for delivery to the 3D
artists as a plan or blueprint. Each studios
requirements for the ortho are a little
different, but overall, more is better. The
more information you can convey with
Setting up the
your plan view, the better understanding
your client will have about what you 11 final Illustration
intend your vehicle to look like. Orthos Once the whole concept is approved, I like
can sometimes be overlooked as an to prepare an illustration that shows how
afterthought to the concept process; I the vehicle might look in its environment.
prefer to see it as the step where the final This is as much for me to sell the concept
blueprints are drawn up before assembly. as it is for the game technicians to get a
feel for how it could be finished in the
game. I want a battleworn background for
the tank, so I use a few custom brushes to
paint in the smoke pillars and obscure the
horizon line. Then I use a royalty-free
image to block in the ground plane.
Photo textures are a great way to add
realism to your image. Once the
background is in place, I adjust all of the
values in both the background and the
tank. All the elements need to have their
value ranges harmonised to suggest that
they exist in the same space that means
making sure the image is not too dark in
the shadow area and not too blown out
where its illuminated.
The best part for me is painting in the
Photoshop
Custom Brush: Chislrok
BRUSH TIP SHAPE
Diameter: 20px
Roundness: 100 per cent
Spacing: 25 per cent
Dual Brush
Mode: Overlay
Brush: Textured Rocks
Diameter: 17px
Spacing: 25 per cent
Scatter: 0 per cent
Count: 1
Other Dynamics
Opacity Jitter: Pen Pressure
Flow Jitter: Off
create your
art in parallel
Putting together concept pitches can throw up many problems along the
way. Star Wars: Episode III artist Feng Zhu shows how working on
multiple images at once can uncover a variety of solutions
Tips for
Wacom users
I dont use Wacoms
sensitivity for Opacity, I
Mirror image
control it manually with
the 1 to 9 keys. You can 5 Once all the major forms are
turn off Opacity by
pressing F5>Other
defined, I can spend the next few hours
Dynamics>Opacity refining the look. On this first image my
Jitter and setting it to nightclub scene Ive mirrored the
Off. To set up random
composition. This is another way to keep
brush patterns great
for creating textures things fresh and help spot perspective and
turn on Angle Jitter: composition mistakes. I often dont
click F5>Shape
decide on the image orientation until Im
Dynamics>Angle Jitter.
nearing the end of the painting.
www.creativebloq.com
All images 2011 Lucasfilm Entertainment Company or Lucasfilm Ltd. All Rights Reserved Vehicle design
Ryan studied
illustration at
Sheridan
College. His
first job out of
school was working on Ryan Dening conceptualises and paints a space conflict,
while making the most of Photoshops layering ability
Legoland Germany for
themed-attraction
design firm Forrec in
Toronto, Canada. Hes
currently a senior
concept artist on Star
pace in the Star Wars films We explored a lot of ideas and the work on the final image maintaining
S
Wars: The Old Republic.
www.deningart.com is typically black with stars. one Im focusing on here is set in a gas most of my layers for flexibility.
The are no nebulae but there cloud thats being vented from a dying Ill also take elements from other art
get your are battles in the upper star. Ships are laying mines in the cloud pieces that we produced for the game.
resources
See page 114 now!
atmosphere, in asteroid fields and in orbit
around large planets. For Star Wars: The
and your mission is to clear the area and
take out the enemy vessels.
This can be useful when time is tight,
but getting it to feel integrated can be a
Old Republic we wanted to push further, Ill be relying heavily on Photoshops challenge. Ill finish by using Adjustment
so the players visual experience varied strength in layering. Ill start with quick layers to vignette the image and produce
significantly between space missions. thumbnail sketches, and from there Ill the levels I want.
Sun surface
2 I start with a star field, into which
Im going to place the sun as an anchor.
For the surface I start by creating a Layer
different file, roughly the size I want the selections
To make selections
sun to be, with equal height and width based on the contents of
(square). On my second monitor Ive a layer from the palette,
collected some imagery of Earths sun for hold Ctrl and click the
thumbnail. To modify
reference. I begin by laying down colour, selections hold Shift+Ctrl
using textured brushes, over the whole to add, Ctrl+Alt to
image area to approximate what Im subtract and Shift+Ctrl+
Alt to intersect. If youre
seeing. When Im happy with the surface,
working within an
I open Filter>Distort>Spherize and crank existing layers pixels,
it all the way up to 100 per cent. This gives making a selection and
doing this will change
the texture the impression that its
opacity and give you
wrapped around a sphere. I turn on crunchy edges, so lock
Rulers and drag some guides off the top the layers transparent
Exploring ideas pixels with the square
1 I usually begin with thumbnails to get the creative juices flowing. Even if I have
and bottom to find the centre of the
image (I have Snap To Guides turned on
grid button near the top
of the Layers palette. To
a clear picture in my head, exploring it further often brings out better ideas. Here Im so I can do this easily). I use the Elliptical do this in layers, make
trying out a few different settings and compositions. I like to keep these sketches small, Marquee tool and drag from the centre a new layer above then
right-click and select
quick and simple to keep me from overthinking them. Sometimes if Im having trouble while holding down Alt+Shift. I cut and Create Clipping Mask.
getting ideas to flow, Ill swap out the media and use paper or sticky notes. paste this over the star field.
custom brushes:
dry paint
Ship sketch
8 I start with a really loose sketch of the ship to get the rough
design. I then add perspective lines and block in major zones to harden
out the shape. Some linework is added to frame the design. Next,
I paint in the main highlights and shadows to give the design some
form. For the details I use a Screen layer and airbrush in a brighter
metal, erasing out some of the panels to add some surface variation.
I increase the contrast if needed to make the image more dynamic.
12 Sharpening
Photoshop tends to make
10 Laser time
I choose blue lasers for the main
paintings soft, even when using a hard
brush. To sharpen the image I Select All
ship, to draw the eye in, and add an (Ctrl+A), select Copy Merged
explosion for good measure. It needs a (Ctrl+Shift+C) and Paste. This creates a
bright edge on everything where the new layer with all the layers flattened
sunlight would fall. I create a new layer together. I select Filter>Other>High Pass
and paint in highlights a huge step that and set it to around 1.2 (if the image is
can dramatically increase the quality of low res, try selecting a lower number).
the image. I create Linear and Color This creates an odd-looking grey layer, but
Dodge layers to brighten areas and add if I change the blending mode to Overlay,
Merging in outside art
9 To save some time Im going to use
glow haze. For shadows coming from the
mines, I create a Multiply layer and
the grey disappears and everything crisps
up. I adjust the opacity of the layer to
some of the games concepts for mines use the Polygonal Lasso tool to draw finetune the effect. If its not sharp
and ships. This doesnt always work, but selections from the centre of the sun enough I might delete the layer and try
Managing
since were in space, I can get away with a layers out past the edges of the mines. again with a higher setting, such as 1.8.
lot of potential perspective issues. But you Here are a couple of tips
13 Curves
can see they dont sit well: they look flat for working with layers.
Hit V to get the Move
and the lighting doesnt match the tool. In the Options bar I want to brighten the image
environment. To blend these in I create select Layer and then overall because I noticed on my co-
an Overlay layer directly above, and lock uncheck Auto-Select. workers monitor that it looked too dark.
With the Move tool
it to the pixels of the concept layer. (To do selected, hold Ctrl and
A powerful way to lighten or darken your
this I right-click the layer name and select click the image: the top image without destroying your lights and
Create Clipping Mask.) I paint in shadows layer in that location will darks is to use the Curves tool. Create a
be selected. (Check your
using a mid-dark grey-purple and use a palette to make sure it is
Curves Adjustment layer and grab the
light, warm colour for highlights. I create the one you want.) Also, middle of the line bisecting the Curves
two clipping mask layers on top: one group layers into key graph. Pull the point up a little and you
components to keep
Normal to lighten the values and a Color should see the mid-range starts to become
them organised. Select
Dodge layer to pop the surfaces hit by the layers you want, then brighter. Once again, I mask out some of
the sun. I select the source layer again hit Ctrl+G. If Im working the areas around the sun since they are
fast, naming the groups
and erase some of it out to imply that too bright. And thats the image done
is usually enough.
theyre sitting in the clouds. hope you like it.
Workshops
Learn to design game characters
34 Design your own game
hero with Alessandro Taini
Use colour and composition to
create a heroic character.
38 Develop poster art for
Crysis 2 with Marek Okon
Use 3D and 2D to create a high-
quality game promo image.
44 Design a space opera
princess with Kevin Chen
Add story elements and a bold
design to your characters.
50 Recast a classic comic
character with Kan Muftic
Rocksteadys artist shows how he
recreated Harley Quinn.
54 Unify a range of fantasy
genres with Maciej Kuciara
Mix genre styles in one image for
original results.
Design a bold
heroine 44
Design your
own game hero
Alessandro Taini defines character with a heroic pose and reveals his
approach for painting the leading man in Enslaved: Odyssey to the West
t the earliest stages of Enslaved: needs to say so much about the games
Alessandro
A Odyssey to the West, it was
decided that we would base
the game on a 400-year-old
character in this case, Monkeys
strength and attitude.
In this workshop, Ill show you how
Taini Chinese novel, Journey to the West. My Ive taken a character concept through to
Country: England task as visual art director was to present to final colour illustration, keeping it full of
Italian-born
the team how our game hero would look, personality and strong expression. Ill
Alessandro which ultimately determined many of his focus mainly on my stylistic approach but
started his art traits. Even at the very start, a piece of art will also give you technical tips.
career in Milan
as a creative
designer and
visualiser. Since then hes
been a graphic designer
and book illustrator, and
is now visual art director
at Ninja Theory, working
on the games Heavenly
Sword and Enslaved:
Odyssey to the West.
www.talexiart.com
get your
resources
See page 114 now!
Adding definition
2 Now its time to take your initial
sketch and add more definition. Its useful
to keep in mind the purpose of your
character. With Monkey, I know hell be
fighting huge enemy mechs and climbing
a lot, so I exaggerate his silhouette,
making his back and arm muscles
prominent. I also give him extraordinarily
photoshop large hands. With my characters, I like to
Monkey Brush take human aspects and really push
them, but not to the extent that they
Initial sketch
1 The first stage is to create a pencil sketch of the character and try to convey their
become cartoon-like. Take one of my
other characters, Nariko, who features in
This tool gives a thick,
paintbrushed effect. Ive attitude and personality. In this case, my inspiration is Monkey from the novel, so I Heavenly Sword. Shes realistic looking
used it in the Enslaved know I have to be consistent with the story and yet give the character a unique feel. I but her eyes are larger than a real persons,
workshop to build up the find that a pencil gives you the freedom to follow your instincts through your hands. and that helps to give her a really strong
characters skintone.
