20 Rules of Concept Art PDF

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Workshops

A concept design job in


games means being able to
communicate ideas clearly
and effectively
Artist insight The 20 rules of game concept art

THE 20 RULES OF GAME


CONCEPT ART
The games industrys concept designers come from many
different professional and educational backgrounds, but
certain required traits and skills are universal, says Francis Tsai
question I often hear from concept designer for the games yes, illustration and rendering skills

A people who are not in


games or art-orientated
industries is: You get
industry? is another question Im
often asked. There are many
different paths you can take to
are very important, but they make
up only half the equation. Getting a
concept design job in the games Francis Tsai
paid to play games all day? achieve this goal, but they all involve industry means being able to define COUNTRY: US
CLIENTS: Playboy,
Obviously the answer is no, but it certain common elements. Ill talk and solve problems given varying
Rock Star San Diego,
is possible to be paid to design and about some of those, but probably amounts of information, and being Eidos Interactive
draw all day, which is just as good, if the main thing to remember is that able to communicate ideas clearly
Francis works
not better. How do I become a the job is principally about design and effectively.
as a
conceptual
designer and
1 EDUCATION somewhere once something to the illustrator in
the entertainment
Concept designers come from many effect of concept design is a subset industry. He has a lot of
different educational backgrounds of illustration. It would be more games experience,
fine art, illustration, industrial or accurate to say that illustration and working on titles
including Star Trek
product design, architecture or concept design overlap. Online, Darkwatch,
some other profession altogether. SpyHunter 2 and Tomb
Theres going to be some imbalance 3 THE ROLE OF THE Raider: Anniversary.

or deficiency that youll have to CONCEPT ARTIST www.teamgt.com

make up for on your own. You have Steven Olds, a talented artist and
to be a skilled generalist, well versed art director who taught me a lot
in many different areas of history, of what I know, told me once that
science, art, sociology and a good concept designer is also by
psychology the more the better. definition a good role player he or
she should be able to hide their own
2 DEFINITIONS artistic idiosyncrasies in order to
Build up an extensive mental
Above and beyond rendering skills, best serve the project, similar to databank of reference
concept design is about defining a the way a good actor can material architecture is a
good start point.
problem, formulating an interesting portray any type
and elegant solution, and graphically of character. 4 VISUAL VOCABULARY
delineating that design solution as Travel, experience life, see different environments, pay
clearly as possible. Rendering skills attention to the different ways people build things, put stuff
are the tools that enable a together, eat, gather and relax. As artists, we tend to draw what
concept designer to do we know expanding that database of what we know makes us more
his or her job. I read versatile, giving us a broader range of stuff to draw from (pun intended).

July 2007 87
Workshops
5 REFERENCE
Accurate photo reference is essential. For real-world material in particular, if you just
rely on your memory the best you can realistically hope for is to get it close; its
guaranteed that somebody somewhere will know more about that thing
youre drawing than you do, and will know you havent done your
homework. Short of going somewhere to see something first hand,
finding and using photo reference is vitally important.

11 SYNTHESISING VS
ORIGINATING
Consider the balance between
synthesising and originating. By
originating I mean coming up with
something unique. Its almost
impossible to pull off, and you run
the risk of alienating your audience.
Synthesising means combining
different familiar elements that are
rarely used together, providing a
familiar link for your audience.

12 LINE QUALITY
The primary purpose of your
8 NO ANIME, PLEASE drawings is to communicate an idea,
Just my opinion, but avoid putting so be clear and concise. Eliminate
anime in your portfolio. If you must, unnecessary noise and clutter, use
make sure what you do is so good it heavy lines sparingly to indicate
can cure cancer. Unless youre important outlines and lighter lines
adding some interesting new spin, it to indicate details and textures.
has the effect of giving your work an
amateur artist stigma.

