Having read through the Merekat PDF about planning concepting, I’m quite literally scared about industry, I’m also starting to ask myself what made me want to do Game Art as an academic subject.
The thing is the PDF was really interesting and showed the thought process of what happens when trying to create a concept, but what I didn’t like was the way it was criticised so much. It took 35 hours, which was stated that it usually takes about 40-70 hours typically, so you have to bare with that, and a lot of thought went each specific part of the overall image for example looking textures, the human form, the birds, clothing folds etc and just overall what the artist wanted to convey, but in the end it just was just mediocre... I mean that to me is really harsh, 35 hours is quite a long time on a piece of Art work, it wasn’t quite the standard amount of time as explained but I personally think that saying is wasn’t that good was being out of order... I could only dream of producing a piece of Art like that, I know I’m light years from that at the moment, but even when one day if I do produce a piece of Art like that it’s not even going to be considered as good, in which case all the work I’ve ever done must be total shit.
I didn’t read the entire whole thing, I cut a few chunks out but, it was good reading about how this one particular person showed their progression of how they come up with a final image and the research they put in, it really helped me a lot as now I’ve got a whole new perspective on how to go about coming up with ideas which I wish I knew about in the first year of the course to be honest. It showed how when you’ve got an idea you can research and find images related and suitable to use in what you have in mind for the final outcome and then be able to use that as reference when planning and actually putting your plans into action. I thought that is showed it really well but I’m just disappointed at some of the comments made, for example this ‘Merekat’ person stating that is basically good and a nice try but next time I expect to see better...
We’ve talked about planning and managing time this week, obviously in industry you will have deadlines to work towards so it’s important to keep on top. I heard one person say this week that one person maybe really good at drawing and get things done quickly but another may not be as good but spend more time on a piece of work in which is where it’s making up for it. I’m personally taking more care with my work and trying to produce more, I want to get faster at producing quality work but the only way that’ll happen is if I practise more. Some people will not bother with thinking about things like correct perspective, depth, texturing etc and just get on and do it quickly and it might look good but not totally correct when you go into detail, where as me I’m trying to plan out and put more quality into my work now which is helping, though I may not be good at rendering things correctly I’m putting in the effort to make things look how they should be shown through planning. I think going back to the basics is always an essential part of any drawing, getting off topic and trying things that don’t seem to work is never going to get you anywhere. It’s like what I talked about last week about how if you go straight into painting an image with no drawing which is the essential part of planning it’s more than likely going to look shit. We got told this week that it doesn’t matter whether you are good or not and that we all seem to think that Art is down to talent and you have to just be born with it to be good, which is not true, you could take anyone who is total rubbish and turn them into an amazing Artist within a few years. It’s amazing to see how much I personally have improved in the past year.
Coming back to the document I read though I, I liked the techniques they used in developing their image. I like how they said it helps to overlay a 50% grey layer in Photoshop to help pick out the areas that are darker. Some parts of it were quite long and I didn’t understand what was being said, it did get a bit tedious with it being 40 pages long, another thing was that it said research into things does pay off in the long run. It was only last week we looked at how when we look at how we only see light bouncing off things that makes us see whatever it maybe and like how in this document they this person has done their research into materials obviously and looked at how the light would bounce off the things like the clothes and snow and how the lighting in the image would be effected by this which is very in detail I have to say. They went on to explain how knowing all this pays off so I guess researching is something I need to do more off when wanting to create an image in future, it’s a lot of stuff to take in for everything you want to do but I guess once you know these things there’s nothing you can’t do, it is how we talked about driving this week, it is a lot to take in at first but the day comes when it all pretty clicks in and it comes natural, it’s just a case of learning, no matter how long and hard it’s going to be...
To sum up it’s all been about planning this week again, I feel like I’ve started to do more but I need to not do too much. I have never played Uncharted however I stumbled across this video when searching planning and concepting:
One thing I like about this is how in the interview, one of the guys who works for Naughty Dog said that it’s great to work with people they can trust, who are top of what they are asked to do and do great work even f they have very minimal direction and goes onto explain that they are kind of spoilt in that way because they are getting the job done even if they are not the best, which obviously means that they are putting in the effort of planning etc and getting the final outcome they hope to achieve. He goes onto explain how it’s a bit chaotic but they all get along together which as we know is key as games are made by not just one person and communication as I’ve said before is important. He says that when you’ve got a modeller working with a texture Artist they are communicating all day, which is good because also can bring a about new ideas that way even if you don’t implement them in the game it’s their to put forward for next time. The people in the company enjoy their work and are able to come up with ideas, which is more of the kind of environment I would love to work in because it allows you to get your ideas across more and be heard. They say how they gave everyone three months to come up with ideas and a lot of those ideas in that time made it in the final game. I like the way he says being creative without restriction.
I remember last year when I was planning and concepting for my character projects. I created a lot of ideas just using a simple method of creating the same shape body form I was going for and creating different designs looking at sea life as it were a reef character project. Thing was I did the exact same for the interesting character project, I took one pose I liked and experimented with it, I don’t know if that is the actual professional way to go about it but I saw it that way, went for it and followed it through to the final model.
Ideas.
Concept.
Final Model.
Now I take my time with my work and be more careful about making decisions, I’ve gotten into the habit of digitally painting thing a lot more, I layer over colours in pretty much everything I do now, to bring out more colours just like the in document of the woman in the snow, separating things layer by layer I think is the best way to plan and concept were as putting everything on one layer can be quite tricky as I have found out in the past.
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