However, I do sometimes sketch straight into Photoshop. facial expression.
Laye r tricks
V (PC)
t+C, Ctrl+
Ctrl+Shif m d+ V (Mac)
ift+C, C
Cmd+Sh ur layers but
yo
To flatten lect the
them, se
not lose en press
d th
target an bo.
y co m
this ke
Muscle details
5 I want to make the muscles
anatomically correct, so I refer to
photographs of bodybuilders to ensure
that they look realistic. As long as the
lines themselves are correct, you can
exaggerate the muscles while keeping
a level of realism.
Background considerations
6 At this point, I want to separate the character from the
background and create specific ornaments or designs that will crop up
again and again in Enslaved. I name these art techeau: they combine
the curves of Art Nouveau and the composition of electronic circuit
boards. Some of the games villains, or mechs, have these designs on
their backs, and they feature in the game menus. The same symbol
style is also used for Monkeys tattoo-like battle scar. For this image, I
want to use the ornament as a background, giving a small taste of the
game to supplement the characters frame.
Adding detail
4 I then apply lighter tones to give more depth to the skin. I work with one of my
own soft brushes, which produces a paintbrush-like texture and look, and use light
shades on the face and body to bring the skin to life. The eyes are the most important
features for showing attitude and engaging the viewer; even at the sketch stage, they can
be powerful devices in terms of conveying character. In your image, find out what your
focus point is and spend time detailing it and getting it right. In my work the eyes are
the first port of call, followed by the face and then the muscles. With a realistic skintone
in place, I notice that the proportion of Monkeys head to his body is wrong, so in the
final piece the head has been made larger.
Tattoos
7 Using the same art techeau style, I
add tattoo-like scars. First, I create a black
tattoo on a white background and place it
on the body where I want it in this case,
on one shoulder and the back. Then I
change the layer mode to Soft Light. This
gives the perception that the design is
integrated with the body. After this, I add
some light to the edges of the design to
create the perception of depth these
tattoos are intended to look like deep
scars, branded with hot metal.
Speedy
switches
Ctrl+T (PC), Cm
d+T (Mac
Use this co
Blend the subject
11
mbinatio )
then right n and
-click to To merge the character with the
up the Tr bring
ansform
menu qu
ation background, I like to finish the piece with
ickly.
The mask
8 I want to retain consistency with the novel and decide to take inspiration from
a Blend brush and add an oil paint effect.
This can be done in Photoshop using the
the original Monkey mask. For this, I use a Chalk brush to give a body paint effect. Its Smudge tool. I also like to import the
both minimal and tribalesque. Its also clearly visible but doesnt intrude on the all- image in Painter and add the details
important expression on Monkeys face and in his eyes. If Id painted a full mask, it myself using the Water Rake.
would have looked too tribal and obscured his face. This is a human being but Ive
given him features consistent with the books simian-like character.
Hair detail
9 I dont need to paint photorealistic
hair for this image. The most important
thing is to keep the powerful silhouette
with aggressive spikes if the mane were
lifelike, this aspect would be lost. I use a
thick brush to make a jagged silhouette
and leave realistic texture by the scalp. It
makes the hair and head seem like one,
resulting in a strong outline.
Choose a
Lighting focal point
10 In the same way that many photographers do, I like to use one main light from Select a key area for
your work and spend
12 Apply a final texture
Giving the image a uniform
one side (Caravaggio style) and a softer, coloured one on the other to bring my time getting it just right. textured effect suggests that it has been
It should be where
characters to life in three dimensions. This is a technique often seen in comic books. I painted on paper or a canvas. There are a
youre conveying your
have a simple but effective way of using layers to add lighting to highlight a subject, in message and character, couple of textures I like to use, which I
this case the Monkey character. Firstly, I add a new black layer to the image, then select supplemented by have as separate layers that can be placed
Color Dodge from the Layer menu. Then I select the correct lighting colour; here, Ive secondary focal points. over the whole picture. One gives a dirty,
If your background or
used natural colour light around the rim of the character from the left and a red glow to characters legs arent gritty, rusty look, and is better for the
the back. When you select Color Dodge, the black layer becomes transparent and you a focal point, then you background than the character. I use
can paint your light effect over the top. Linear Dodge can be selected instead of Color dont need to go into a another texture over the whole image,
lot of detail with them.
Dodge to create a softer light. which gives the image a painted feel.
Develop poster
art for Crysis 2
Promo images must be of the highest quality and remain consistent with
an established brand. Marek Okons Crysis 2 art scores on both counts
reating a promotional image Consistency is also important at the elements that had to appear were: the
Marek Okon
C for a popular game series is a
prestigious job even for the
most seasoned of artists. Its
technical level: you need to integrate any
production assets with your painted
elements so that they work together well.
nanosuit; the lead character of the Crysis
franchise; New York in the background;
and a hole in the road thats dripping alien
Country: Poland a demanding task that requires you to The first thing I do, even before biological matter. I suggest that we add a
work with various media to ensure that painting the initial sketch, is to consult fire in the background and flying debris to
Marek is a
freelance the subject receives the best possible with my art producer Magnus Larbrant, turn a static scene into something more
illustrator and treatment. Its also a high-profile who will lead me through the image dynamic and eye catching. We talk about
concept artist commission: the image will receive a lot production process and make sure my whether there should be any alien
whos been in
the industry for over five of exposure and be discussed by gamers art is consistent with the game. It usually creatures in the picture, but in the end
years. Hes most famous interested in that particular franchise. starts with him giving me some ideas of agree that it would be too much to
for his work for Games Its crucial that any promotional image what hed like to see in the image, and squeeze in; the composition might
Workshop, LucasArts
and Crytek.
must match whatevers already been then its up to me to modify and piece become too cluttered. With the idea for
www.okonart.com established in the game universe. them together. In this case the key the image in place, I start to paint
get your
resources
See page 114 now!
1 Sketching the idea
The first sketch is usually very rough. It should only tell the art director, in the
simplest of terms, whats in the picture. So I dont worry about anatomical errors, lack of
details and stuff like that. Theres a good chance that Ill have to overhaul the sketch or
even draw a few different versions of it. Combining the cityscape and broken asphalt
isnt easy because I have to show elements that are low on the ground while looking up
at them. After a short brainstorm with Magnus we decide to use a low-angle camera
shot, looking up from one of the cracks in the ground. This gives us a nice view of the
buildings rooftops while conveniently placed asphalt pieces frame the shot.
Painting the
3 background
I start with the background because I like
to have a strong supporting structure in Photoshop
place before working on the main subject, custom brush:
which in this image is the nanosuit. I Chalk2
paint with a broad textured brush that
has jagged and irregular edges to cover
This is an excellent
the buildings with clouds of dust. multipurpose brush
Another textured brush results in hard- that I use to produce
edged debris flying all over the place. dust clouds and patches
of dirt.
Both brushes were created by Mathias
Verhasselt and you can download them custom brush: TM@_
Round_Brush_Hard_
(along with other great brushes) from TextureLevel3
this conceptart.org page: bit.ly/91ir9m.
I use the Smudge tool on some of the
clouds and debris to imply that a gusty I use this brush to render
wind is whipping things up. flying debris. Different
texture scale and soft
edges produce really
interesting effects. Both
of these brushes can be
downloaded from
bit.ly/91ir9m.
Implying depth
9 of field
For the upper part of the asphalt crack I
Make use use the same procedure as before, but
of masks then I notice that planes of different
Remember that depth have started to blend in together.
adjustment layers have
So I reach for a photographic depth of
masks, enabling you to
localise changes to your field effect that basically blurs everything
adjustments. By shifting in front and behind the focus area. This
hues or values and
effect is great for creating a false sense of
masking the effect, you
can easily separate depth in the image, but it must be used
different planes from wisely or it can look gimmicky.
each other. Grouping I separate the foreground into four
those adjustment layers
in folders will give you different layers, depending on their
greater control over their distance from the camera. The uppermost
transparency and asphalt and biomass with all the strings
blending modes.
hanging from above are on the first layer,
because theyre closest to the camera. The
Tackling alien matter
8 Searching for proper values for the Crysis biomass, I place
middle asphalt blocks are on the second
layer, the absolute bottom parts are on
photos of jellyfish on top of an image of sliced meat and play around the third and the higher bottom parts are
with the opacity and blending modes. I start to paint, attempting to on the fourth layer. I apply the Lens Blur
depict differing biomass structures and density in a number of places filter to all of them, with the strongest
by adding subsurface scattering effects and variations in surface gloss. values on the first layer and weakest
This randomness enhances the organic feel of the substance and makes values on the last. If you want to avoid
the viewer feel that it is made from different materials, which are part transparency issues, make sure the areas
of a greater and as yet unseen whole. I also add moist, sticky strips around the layers edges are overlapping
of goo and string everything together, essentially giving the biomass slightly. Because the background is much
a more alien look. I emphasise its organic origins by using different further away from the focus point than
blending modes for yellow/pink hues of colour. Overlay, Soft and the asphalt crack, a single blur depth
Hard Light modes can produce convincing light scattering effects in should be enough. Our depth of field
semi-transparent materials. effect is ready.
12 Adding moving
particles
I need to add some foreground particle
effects. Those include light debris thats
flying all over the place, and small stones
and dirt falling down into the asphalt
crack. Because most of these particles are
going to be out of focus Im using the
same brush I used for background dust,
only with larger texture sampling. Then I
use the basic Smudge tool to add a subtle
motion effect to the debris. It doesnt have
to be too precise just enough to fool the
viewers eye.
Checking the
11 colour balance
I match the colour balance of the image
with the reference colour palette used in
Crysis 2, using a combination of Colour
Balance and Hue/Saturation adjustment
layers, with masks separating different
planes of the image. I want to achieve a
gloomy, yellowish-bluish cast over the
image that will emphasise the terrible
atmosphere of a city invaded by aliens.
Design a space
opera princess
A bold personality and readable silhouette help to make a character
memorable. Kevin Chen walks you through the design process
good character design creates theyre storytelling archetypes as well as rendering isnt as important because its
Kevin Chen
A an iconic image that helps to
establish a projects identity,
its storytelling and the clarity
being great interactive avatars that enable
the player to immerse themselves in and
interact with the game world.
the final game model that counts. As
character designers, were the least
expensive way to explore many ideas
Country: US needed for a smooth production. In this Illustrating a character for CG early on and to establish interesting
A freelance tutorial, Ill share some of the design tips production is also slightly different to designs that will help inspire the team
concept artist and working processes Ive learned while creating a print illustration. Our goal is tobe excited about the new project.
and founder designing characters for video games. tocommunicate the design clearly to the My demo for this workshop illustrates
and director
of Concept
Designing for games is different to modeller in terms of form and texture as how Id take a rough design idea from line
Design Academy, Kevins designing for film or animation. The quickly as possible. We often use many to colour finish for early pre-production
recent projects include characters have to play a double role photos to speed up the process, and the pitches. Lets get started!
character and costume
designs for Bulletstorm.
http://ifxm.ag/k-chen
Do some research
get your 1 Before starting the drawing, I like
resources
See page 114 now!
to spend some time thinking about and
researching different ways I can approach
the character. Other than knowing that
shes a princess for a sci-fi project, Im
asking myself questions such as: Who is
she? Where does she come from? What
job does she do? Why is she in the story?