9 BIG PICTURE
Dont just look at people,
objects and environments,
6 ACTIVE OBSERVATION As you begin a project one of
analyse them. Studying and sketching your the first things to establish is
surroundings (people as well as the big picture. Your client
objects) trains your observational may have some ideas about
skills. This helps to build up your mood, or a certain character.
mental visual vocabulary, as well as As the concept designer you
something I call active observation have to be able to take a step
skills, which means analysing what back and perceive the project
you see. For instance, rather than as a whole, so you know what
simply noticing that a column has parts are truly important, and
some bolts, study the structure to what obscures the big picture.
understand why the bolts are there.
10 BREAK THINGS
7 FORM AND FUNCTION INTO CHUNKS
In the real world, function is a prime One approach to
component of design youve all design that I have had
heard the term form follows some success with is to
function. Personally Im a fan of break down the design
that, especially as it pertains to task into manageable
architecture. I love buildings that chunks separate
express their structure and utilities. silhouette studies from
In entertainment design, the main pose studies from
issue is does it look cool (and solve texture and material
the design problem)? Youre not studies. The odds are
In games artwork, form isnt restricted by real-world physics against you hitting a
so strictly bound by function
as in other disciplines.
constraints; of course, designs are home run on all those
more convincing if there is some different aspects with
nod to real life. one single drawing.

88 July 2007
Artist insight The 20 rules of game concept art
13 PERSPECTIVE 17 INDICATION VS DETAILING
In ImagineFX issue 16, I wrote an Theres another balance to be struck in terms of
article on the convenience of using when and where to put detail. As mentioned
3D as a concept design tool, but its before, creating focus is a game involving colour,
still important to have a grasp of lighting and detail. Implying detail often does the
perspective to be able to sketch job as well as carefully rendering every bit of it.
environments convincingly and In some cases, its actually preferable, so that
quickly. Again, you dont focus undue attention on places youd
its a matter of rather not.
keeping the
big picture in
mind with 3D
its too easy to 18 LIGHTING AND
get bogged MATERIALS
down in small One of the basic visual
details that communication skills is the ability to
dont serve the render different lighting conditions
big picture. and different materials. The key to
indicating materials lies in how
14 DESIGN Where to add detail? That is the question. Well, its
different ones react to different
DRAWING one of the questions you should ask yourself. lighting conditions reflectivity,
Design Drawing is a specularity, grain, texture are all
term that refers to traits that can be affected in
the process of different ways by lighting.
hammering out and
refining a design on 19 DESIGN PROCESS The key to differentiating
materials in your concept lies
paper. This process Just like in school, when you were in how they react to lighting.
might involve asked to show your work,
drawing different sometimes its helpful
views, x-ray vision to provide some
shots and handwritten notes. documentation of your
Typically this isnt something design process. Notes
you show your client, and it and sketches like this
will often end up looking can form a valuable
messy and almost part of your personal
incomprehensible. The goal library ideas can
with this type of drawing is to be reconfigured
explore different options and and reused in other
then work up and refine that situations as the
initial design idea. need arises.
I wouldnt
15 HIERARCHY recommend using
Certain drawing conventions finished designs this
help achieve successful visual way, but preliminary
communication. Line weight sketches can provide
hierarchy was discussed earlier; the seeds for new ideas.
idea of hierarchy can also be
extended to value, concentration of 20 THE PORTFOLIO
detail, and texture. Using all of these What should go in your book? Show that you can handle a
ideas in conjunction, and eliminating wide range of subjects, time periods, styles and moods.
extraneous noise and clutter from Show some of the process stuff discussed above, so we can
your sketches can result in a follow your thought process. Show pride in your work by
simple, clear sketch that conveys packaging it in a professional manner. Make sure
your design ideas. your stuff is badass. Simple, isnt it?

16 SILHOUETTE
For games, character design depends heavily on silhouette,
which is also sometimes referred to as the initial read of a
character. Ive emphasised the importance of silhouette in
character design before, but its important enough in the
context of the concept design profession to bear repeating.

July 2007 89

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