When does the tale take place? Asking
myself these questions helps me get to
know the character better so that I can
come up with some interesting answers
todesign around.
Think in 3D.
Design in all views
m
Free Transfor
Ctrl+T (PC)
)
Cmd+T (Mac
e top of the
Right-click th
d Warp
selection to ad Mask the character
and stretch an image
over a surface
.
6 To help shorten the clean-up time,
I paint a selection mask so I can separate
the character from the background easily.
I like doing this phase because it helps
me see how well the silhouette of the
character is working without the internal
details. You can do this same process with
the Lasso tool, but I prefer using the brush
because it gives me more control.
Amplify the
animation
Often in a platform
game, youll see a
characters full body as Soft Light
it moves quickly around
the screen. To help the
or Overlay
animation read better,
a common trick is to
have the important
animation areas
amplified in shape, value
or silhouette. This way, it
will echo the animation
Compose the costume Ambient lights
read whenever the
character moves, so the
4 When designing the costume, its important to think of both front and back 7 Using the mask as a selection, I
viewer can track the views especially for a third-person platform title or first-person shooter, where the start to add a gradation to the background
movement easily. A
character is seen from the back for 80 per cent of the game. For clear composition, vary from dark to light. To help the character
good example of this is
Shinobis scarf in the the costume into small, medium and large shapes. This will create a nice stage for the pop, I use a reverse gradation on her. To
eponymous series, which areas of detail to become the focus. The face, hands and upper back of a major game keep the drawing showing through the
enables the player to
character are important areas for player identity, animation and user interface design gradation, I apply the layers with either
follow his whereabouts.
reasons, so you need to take this into account. Soft Light or Overlay.
Colour
palette
10 Begin to create
the flesh tone
I start to rough out the flesh tone to help
me key the rest of the colour saturations
around it. Skin is an interesting material
because its a neutral warm grey sheet that
will take on any colour you shine on it.
Itsalso a transparent material the light 12 Establish the materials
To start the material rendering, I like to first establish the softest and hardest materials. In this case, its
can pass through the fleshy areas, giving the skin and the metallic armour. For skin, I use the Curve tool to help control the saturation of the shadows
it a rich red tone in the shadows. The key and introduce the subtle grey into the skin tone. For the metallic parts I use the Lasso tool to give a clean edge,
to painting a good skin tone is to use the and the Colour Dodge layer to give a nice saturation while I paint the reflective lights on the metallic surface.
red tones only in the fleshy areas.
Design for
gameplay
In game production, the
gameplay experience is
Flesh
the core that all designs
need to follow. When
creating enemies, its
important to give them
a clear shape hierarchy
Gun Metal
so you understand Color Dodge to
create rim light
whos the boss and who
are the grunts. You need Latex
to design with a clear
sense of direction, so the
players know which is
the danger side and
where to find the blind
spot. When designing
main characters, the
back and weapon are Copper or Gold
important because they
often serve as a display
Cloth
for player health and
weapon quantity.
14 Colour gradations
To help unify the colours further and give a better sense of lighting, I often apply
layer and assign it a Color Dodge layer
property. When I paint a warm white on
another gradation layer over the character and background. In this case, I introduce a top of that Color Dodge layer, it gives
warm to cool gradation to mimic the natural fall-off that occurs in a lighting situation. anice glow effect that mimics the
For lighting up a subtle gradation, Soft Light is my favourite tool to use because it has saturation that happens when strong
avery gentle effect on the colour and value. lighthits an object.
Soft Light
photoshop
custom brush:
Ellipse brush
16 Final adjustments
After a few more tweaks, the design
The Ellipse Brush, set to is ready. Often it takes several revisions to
a spacing of 1,000 per
get a main character approved for 3D
cent, is a simple but
useful tool. I use it often modelling. Once approved, it is standard
to help me clean up to create a material call-out sheet for the
ellipses and cylinders
modeller to reference and a turnaround
onmechanical objects.
drawing to finish the design package.
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R
ecast a classic
c
omic character
How do you paint a compassionate portrait of DCs villainous Harley
Quinn? Rocksteady concept artist Kan Muftic shows how its done
he world of DCs heroes and and the worlds finest comic book artists
on such exciting characters on a daily extreme mannerisms and affection for Kan is a
basis would turn me into a 10-year-old the Joker. What I aim to do is contrast this concept artist
boy every time I sat down at my desk image and present her more personal side. and illustrator
with extensive
at Rocksteady Studios. I pick a moment when shes on her own, experience
Working on countless concepts for lost in her thoughts. The events of in the video game,
Batman: Arkham City has taught me one Arkham City are dramatic and the love film, advertising and
music industries.
thing, though: you cant just go in and of her life, the Joker, is terribly ill. Shes
www.bit.ly/kanm
mess around with these characters. Some changing her outfit and gearing up for her
of them have been around for 70 years upcoming mission.
get your
resources
See page 114 now!
Painter
Standard brushes:
Oil Pastel
Sketching out
2 The first sketch has the strongest
impact, so I crop the image and double
the size (Canvas>Resize>Width 200
Percent) while making sure the Constrain
Following design and
Composition
File Size box is checked. Next I start
This brush was used for 3 adding elements
1 If you want to tell a story with your
picking colours and laying them straight
down on the first and only layer of my
99 per cent of this piece.
I block in some basic design elements
Blender Bristle
image, you have to spend time exploring painting. Its a bit unconventional but of the costume, adding smudged mascara
the composition. In Painter, I take the I have a good reason for doing this: it to her face, which gives a subtle hint to
idea of Harley changing outfits and start keeps me focused, while improving my the games backstory. I also roughly add
roughly sketching some ideas. I dont skills for painting edges and exploring some other elements to the sketch. These
want to make a pretty drawing here (I colours. Ive found that when working will be detailed later I only wish to
never go into any detail at this stage). I with many layers its easy to drift away in position them at this point. I think its
sketch several versions to explore different an endless set of options, and of trial and Another favourite important to avoid fleshing things out
ideas, angles and poses. At this stage, once error. Working with a single layer forces of mine, this creamy too early, because at this stage it should
brush makes digital
Ive created a few sketches, I line them you to carefully think through and still be about exploration and playing
strokes look traditional.
up and submit them for approval. commit to chosen colours and structures. with the paint.
GAMES
ARTIST
Discover mor
e of
work on Rocks Kan Muftics
te
Batman: Arkhaady Studios
m City on
page 13 and
be inspired
by great conc
ept art
Fleshing out
6 I feel like Im on the right track
at this point, so I decide to enlarge the
image. The reason for this is that I still
Cropping and blocking in
4 I decided that the image has too much space opposite Harley
want to work in swooshy strokes even in
the detailed areas, and not fall into the
so I crop it. Remember, composition is king in visual storytelling. My habit of scribbling minor details of the
Oil Pastels brushes are working a treat and Im getting some wonderful picture. I start fleshing things out and add
edges, even at this rough stage. When using these brushes I make long, Harleys purple boots that she used to
broad strokes across the canvas. Its a very therapeutic process. wear in Batman: Arkham Asylum. Purple
gives a nice touch to the overall palette.
Moving things around
5 Putting it all together
I realise I have to make some changes to the image. I find that
once you start putting down colours its hard to go back and work on 7 From here on I work on the
Facial expression
your composition again, so its probably best to go back now and get
things right. Using the Lasso tool, I select the left part of the image and
smaller elements of the figure and the
environment. I try not to zoom in 8 I add a cheeky little smile on her
move it away. I then block in Harleys missing shape, which reveals because I dont want to lose the overview face; she looked too angry and slightly out
more of her costume. of the image. I have enough colours on of character before. Again, thinking of the
the canvas, so I can pick them instead overall story of the image always helps
of mixing them from scratch. Still, every you come up with interesting details. Im
stroke is bold and confident. Its crucial to still relaxed and my arm moves loosely
place your strokes into each other instead across my tablet, even when Im creating
of scratching them in or carefully placing intricate details such as the characters
them next to each other. face. Strangely, I produce better strokes
when I just let go.
Edge economy
9 This fancy term edge economy
refers to the relationship between the soft
and sharp edges in a painting. Using Pen
Pressure, I create sharp edges and, as I
slowly lift my pen up, the edges become
soft. Here you can see an example of edge
economy in Harleys hair.
Adding
personality
Painting superheroes is
really good fun, but its
a good idea to make
them as human as
possible. That way, you
give them personality
and the viewer can
identify with them that
much more.
Seek feedback
If youre getting paid to
draw, that means youre
not drawing for yourself
but for your client. Send
back a lot of progress
shots and request
extensive feedback.
That way, you can make
sure everyone is happy
and you wont need to
change much of your
piece as you go along.
15 Highlights
Clever positioning of highlights and their edges can make or
break an image. Thats why its important to know what materials you
apply the highlight to. In this case, I have a leather corset and that
means that I cant just add some random specular reflections the
surface has a texture that absorbs parts of light and doesnt reflect it in
10 Stockings
These stockings were an iconic part of Harleys outfit in the first game, Batman:
the same way as metal, for example. So my highlights are slightly
smudged and muted, which gives the impression of leather.
Arkham Asylum. As I start blocking them in, I realise that Ive never painted stockings
before. Its a delicate material with a flexible shape, so its not easy to get right. I try
searching for some references online, but find surprisingly few pictures of loose-
hanging stockings. It becomes rather draining browsing through loads of irrelevant and
obscene images to get to the right one! I dont have time to get some real-life reference
so I just try to use common sense and make it up.
The boot
11 I put some details into Harleys
boot design while trying not to destroy it
because I like how the edges look so far.
The material is smooth and shiny, so I use
some nice specular reflections to make it
pop. I try to ensure the boot looks and
feels different from the cloth next to it.
13 More details
I change Harleys smile to look 17 The face
After having spent too much time
a bit more natural and add some details painting the armpit, I move on to her face.
such as black nails that help flesh out This is the most interesting part for me:
her character a bit more. I find faces to be challenging but
rewarding if you get them right. Even
14 Corset
Having enriched my image with
though I zoom in, the strokes are still
placed on top of each other loosely. Her
contrast, I switch back to Painter and pick face needs more form but I have to keep
some creamy Blender Bristle brushes from her looking young and pretty. A delicate
the Artists Oils menu. Theyre great for touch is the key here. Sculpting the paint
rendering leathery surfaces and skin, gently gives me the result Im looking for.
so I zoom in a bit and start working on
the structure of Harleys corset. This is one
of the most difficult and time-consuming 18 Outside intervention
Just as Im finishing, my art director asks me to crop the image
parts of the process, and it shows just how Customise ke so that Harley Quinns costume more accurately represents the one she
Edit menu>P ys
important it is to do a lot of drawing of references> wears in Batman: Arkham City. Im happy to do this if it means the
Customize Ke
all kinds of things from life. Painter menu
ys (PC) image is more up to date, and Im sure Harley wouldnt mind
>Preference
>Customize s
Keys (Mac)
Assign your to
ols to
specific keys
. Presents Game Art 53
Character art
Unify a range of
fantasy genres
Maciej Kuciara shows how to design an iconic heroine, encompassing
several different elements and unifying the concept with colour
or this workshop Ill be guiding and appealing image. Ill take a look hot, badass blonde pilot wielding a
Maciej Kuciara
F you through a few simple
steps on how to create
an interesting and unique
at a couple of different aspects, such as
presentation and brainstorming ideas
into concept sketches. Finally, Ill take
submachine gun, with a katana sword
strapped to her back, riding a tamed
dragon and destroying anything that
Country: Poland character design one thats not tied my preferred sketch through to a stands in her way.
down to any specific genre. Ill try finished image. But there are still issues to overcome.
Maciej is an
art director to break down the boundaries by The subject for this workshop is Ill show you how a strong control of
and concept dropping interesting elements into the a heroine a mistress of all the genres. colour can unify the disparate genre
artist whos
mix and creating a character that unites I have a strong idea in mind of who ideas into one image. Are you strapped
spent six
years working in the contrasting worlds into one consistent she is and how shell look. Shes a in? Hold on tight!
video game and
entertainment design
industries, specialising
Brainstorm
in creating concept art
and matte paintings
1 some ideas
for Crytek and First you need to consider how youre
Naughty Dog.
www.maciejkuciara.com
going to present your character before
you start thinking about specifics
get your such as value, colour and detail.
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Depending on your chosen subject,
the character design can be shown
either as a standard portrait shot, or
as an action/cinematic shot that puts
our hero/heroine in a specific
situation. Each option has its own
strengths and weaknesses.
Enhance a
custom brus
h
F5 (PC & Mac)
Edit your custo
m brushs
texture. Selec
t texture
layer, then Ed
it>
Define Patte
rn.
Add details
8 When Im satisfied with the 10 Touch ups
I adjust the colour through Color 11 Final touches
After Im happy with overall colour
amount of detail in the colour values Balance, Levels, Hue/Saturation, Selective grading results, I add a few more touch-
and shapes, I begin to add details into Edit your Colors and Vibrance until I reach ups in areas that could use more detail.
the focal areas. I always like to keep sharp colours something close to what I had in my I also try to fix some of the dirty brush
You can easily tweak
edges and clearly defined textures in or push specific colours mind. I dont limit adjustment layers to strokes I applied in the early sketch stages.
areas that are central to the image. In my that youre not happy general settings instead I play with Finally, I try to make sure that even the
sketch, the focus lies on the character, with by creating a Hue/ Photoshops advanced options, such as dark areas of the image hold some
Saturation adjustment
while the dragons skin and the sky are layer, and choosing the
controlling levels per channel (blue, red, definition. I sample colour from the
kept loose. With this technique, even with colours you want to work green) or hues per colour (green, yellow, darkest values of the image and use a
the intense lighting of the background, with from the drop-down red and so on). I spend time making sure custom Noise layer, which I paint on
menu within the settings.
I can keep the viewer focused on whats You can also tweak the
I end up with colours Im happy with. with my custom brushes.
important in the picture: the character. hard and soft range
for the colour on
which your changes
9 Colour correction will operate.
The image finally has enough
detail to consider it close to being
finished. At this point I usually take a few
steps back and try to gain a fresh
perspective, to see if the result is satisfying
or if it still needs more love. I decide that
Im not yet happy with the colours they
dont fully embrace the idea in my head.
In this situation, I usually try to see if
theres any way to enhance the values and
contrast using the Channels.
Workshops
How to paint amazing creature art
60 Paint an epic alien battle
with Luke Mancini
Compose a vivid showdown scene
between two alien combatants.
64 Paint dynamic concept
art with Daryl Mandryk
Create an action scene to showcase
your creature design.
Luke Mancini
Country: US
Luke is an
Australian
concept artist
who moved
Discover how to get close to the action as Luke Mancini across the
world to sunny California
Start working in
3 some of the details
Once the basic colour stage is complete,
Igo back in to add some more details
overthe top. Since the rough sketch that
Idrew of the Archon and Ultralisk in the
Continue to flesh
first step is so basic, some more decisions
about the design and composition need 6 out the details
to be taken before I can make a start on I normally try to avoid painting in effects
the painting proper. I add a white layer so early in an image, but considering that
ataround 80 per cent opacity, just to be the Archon is a being of pure energy,
ableto see where Im drawing, and then some of that needs to be taken into
Ibegin to flesh out the characters details account at this stage. To that end, I
in linework. At this early stage in the compromise between rendering some of
painting, Im still not going too far with his armour as if lit by the general scene
the detail Im focusing on the main light, and having the rest illuminated by
points of interest and leaving it looser his own glow and silhouetted by the
towards the extremities. bright cloud of energy.
62
Copy merge
d
Shift+Ctrl+C
(PC)
Shift+Cmd+C
(Mac)
Separate, tra
nsform
and adjust are
as of a
layered imag
e without
flattening it.
Square
Pushing the
9 Archons energy
When Ive got the surrounding glow
painted just how I want it, I start to work
on the energy that forms the Archon. This
creature embodies the pinnacle of the
Protosss psionic technology, so the
energy is a key feature. Using the same
layer, I paint in his hands and the power
arcing off and between his armour
plating. At this stage, I also use the 12 Tweak, texture and sharpen
As a finishing touch, I add a low opacity Overlay concrete
Gradient tool set to dark blue at a very texture over the image to provide some grain, and use a Levels
lowopacity to push the saturation Adjustment layer. I mask off both of these to be stronger over the
aroundthe character. This helps to Ultralisk, where the contrast needs to be pushed further. The last step
emphasise the brightness of the Archons isto flatten the image and apply a light Unsharp Mask filter, which
glowing energy, so he seems to really pop tightens the edges and some small details. This can be important if you
out of the page. have usedsofter brushes in the painting process.
63
Creature concepts
Daryl has
worked in the
entertainment
industry for
over 11 years,
first as a 3D modeller
and texture artist, then
as a concept artist. His
clients include EA. Daryl Mandryk shows you how to get imaginations fired up
as you take a game scene idea from sketch to completion
www.mandrykart.com
get your
resources
See page 114 now!
orking in the games industry In this workshop Ill develop a quick to help give your image a photographic
Maintain
momentum
Paint as much as you can
in one sitting. If you
constantly start and stop
a painting, itll take you
a long time to finish it
and youll end up losing
creative momentum.
Take the time to really
get absorbed by the
Make a quick start The finished sketch Try to work the
painting process. This
approach will also teach
1 with abstract forms 3 Im happy with the composition 5 whole painting
you to work more quickly For this image, I imagine a moment in and dont have to make any drastic I tend to zoom out and work on the image
and efficiently.
myhead. When I dont have a specific changes, so I continue to flush out the as a whole, picking out areas that need
idea or brief that Im working towards, sketch and quickly paint in a face for the attention and tightening them up a little
Ilike tostart very loosely, almost painting monster. This might change later on, but before bouncing around somewhere else.
in an abstract manner. I try to get because its a focal point of the image its This keeps me from getting too obsessed
something on the canvas quickly, just important to get something in there with a certain area and lets me see the big
using a few different texture brushes, quickly to set the mood. Im keeping the picture. I add another character, who is
exploring and trying to see something image greyscale for now taking colour being smashed by the giant fist. I really
emerge from the fog. When I think I find out of the process early on can simplify want tosell the impact and capture the
something in the shapes, I know I'm things and help you concentrate on just action. Imake a mental note to add more
ready to move on to the next stage. If building a good composition. dust and debris at a later stage.
nothing appears then I'll just keep
exploring in this way until something
does. Its okay to take your time here;
eventually an idea will spark but
sometimes it just takes a while.
Composition and
2 idea development
I start to see an image in my head of what
this could be, so now I choose a standard Colour is added through a
chalky brush and start refining a few
areas. I picture an angry monster laying
combination of many layers
waste to an unfortunate adventuring
photoshop party. This could be a boss encounter that
First colour washes Use dramatic lighting
custom brush:
Dust brush
the party isa bit too low level to take on.
This early on, the details arent important 4 Digital tools make adding colour 6 I try to keep my lighting dramatic
Im just trying to make sure the big easy. Here, I use a combination of several and interesting. This usually means strong
shapes and composition feel correct, and Colour and Overlay layers to quickly add lights that are at a pleasing angle to the
This is a versatile brush offer a sense ofmovement and action. life to the painting and establish a basic subjects, and cast good shadows. Idont
that can be used for
There will be plenty of time to detail and palette. It isnt exactly what I want but its feel its necessary to light the entire scene
many different effects.
For this image, I used render later on, but for now I just keep a good base to work from. Colour can be instead, Ill have certain areas fadeout
it to create the dust things sketchy and messy. Im most very tricky and I find it evolves as the into darkness or fog. I try to use lighting
clouds,as well as some
interested in creating a strong base to painting progresses I treat it the same as a tool to guide the viewers eye and
atmospheric effects.
work from. way as any other part of the painting. highlight the focal points of the image.
Also, lighting is the best tool you have to
describe form, so if something is feeling a
bit flat, cast some light on it to help it pop
off the page.
13 Use photographs
Here and there I like to composite 16 Dont overdo it
While detailing an image I constantly remind myself not to overdo it. This figure
parts of photographs into the image. is in motion and, although hes close to the camera, how much detail would your eye
These are either pictures Ive taken myself really pick up? If I were to go crazy and detail out every last bit of armour, the result
or photos Ive found online. Theyre a would be stiff and unappealing. Sometimes you just need to get across the impression
quick way to add detail in certain areas of something and the viewers mind will do the rest.
that would otherwise take too long to
paint, and in production these little
timesaving tricks are very important.
iPad is a trademark of Apple Inc., registered in the U.S. and other countries. App Store is a service mark of Apple Inc.
Workshops
How to paint original game worlds
72 Make a setting feel
believable with Robh Ruppel
How to guide a player in your world
with Uncharted 3s leading artist.
76 Establish the scene of a
game with Jung Park
The God of War III artist shows you
how to paint an emotive, real scene.
82 Introduce unique visuals
with Stephan Martiniere
Add story elements to your
environment painting.
84 Visualise a game world
with Joe Sanabria
See how one of the key locations
from Fallout: New Vegas was made.
Learn to create
playable game
worlds 84
Robh Ruppel
Country: US
Robh designs ts a common misconception work out the details. In this section, ofwhat we do involves making these
for films,
video games,
theme parks
and print
I that concept work is all about
blue-sky problem solving
meaning that anything goes.
which is based on Yemen, the player races
across the bridge but shouldnt be able to
leap down. The designer added long bars
lookalive, purposeful and believable.
In this tutorial, Ill show you how to
setthe scene for a video game. I start by
campaigns. His clients This couldnt be further from reality, as anindicator that gameplay needed to creating a rough layout, then lay in some
include Naughty Dog.
because most design work has some kind be blocked here, but none of the details textures and add background detail,
www.robhruppel.com
of restriction involved. were worked out thats our job as artists. before refining the image with lights and
get your Uncharted 3: Drakes Deception is Thedesigners finetune the playing set dressing. Along the way, youll also
resources
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arealistic game, in that most of the
locations are based on real places. These
experience and we figure out how to
make it look intriguing. This simple
seehow I give life to a scene through the
extra little details, making the location
are heavily researched before we begin to model is called a blockmesh, and a lot look more vibrant and inhabited.
More details
11 Keeping the solidity of the simple
geometric shapes in mind, I add lighting
and detail to the objects on the pavement.
This is all very loosely
done and indicative, but
the illusion makes it seem
like theres more going
onthan there really is.
e
Distort mod
C)
Ctrl+T, Ctrl (P Hanging lights
Cmd+T, Cmd
(Mac)
Transform
6 Once thats done I can begin
Bring up the
, then hold adding the hanging lights, which will
tool, transform
d to flip
down Ctrl/Cm bestrung in a few rows between the
de.
to Distort mo
buildings on the left and right of the
image. Ill be using lots of them, so this is
not the time to make things complicated
for myself: the wire is a stroked path and
Ikeep things simple by making one bulb
and duplicating it. I take some time
placing them correctly in the scene. Im
still thinking about other aspects of the
composition as a whole at this stage, and
Iadd the shadow in the foreground
wherethe car will go later on.
13 The streetlights
Now I add the streetlights, using
this is pretty easy to fake. I also darken
it down the sides and add the reflection
perspective going on here that I have to
conform to. The broad strokes sell it and
the same workflow as before. I design the of the light sources. Then I make a the details support it. You need both!
light flat, work out the basic colour value subtle perspective shift based on my
and then tip it in perspective and add grids to finally tweak the object into the
modelling, lighting and so on. Theres perspective of the scene.
more set dressing too some electrical
conduits along the shops on the left. I use
the same procedure here as for the pipes. 16 Distant detailing
I correct the perspective on the red
awning and begin to add distant details
such as adverts, posters, trucks, cars and
pedestrians, all of which flesh out the
scene. None of these can be faked or done
haphazardly because that will blow the
illusion. This is where a lot of artists dont
follow through and the work ends up
looking illconceived or unfinished. I add
far away lights, making sure they recede
inthe distance and maintain the same
height asthe foreground ones.
Establish the
scene of a game
Jung Parks expert advice will ensure your concept
art really sells the setting of your proposed game
art of my day job at Sony you produce different kinds of concept
Jung Park
P involves coming up with
environment art for video
games. Presenting my ideas
art. Thinking too much about your image
can slow your progress, and makes the
painting look stiff and boring. I guess its
Country: US
to either external clients or Sonys art the same for character art, in which youre
South Korean- directors isnt always easy, but coming up using silhouettes to come up with
born Jung has with cool design and fresh, unique interesting shapes. Simply pushing and
spent the past
eight years
images in the first place is easily the most pulling your values enables you to create
working as a challenging part of the whole process. the illusion of depth.
senior concept artist Nothing is more daunting than starting My inspiration comes from looking at
on a range of titles,
with a blank canvas. photographs and watching movies, and
including Guild Wars and
God of War III. I believe that any successful concept studying organic matter. Knowing the
www.jpconceptart.com starts with visualising an abstract shape. landscape of the real world helps to create
I usually start by throwing down large better environment art, and in this
get your brush strokes here and there to create workshop the process will be aided by the
resources
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volumes and shape the environment,
without straying too far from the clients
use of different Photoshop brushes and
lighting to define the space and mood of
brief. Painting abstract shapes can help the composition.
Vary your
shapes
Its crucial to include
large, medium, small
and more detailed
shapes in any painting
of an environment. Every
design that you see in
the real world be it a
computer, phone, printer
or even a house has
those shapes in the
design. If you start
introducing too many
similar sizes of shapes
into your image, itll end
up looking boring and
even cartoony.
Check your
values
Create a New
Adjustment layer of Hue/
Saturation and place it
on the layer to check
your values regularly
values are the key to
creating believable
environments. As long as
your values work in your
image, youll produce
Check the Navigator palette
9 Once Im satisfied with the progress Im making, I start zooming in to add details
awesome visuals no
matter how badly you
colour them! I always
Lighten layers
to different areas that I want to work on. At this stage its important to have your
Navigator palette open. Otherwise you can end up overworking certain parts and
remind my students to
check their values.
11 I want to have a little bit more lava
upsetting the balance of the painting. Always keep the big picture in mind, even when dripping down in the background, so I
youre working on the smaller elements. I also try to follow the values of the area where duplicate the image and transform it into
Im painting, otherwise itll mess up the entire value structure. a smaller version. Then I choose the
Lighten layer mode to create noise in the
background. This will save me a lot of
time rather than recreating each lava flow.
This technique comes in useful when you
want to pop out some light areas.
12 More dynamism
When I started painting this image it was a two-point
Curves dialog
Ctrl+M (PC)
Cmd+M (Mac
)
Quickly acce
ss the Curves
screen when
altering your
images brigh
tness
and contrast.
Composition considerations
This is my first step towards establishing the composition
contrast,
of a ship graveyard. I often think of an environment as a
two-dimensional abstract painting: this helps tackle
l li gh t esta blish es
mass, colour and balance of shapes rather than details.
Natura to plac e sh a d ows in
e
Negative spaces are as vital as positive spaces. Im careful
to overlap shapes without cluttering the scene.
m
enabling s and draw the viewers
certain areahere it s needed.
attention w
Introduce
unique visuals
get your
resources
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Stephan
I RAGE I wanted to introduce
something visually different.
As the tension in the story
architectural elements not seen in the
other part of the world, as well as
reinforce the games post-apocalyptic feel.
one to introduce and explore the visual
language such as mood, light, texture and
detail that would define the second part
Martiniere
Country: US builds up I was keen for the environment I started from the idea of dried-up of the game. This image was also a
to reflect that tension and give the player seabeds and imagined devastated narrative exploration; I tend to consider
Stephan is art a sense of danger. The clear blue sky from coastlines and ruined shipyards. A the visuals and the gameplay intricately
director on id
Softwares earlier in the game gradually changes and graveyard of boats seemed like a great connected. As such, the visual vocabulary
latest game, is overshadowed by ominous dark clouds, idea: carcasses of cargo ships buried in the is used for aesthetic purposes, but is also
RAGE. while the sand colour shifts from beige to sand would replace canyon walls and give used to instil a broader and more
www.martiniere.com
red. I also wanted to open up the the player a new visual experience. immersive feeling.
Natural light
1 Warning signs
Graffiti and tags are a big part of
the RAGE landscape: they are the
territorial markings of the many bandit
clans infesting the land. From a
gameplay standpoint they can give the
player some clues and warnings, but
they also serve to bring colour accents
to the monochromatic palette.
Visual flow
In RAGE you walk, run, fight and shoot, but
you also drive, and so its important to
establish a composition that enables the
player to quickly understand and navigate
their surroundings. I also choose to use a
variety of boat pieces to create visual
diversity in scales and shapes. This helps
Vehicular activity
make the area more natural and interesting.
2 Other details such as tyre marks
are a good visual clue to tell the player
where to go, as well as introducing
human presence. Detail such as oil stains
or rubbish give the scene scale and also
add realism and narrative.
Research and
references
The first step is to undertake some research.
I spend several days looking for references
of ships and deserts, and anything that
relates to the ideas I have in mind for the
scene. I never take
anything for granted.
There are some
incredible references
on the web or in
books and Im
Down to size
always looking
for something that
3 I always include a character or a
recognisable element to set the scale.
will surprise and
Sometimes several elements might be
inspire me as well
necessary when the scene is complex.
as the player!
visualise a
game world
Speedpaints are vital for giving direction to the team
thats working on a game, as Joe Sanabria explains
orking on a real-life video right message, and a speed concept
final look for everyone to work towards. entrance of The Strip in Fallout: New Joe Sanabria
During production of a game its not Vegas. Ill also demonstrate how its is a 15-year
unusual to rely on visual reference from important to create the scene a player will veteran of
the games
various sources, such as Flickr, books and see as they play the game. This is useful
industry. He
DVDs, to communicate an idea. for the whole team to see, and to get a feel dropped out of college
However, there are times when a more for what the final in-game experience as a physics major and
moved to southern
direct image is required to deliver the should feel like.
California to focus on a
career in art. Currently
Joe is an art director at
Through the Composing the scene Obsidian Entertainment,
1 players eyes 2 I use the traditional rule of thirds
busy working on Fallout:
New Vegas.
My first step is to work on a rough sketch. and place the focal point in the upper http://ifxm.ag/j-sanabria
To approximate an in-game view I create a right quadrant. At this early stage I think
new image at one-quarter-size of 1080 of ways to frame the sign in an interesting get your
pixels. My goal is to visualise the gate from
the players perspective and, in the time
and appealing way. Working quickly and
loosely to flesh out the idea, I try to avoid
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allocated to me, I need to focus on the sweating the little details otherwise they
critical parts rather than trivial details. will eat into my work time.
Working on
3 perspective
Once Im happy with the initial layout
and components of the sketch, I create a
new layer. Then I select the Gradient tool
and draw a gradient using one of the
default presets to define the horizon. I
also put down a wash of colour to start
establishing a palette that will suit the
scene in the game. At this point I lay in a
perspective grid on a separate layer, and
set it to Multiply Blend mode with a low
opacity setting. Now the real fun begins
as I build up the painting, using the grid
as a guide to keep things structural and
grounded in space.
Adding textures
4 Over the years Ive found that tool
presets come in handy for adding texture
and details to my concept art, as a
realistic alternative to introducing
photographs overlaid in layers. There
are plenty of Tool Presets that
come with demos or they
can be found online, but
Quick
its just as easy to create Transform
them yourself with just a Ctrl+T (PC) Cm
d+T (Mac)
little work. For this Hold Ctrl/Cm
d after the
transformati
example I start with a on dialog
appears and
pull on
digital photo source, in the corners.
this case some paint drips
on an area of concrete.
Use presets
Tool presets are one of
Photoshops many hidden
gems. By using presets,
the Brush tool is capable
of doing more complex
operations: scaling, dual
brush, scattering and so
on. Like faux-finish
brushes theyre great for Hide Selectio
creating texture or Ctrl+H (PC) Cm n
details, and when used d+H (Mac)
This enables
you to remov
correctly enable you to the marchin e
g ants that
quickly paint the details, your selectio
rather then scrubbing in a n creates,
while still holdi
bunch of brush strokes. ng on
to your selec
tion.
13 Managing layers
After a few sips of coffee and some
time, the layers start to build up.
Although keeping everything on a
separate layer offers me a great deal of
flexibility, it can become difficult to
manage. So I use a little-known
Photoshop shortcut: press V to switch to
the Move tool and then Crtl+click on an
area you want to edit Photoshop will
autoswitch to the layer that pixel is on.
This saves me the hassle of naming layers
and organising them into group layers,
which lets me stay in the zone and keep
things flowing.
and its time for the villagers Add all your designs together to
showcase your video game.
sole hope, Nate McCready, to Turn to page 102
Design a unique
environment 94
Christian
T hyperbole about the term
concept art that the phrase
has almost become
Bravery meaningless. In this four-part special Ill
Country: England try to unravel the mysteries of concept art
Christian runs for budding artists.
Leading Light, Actually, make that four and a bit parts.
an art and Back in ImagineFX issue 40 I designed a
design agency
that provides
futuristic vehicle called the wasp-copter
character and (its in my workshop folder on the disc).
environment concepts In this instalment Ill be designing the
for the video game and
entertainment industries.
wasp-copter pilot, whos also the hero
http://ifxm.ag/ll-design character in our production as such, hes
an important one to get right.
get your Ill be following a fictitious brief that use when approaching a character design.
resources
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suits the purpose of this workshop series,
which also mirrors the kind of
So, lets get started!
is it enough?
If were going to capture the essence of
the hero, were going to need more details
Finalise in pencil
Capture some action photos 4 detail references for the flight suit. I do
Commit to a
5 colour scheme
a second layer, set it to Colour
Burn and quickly add some
I now have all the elements colour. At this point I just cant
together I need to finish the resist putting down some
painting. Next comes the alternative colour schemes
underpainting. This is based before committing to one.
on my earlier colour With this method of working,
thumbnails and provides the the shaded greyscale layer
groundwork and colour plan works hand in hand with the
for the detailed painting to Colour Burn layer and offers a
come. For this stage I open the speedy way to lay in what
drawing in Photoshop, add a amounts to my underpainting
new clean layer, and lay in for the piece, but its also
some quick greyscale shading another great way of quickly
as a Multiply layer. Then I add trying out colour options.
Pete
P established the character
design for Nate McCready,
the games hero, who gets
themselves. Although sci-fi gives us
licence to depart from the real world, I
thought Id rein this in and base them on
a shanty town or favela, like those found
in Brazil. These ramshackle places grow
without the guidance of a town planner.
Amachree caught up in an alien attack while rock formations that were used to seeing. With quality building materials at a
Country: England recuperating from his latest military I think fantasy works best when one foot premium, ingenuity must take their place.
Petes an exploits. All this happens on a tropical is firmly planted in the familiar, while the Furthermore, from an elevated point of
industry island on a distant planet, and this is other rests on something unexpected. view theres also a strong horizontal bias
veteran whos where I come in. My brief is to create the So, where do the inhabitants of this in many of the source images of shanty
worked for
Electronic
rag-tag fishing village thats set on this fishing community live? Their traditional, towns that I collected for this project:
Arts, Lionhead Studios lush, off-world archipelago, which is basic lifestyle rules out anything grand or flat, corrugated iron roofs that stretch off
and Blade Interactive. where Nate first runs into the hostile or even firmly established. Indeed, their into the distance. This should work well
Hes been a concept artist
for the past five years.
aliens. On the opposite page is the client environment must reflect their own with the compositional arrangement that
http://ifxm.ag/pete-a brief for the games setting. precarious existence. Aesthetically, I Im developing.
get your
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source
material
Pete has this vital piece of
Here Im very crudely
advice when generating establishing the point of
concept art for a client view of the scene
In this tutorial I try to show the value of
research and looking for inspiration in
unexpected places. If time permits,
give your client as much source
material as possible. Loose sketches
will show the direction that you mean
to take the project, while mood boards
of inspirational images from the
internet or your own photo collection
will add clarity to the story you wish to
tell. This groundwork is always time
well spent, and will help the project
develop smoothly.
Project:
Leviathan
Brief
The action takes place in and
around a village situated on a
tropical island archipelago. The
setting is far in Earths
future, or perhaps on an alien
planet, so you can go pretty This is evidence of the villagers
wild. Try to come up with
something new a fresh take on scavenger nature, where items
the typical tropical paradise
image, but with recognisable
recovered from the sea are
roots in that archetype. Just used to help construct
remember that this is a real
physical and natural place, and their homes
above all else it needs to feel
viable and believable.
Ive tried to suggest ways in which the villagers adapt their homes to their
surroundings in this case, these natural rock formations
Add colour
2 A college tutor once told
seemingly narrow guidelines.
See Caspar David Friedrichs
me that theres nothing more The Sea of Ice for a great
daunting than a blank canvas; example of this. For now, the
it was possibly the best piece of ochre of the rock formations
advice Ive ever been given. So, contrasts well enough with the
with that in mind, Ive slammed deep blues, but at some point I
down some really basic colour. will need to introduce much
But even with strengthening the more variety. However, most of
tonal arrangement a bit more the middle of the island will be
and loosely blocking in some of covered with manmade
the manmade structures, the structures, so time spent
palette is still far too limited. painting subtle, nuanced
The setting is tropical, with rock texture would be time
azure skies and turquoise seas, wasted. Now is not the time
but theres still considerable for fancy brushes or layer
chromatic scope within these blending modes.
get your
resources
See page 114 now!
Project:
Leviathan
Brief The enemy
One morning the villagers awake
to discover that the sea is
covered with what looks like
giant frog spawn. Soon the eggs
hatch to reveal huge, hideous
and aggressive insectoid
creatures. The task is to
concept and refine these
creatures. A blend of sea
crustacean with insect would
be a good launch point. Key
defining words are insect,
crustacean, ugly, horrific,
alien, winged and multi-
legged/multi-eyed.
Visualising ideas
1 Here are my very rough initial bug
sketches. These are just two-minute
doodles on paper that I make after first
reading the brief. Im not too worried
about the quality of the illustration; its
more about just getting the ideas down.
This part is really fun and enables me to
freely experiment with various concepts,
shapes and techniques.
Injection of colour
8 Adding the colour to a greyscale
piece is when your concept can really start
coming into its own. Even just by adding
a quick colour pass, you can start to build
a narrative and focused intention for your
creature. For example, I originally
Make the concept
envisioned the creature to be relatively
dark in tone, fierce and shadow-like. 9 readable
However, to build a narrative suggestion Now that Ive got a clearer image in my
I started to consider the insect among its mind about the creature, its time to draw
Form and function
7 I feel that the body proportions and anatomy of the creature
intended island location. It seemed far
more feasible that the creature was
a concise and readable concept. First I
create a nice linework over the top of what
are dynamic and engaging. The large muscular strength of the camouflaged and deadly here I start to the rough sketch. To do this I fade out the
forearms have a kind of gorilla-like aesthetic about them, while make colour changes that suggest its well rough and on a separate layer generate
adding a rather unpredictable array of legs provides an interesting equipped to remain visually undetectable. clean, confident and definite line
contrast. Converting the initial sketch to greyscale helps define the Adding earth tones and colour choices markings. Then I use my reference
design intentions and strengthen the silhouette, dimensions and that are similar to its habitation helped material of insects to define its skeletal
features already present. I make the hind legs taller and exaggerate define the colour key for my next process. and muscular structure. I want to make
them to imbrue the creature with power and aggression. These legs If youre unsure of finding correct tones, the creature look threatening, so by
are important for making the subject appear more agile and speedy. you can reference from a photograph and introducing certain features Im able to
To generate a convincing beast, its vital to understand the use the Eyedropper tool in Photoshop to capture the creatures character a little
functionality and purpose of each part. extract the exact colours you need. more. Things like the strange and delicate
pincer-like feet that project from those
massive untouchable forearms, and spikes
and spear-like points that emerge from
otherwise vulnerable points around the
body all these are great snippets of
design ideas that lend themselves
perfectly to the games storyline.
Textures
in Painter
A great way to add
texture without
overlaying a photo is to
use one of Painters
preset textures, but I
often find it best to make
my own. To do this, load
in a photo and mask out
the section you want to
act as the texture. Then
select Capture Paper in
the drop-down menu on
the Paper tab. This will
Real-world textures
11 Here Ive painted in some skin
add your new texture to
your Paper library. Now
using a brush that
textures with a Chalk brush after looking interacts with the Paper,
at natural skin patterns and insect you can add some
markings. You could go a step further and suggested detail and
subtle texture.
create a distressed and organic-looking
finish by setting up your own custom
texture in Photoshop. I usually scan my
own handmade textures it can be fun
having an element thats physically in
your hands one minute, and then being
worked on digitally the next. When 13 Adding wings
Wings suggest a huge advantage for 14 Apply some
finishing touches
combined with my painted skin markings the bug over mankind. It also brings up Finally its time to introduce some
the effect is pretty successful, and prevents the possibility of a swarm of the things, details. I put in darker skin markings,
the bug from looking too flat. or an aerial battle. I referenced some and on an Overlay layer paint in some
insect wing shapes and found plenty of very subtle blue and darker tones on the
variations that suited the design. Once head to draw attention to the focus
Im happy with my chosen painted shape, point. Ive also put in some nice touches
I lower the transparency to make it look of hair that can be created using a fine
slightly translucent. Then I add some Hair brush. These final touches give life
highlights to the wings, noting the light to the creature and make it look tangible
direction and light source for the piece. and convincing.
Matt Allsopp
I for this project and merge
them into one epic key frame
illustration. Christian Bravery
all the previous design references up on
screen, so I just need to composite all the
elements together in these thumbnails.
Project:
Leviathan
Country: England
has established the design of both our I dont want to cram too much visual
BRIEF 4 - The Battle
This production illustration will
Starting off at hero and his vehicle, Pete Amachree has information into this single shot, so Im bring the design elements together
Alpha Star
created the tropical environment and Ive going to concentrate on the hero and the and show our hero in his copter,
Films, engaged in a battle with the
Lionhead realised the aesthetic of the enemy creature; the interaction between them is creatures. The aim is to punch up
Studios and creatures. So for this piece Ill be thinking the main focus of the piece. Im going to the flavour and impact of your
now Leading Light
about atmosphere and mood. Its hint at the islands in the background to concept. A set of good quality
Design as a concept production images will tell the
important to show off as much of these avoid confusing the readability of the
artist, Matts ambition is projects story, attract investors,
to work in the movie designs as possible while creating a image. So, now that Ive got an image in inspire the imagination of your
industry with his favourite cinematic shot, but I dont want to overdo mind, lets crack on with some sketches. team and tantalise your public.
directors, including
James Cameron and it the client can always refer back to the
Christopher Nolan. original design sheets for more details.
http://ifxm.ag/m-allsopp As far as the story is concerned, the
creatures have hatched and are causing
get your havoc on the surrounding islands. All
resources
See page 114 now!
hell has broken loose, and its time for
the villagers sole hope, Nate McCready,
to step in and save the day. With the
narrative in mind we need to create a
battle scene between man and insect.
The temptation to adhere to bright,
tropical environment colours diminishes
as I see the piece as dramatic and
powerfully dark. I decide to go for
a strong enemy creature silhouette by
creating the shot at dusk. I want to make
the bug look invincible and deathly
aerial battle scenario. The
My first mock-up goes with the obvious, but very cool,
frightening, overshadowing and
overpowering our hero. I should be able
y clear indication of things
to use the bugs arachnid legs and sharp sketch only takes five minutes and gives me a prett
Ive got something else in
pincers to help do this. to come if I were to proceed. I think its working, but
mind before I make a decision
102 Presents Game Art
Story developer
Down to earth
1 I draw some more quick
thumbnails that picture Nate crash-
landing his craft. Giving the creature a
more domineering pose expresses a
strong narrative. Im going with the top-
left thumbnail, but will alter the camera
position to put the viewer at the heart of
the action. Thumbnails are invaluable;
they enable you to experiment with
various concepts and techniques freely.
An aggressive stance
2 I scan in my chosen sketch to
develop it further. Ill have to reposition
the legs of the bug to allow for a more
aggressive stance while keeping it realistic.
The legs mustnt affect the silhouette of
the copter either, as conflicting shapes
could be a problem. Finally, adding some
wings fills the space, giving the creature a
much bigger and more powerful presence.
Creature feature
Establishing the narrative 7
5 Adding value and tone alongside colour starts to bring the
The creature is the most prominent
character, so Ill tackle him first. I paint in
shot together. Nate is the first element to be read, which is great for the details and lighting with the Chalk
the illustrations narrative because hes now the primary focus of brush. I wasnt completely happy with its
the piece, the viewer can participate in the story. He has crash- skin detailing in the original concept, so
landed underneath this giant bug hes fighting, which for all we Im going to improve the finish and
know was the cause of his downfall. Well probably need to put texturing. I also add a beach in the
some sort of aerial battle in the background to help strengthen this foreground to help define the crash site.
storyline. I mask off the image into three layers: the creature, the
Identifying a problem
foreground ship and the background. Using the chosen colour
palette I start to paint in the backdrop, using an Airbrush for the 8 Referring back to my original
graduation and the Glow tool for the sun. Im keeping it a little configuration of values, I can see that
more muted compared with the colour test for now. something is affecting the composition;
its not hard to see where the problem lies,
though. The ground is lit intensely and
the colour saturation is far too high. A
quick Multiply layer using the blue/grey
sky tone should do the trick.
Adding the
6 background
Im already starting to stray from the
Strong colour test. Ive made the image a little
outlines
Its always a good idea to warmer by extending the glow of the sun.
have strong silhouettes I like it for now, so Ill see how it goes. I
in your concept or
also add some distant islands; keeping
design. A concept for a
film or game will only be these subtle with just a two-tone value
seen for a second or two, will allow them to sit nicely in the
so its important that the
background and not interfere with the
image reads well first
time. The key is to nail foreground battle. To add to the mood
this during the sketch and make the sky look a little less
stage and try not to stray airbrushed, I add some smoke and haze:
too much from it during
Painting the insects wings
the colour phase. this is also a great way of knocking back
detail when two objects are conflicting in 9 Until now the wings have been lighter in value to their backdrop, but I think
the same space. I find that Painters Chalk theyll read more coherently if I make them darker. I lower the transparency to make
brush is usually best for this job. Im them look translucent and add some texture. I also crop an insect wing from a photo
happy with the simplicity of the different and lay it over each wing. I set the layers attribute to Difference to kill the white of the
elements so far, but Ill have to start photo. Once Im happy, I reduce the opacity to make this texture subtle, then set about
adding detail soon. painting my own highlights, details and textures using the Chalk brush.
Remko Troost
Born in Amsterdam, Remko is
a senior concept artist and
illustrator with several years
experience, he currently works
for Ubisoft.
www.remkotroost.com
Philip Straub
Philip is a highly experienced
art director with more than 17
years in the industry. He
currently works for Warner
Brothers game division.
www.philipstraub.com
Jonathan Standing
Jonathan is an English artist
and illustrator. Hes currently
based near Toronto, Canada
and works for a developer in
the video games industry.
www.jonathanstanding.com
Gary Tonge
Gary is concept art director
who has worked for everyone
from Ocean to Capcom. He is
the author of Bold Visions: A
The industrial design the crafts
Digital Painting Bible.
function must work with the images
www.visionafar.com overall mood, and the two can be
worked on hand in hand.
Daryl Mandryk
Daryl is an experienced
concept artist in both video
games and film and has Question
worked for EA, Lucasfilm and
Propganda Games. Whats the typical process when designing
www.mandrykart.com
a vehicle for a sci-fi game?
Daniel Dociu
Transylvanian-born Daniel is a
video game art director and
Answer
concept artist. He lives in the
US, and is currently working on
Guild Wars 2.
www.arena.net
Phil replies
Id say there probably isnt a typical experience on the job, Ill be applying my speed
Aly Fell approach for designing a vehicle for a painting technique. The goal will be to create a
Aly Fell is a UK-based concept
artist for Eurocom Software.
science fiction game, since Ive seen it consistent design that melds with the environment as
He has created some stunning tackled in a number of different ways. quickly as possible.
pin-up images, including a
cover for ImagineFX.
Usually I like to handle this type of assignment with a I also start to think about the design by thinking of
www.darkrising.co.uk two-pronged attack, focusing on both the overall mood the ship in the round, as the saying goes. This is
and attitude of the vehicle along with the industrial industrial design terminology for thinking about the
Andy Park design, form and function. In many cases creating the object in three-dimensional terms but its still valid in
Andy is a concept artist who
works for Sony. He has worked isometrics (typically the front, side and back views) can fantasy artwork. I like to try to imagine walking around
on games including Dungeons be handled simultaneously with the mood piece. the object Im going to depict, as if Im physically there,
& Dragons: Dragonshard, and
God of War 2 for PlayStation 2. To keep things simple for this question, Ill focus on surveying the overall design from all angles. The more
www.andyparkart.com the mood piece. Since I want to generate the concept you practise this technique, the more depth your
quickly to recreate the workflow most concept artists paintings will have.
1
I usually start with very simple shapes,
trying to find the overall look and
design of the vehicle without going into Keeping your canvas at a low resolution helps
you to avoid losing time on details, leaving you
any amount of detail. Using large brushes to concentrate on the mood. Here, Ive used a
custom cubic brush with Texture and Pen
and keeping the image at thumbnail size, Pressure on.
I rough in the basic image background and
colour palette.
2
As I begin to finesse the overall shape,
I decide to go with an organic design
that has a silhouette resembling a bird or
other winged creature. With the overall
design working pretty well, its time to
begin detailing the ship further.
Answer
Remko replies
Mood paintings are fun to create and or a mood-board focused on the atmosphere
are an excellent way to generate ideas Im searching for. Then, often while listening to
about atmosphere. They can also be some epic movie music and squinting my eyes,
a very useful way of finding colour I start observing these pictures while keeping
schemes that could contribute to giving a place a them quite small. This helps me to feel what
recognisable identity. I actually see.
With mood paintings, you can create emotions Thats exactly the way I work on mood
within a scene too. You might, for example, be paintings too with music on, a low-resolution
working with dark, desaturated colours and very canvas and some reference beside me. I try not to
little light, perhaps on a forbidding canyon scene. worry about forms or details. I paint what I feel as
Or you might be working the other way around quickly as I can, and not what I see.
3
Lets create some additional visual
interest. I do so in this image by
introducing some abstracted pieces of
with bright, joyful colours and in full summer
light, for instance.
I try to stay away from the Colour Picker as
well. This helps me to choose the colours on my
I start by gathering as much documentation own and thus better understand them. I generate
machinery, air vents, and designs on the and reference as I can, either by getting out with several moods (spending around 10-45 minutes
ship body. To enhance motion and scale, I my camera or by surfing the internet for inspiring on each) to see if the atmosphere Im searching for
also refine the exhaust. photos. With these images, I then create a library works or not, and then proceed from there.
Answer
Jonathan replies
The most important element to parameters the games engine has for
consider here is a characters supporting modular characters. Its also
silhouette; its what the players helpful to have some idea of how the
eye will read first. There are characters will be put together.
many examples of games that have tried Assuming that the game engine is quite
too hard to rely on other visual elements, basic, I divide up my character into parts
such as texture and colour, and have ended that can be joined together. To make the
up with repetitive characters as a result. task easier Itry to address the characters
After making your initial thumbnails, its extremities rather than his torso, which
generally a good idea to find out what affects his silhouette less.
Answer
Jonathan replies
First, put together some reference materials to fuel
your ideas. What kind of military unit are you
portraying? Is it one with a rich history of pageantry,
or one thats primitive or tribal in nature? There are
millions of images in books and on the internet that are good
examples to inspire you.
For my design, I begin by making vector design elements in
I use a drawing of two different bodies as the base
Illustrator. The wings, bulldog, handprint, banner and skull for these game character thumbnails. This way their
are among many separate graphic elements that I create. Then, proportions are identical, which means that they
can share the same rig and animation sets.
referencing what Ive seen in a book, I combine the different
pieces to make the Flying Bulldogs insignia. I import the vector
art into Photoshop and then skew and warp it to conform
roughly to the curvature of the armour plate. To make it look Question
less clean, I place an Overlay texture of lumpy, stippled paint I can never seem to get my ideas right on
over the design and then begin to try to mirror the distress on
the armour on the design as well. Successfully integrating a
paper. Where should I start with concept
vector graphic into a painted image can be tricky and its often design?
best to run a filter on it or dirty it up a bit.
Finally, I add a highlight thats cast over the metal and the
paint, which helps to blend the images together.
Answer
Remko replies
A concept often begins long Here, Ive started a concept for a futuristic
before you put pencil to paper. two-seater jet fighter. To achieve the
Its important to have a story technologically advanced-looking shapes,
behind it, so brainstorm and try I use the straight line Lasso tool to create
to find out about the role it will play. Whats several small black silhouettes. Once Ive
it for? Where will it be used? Understanding found acceptable forms, I like to focus on
your subject will help you when drawing one or two. I redo a select few thumbnails
your first lines. and add some detail to them.
I usually make a few rough sketches Sometimes, I play around with my
before I start looking for reference, to avoid thumbnails by flipping them, mirroring
being influenced. If I need real-world them and placing them on top of each
Its important to make the insignia appropriate to your examples to make my design more other with different layer modes. Doing
fiction. This design started out in the same way as the believable, I can search for documentation this can help you generate even more ideas
other one, but ended up completely different.
to fit with my direction. and possibilities.
1
I use the Lasso tool to create my
forms quickly. Its also a handy way to
create masks inside your forms to pull out
2 Dont forget to identify your
thumbnails with a letter or number.
Its easy to get carried away and forget
3
Now I play around with my shapes to
increase the chance of finding new
ideas. Here I duplicate my layer, double the
some perspective, if needed. This is an that a client or art director may need to background, rotate it 180 degrees and put
easy way to create simple shapes that can pick some of these out. Ive also used it in Multiply mode. Chasing happy
be built up into interesting forms. figures to show the scale. accidents is all part of the fun.
Answer
Daryl replies
Its true that artists in a
production environment have
to pump out high-quality
artwork within very tight
schedules something a lot of new artists
have trouble adapting to. While I dont
advise anyone to rush their artwork, there
are certain things that you can do to make
your life easier and increase your speed in
the process.
Before you even boot up your software,
make sure you have a clear understanding
of what you want to accomplish. Draw
some quick thumbnails on scrap paper,
write out a few rough ideas, give yourself a
bit of a roadmap to follow. Unless you have
weeks on end to iterate on an image, having
at least some sort of plan is vital to the
whole process.
The next practice I would recommend basically any of the functions that I know important to nail your composition and Dont get bogged down
by small details when
would be to configure your workspace to Ill be using frequently. This all sounds overall values initially. painting. Focusing on
meet your personal needs. Spend some pretty obvious but it can save you huge Finally, practice! The more familiar you the big shapes and
overall design will
time setting up hotkeys and actions for all amounts of time. become with your tools, the faster you will enable you to work
your frequently used operations. I have When painting, try to concentrate on the be able to work with them. Try to arrange a much faster.
hotkeys and actions set up for creating big shapes and the design as a whole; dont schedule for yourself that includes a little
layers, flipping the canvas, running filters worry about the details yet. Its more art workout every day.
1
Set up your workspace.
Alt/Option+Shift+Ctrl/
Cmd+K in Photoshop brings up
2
Alt/Option+F9 brings up
your Actions window.
Actions can be used to simplify
your keyboard customisation repetitive tasks, and are great
options. Memorise the really for anything that has multiple
important ones, and try steps involved. They work by
customising them in ways that recording the steps, and then
make sense to your workflow. playing them back with one
The less time you need to keystroke. You can even save
spend hunting through menus, out your actions and import
the more time you will have to them to another computer, in
concentrate on the act of the same way you would with
painting itself. custom brushes.
3
Try to think about your
painting in broad terms:
sometimes it helps to zoom out
4
Improving your knowledge
of your tools will definitely
help you paint faster, but not
and look at your painting as a necessarily better. Do studies
simple thumbnail image. Train from life, anatomy books,
yourself not to get caught up movies basically anything to
in unnecessary detailing that help you build up the visual
doesnt add anything to the library in your head. Here is a
overall picture its a waste of fast sketch I did of an action
time. If you zoom closer into shot from the Russell Crowe
one of my images, you can see movie Gladiator. Speed
that most of my detail is sketching like this teaches you
sketchy and suggested. to keep things loose and fluid.
Question
Because video games are a digital medium,
is it necessary that concept art for them
should also be digital?
Answer
Answer Gary replies
Aly replies My experience with video games has taught me
Although video games are many things, the earliest of which was to
digital, concept art is just what it understand technology, at least on a technical
says it is, concept art and, as a artistic level. Some of the most important factors
drawing, it doesnt exist in the when working on conceptual illustrations for game
game. As a result, concept art can generally environments are understanding the target platform (console/
be produced in any medium the artist PC), the likely interaction the player will have in the game
prefers, although the client or team may world, gameplay real estate (area sizes) and how the code is to
have specific preferences, so being able to be written (or, in many cases, is already written) to visually
work to requirements is essential. represent the game world.
These days, however, its better if the This final part can include a plethora of rules that control the
artwork can initially be presented digitally, options you have for environmental representation. Lighting
so the designs can be easily swapped systems are a big factor in this a great many games have their
between the different departments. A hard look dictated by how well coded the lighting model is.
copy can always be printed out later if When painting conceptual images early in a pre-production
needed. A lot of artists start their image cycle, its important to work with tech to develop the code so
traditionally, sketching in pencil, and then that certain looks can be achieved. A few years back the options
scan the image into the computer and work for distinctive game worlds were restricted greatly by platform-
it up digitally. specific deficiencies, but the recent jump in specifications for
In the end what the digital medium has next-generation consoles greatly increases the scope for
created is greater flexibility in the options interesting ways to use shapes, materials and lighting.
for artists. Personally I vary my work In many cases, its important to be able to supply these
process, sometimes sketching on a lightbox artistic ideas and requirements early on to the code
and scanning the image, but often I create department. In turn they can write systems to accommodate
a quick sketch that can be easily emailed the new visual skews. Communication is all-important when
once completed. I work with Photoshop it comes to working up new ideas, so that code and art fully
and a graphics tablet, or with SketchBook, understand each other in order to develop great ideas into
Petra Hepburn, produced in Photoshop for a
which has a Send Mail option built in. Concept Art challenge, has a traditional look. working game worlds.
Bonedog is intended
as a production-
ready creature
design. Depending
on the skill level of
the modeller,
orthographic views
may not always be
necessary.
The idea is to first concentrate just on issues such as design, form, silhouette
and values. After those problems have been solved, you can focus on
introducing colour.
Question
Are there any methods to help
me reduce my fear of colour
when approaching a concept
or painting?
Answer
Answer Daniel replies
Andy replies The criteria that determine the standpoint of how this particular moment
Well, I believe I can offer you one approach that can help. approach are multiple, but Ill is integrated within the larger experience.
My first recommendation is that you sketch out the just touch on a few aspects Production designs are intended to be
design in black and white initially, especially when doing here. It is unlikely to satisfy handed out to 3D modellers to be
concept artwork. all design requirements as well as self- materialised into game-ready assets. The
Its a very good idea to approach a design in this manner because imposed standards equally well, therefore delicate balance here is to provide an
its unrealistic to try to solve all those challenging issues of designing it is important to prioritise them. amount of information that is sufficient
all at the same time. Breaking things down into steps will only make The concept pieces I generate usually yet not redundant.
the process more manageable. fall into one of three categories, with Depending on the category, I try to
Of course, there may be times when it makes sense to incorporate rather arbitrary and fuzzy boundaries. identify the elements of visual expression
colour into the initial design phase, but I find that most of the time High-level concepts involve addressing that best serve the purpose of the piece,
black and white sketches or paintings work really well. product positioning, style and the nature and make early decisions accordingly.
It also tends to be good for the production process. The art director of the world that the game takes place in. I choose the perspective: anywhere from
or whoever is going to approve the designs can then concentrate These are intended as dialogue starters the forced, three-vanishing-points type
on the design itself, which makes their job much easier. So its and inspirational pieces for both game (for the sake of drama) to a mundane
helpful for everyone. design and the art team. three-quarters view (for good form
After you have painted up the design, create a new layer above the Look-and-feel concepts focus on description); the composition: from
black and white painting in Photoshop. Set the blending mode of location-specific environments. They dynamic, tense and conflict-suggestive
that layer to Colour. Now you can paint in that layer with whatever touch on the general overall movement to static, serene and objective; texture:
colour you want and it will colourise your black and white painting of the terrain within the scene, the level realism versus illusion, generic textures
without covering up any of the detail youve created up to that point. of technology and the complexity of versus material-defining ones and accents
And because of that, you can experiment with your colour options to architectural structures, colour palettes versus supporting surfaces; and lighting:
find the right choices, and thus lose the fear. and lighting. The focus at this level of from moody, dramatic and capricious, to
The Colour Mode layer is just the foundation for the colouring zoom is to assess the piece from the even, impartial and descriptive.
process. Its there to give you a solid base to work with and, now that
you have that base, you can continue painting and refining.
Play around with layer blending modes. When properly used they will
make your paintings shine. Clockwork is an example of a high-level concept used as a visual aid in pitching an idea for a game.
Answer
Aly replies
Initially, you should be given a 2. Keep the lighting simple and revealing.
brief by the client that will The priority of any character concept work
outline the basic features of the is to present the maximum amount of
character and its role, the time information to the next stage of the process.
period, the personality and the degree of 3. Research details. Dont just think you
freedom you have in designing the know what something looks like when a
characters outfit and accessories. quick internet search will confirm accuracy.
If you are simply producing a one-off 4. Expression. Get an idea from the client
character piece, which usually has a what the dominating traits are and try to
straight-on view, five main points to keep represent that in the artwork.
in mind are: 5. Posing. You could draw an action
1. Ensure the whole character is in view. pose, but initially the best bet would be
If the understanding is to be able to see the something more relaxed that enables
character from behind, then a second maximum information to be presented.
drawing showing the rear view would be
necessary. Ultimately, a three view Make sure your character is
presented in full view; dont be
turnaround or orthographic would be tempted to draw only from the
required to see the character from all sides. waist up. Details count.
1
This design is based on a specific
brief. The female character that Ive
been asked to create is a desert-dwelling,
2
After a couple of changes to the first
sketch, the idea was approved by the
client and I started blocking in some basic
3
This is the final design with a texture
overlay added, which tightens up the
image, making it easier on the eye against
savage sort of character in a future colour. At this point, I looked for some the original white background. Further
setting. She was intended to have a reference materials for the clothing and development may be required from this
firearm, and specific items of futuristic thought about whether any background point specific details of some of the
apparel. This was the initial sketch. would be needed. accessories or expression information.
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The complete guide for artists on how to design, create and paint characters,
creatures, vehicles and environments for video games