Professional Documents
Culture Documents
Frame 146
PREFACE 9 Camera Angle 152
Scale 158
INTRODUCTION 10 Grouping 159
Lighting 162
LEVEL 01 / FUNDAMENTALS 15 Line 164
Materials 16 Shapes 176
Basic Pencil Techniques 18 Subverting Conventions 184
Basic Perspective 23
Basic Volumes 27
LEVEL 06 / CHARACTER DESIGN 188
Basic Lighting and Values 29
Good Studio Practice 189
Visual Measuring Tools 32
Brainstorming and Character Concept 190
Drawing Process 37
Visual Metaphors 192
Mind-Map, Research, and Mood Board 193
LEVEL 02 / ADVANCED DRAWING Thumbnail Development 197
CONCEPTS 40 Final Character Drawing and Model Sheet 200
Advanced Perspective and Volumes 41
Advanced Lighting and Values 44
LEVEL 07 / ENVIRONMENT DESIGN 203
Atmospheric Perspective 53
Character/Environment Shapes 204
Landscape Drawing 55
Building Construction 208
Character-Centric Environment Design 211
LEVEL 03 / THE HUMAN FIGURE 59 Top-Down Environment Design 216
Gravity and Movement 60 Gameplay Map 220
Proportions 68
Skeletal Landmarks 72
LEVEL 08 / COLOR AND DIGITAL TOOLS 223
Color 224
LEVEL 04 / ANATOMY 74 Adding Color with Digital Tools 230
Six Stages for Rendering Anatomy 75
The Foot 76 PROFESSIONAL PORTFOLIO
The Leg 84 AND GETTING WORK 236
The Pelvis 91
The Spine and Ribcage 98 BIBLIOGRAPHY 239
The Shoulder Girdle 107
The Arm 114
INDEX 240
The Hand 122
The Head and Neck 128
Facial Expressions 142
Gears of War 2
www.crownpublishing.com
www.watsonguptill.com
Images from Gears of War® on pages 6, 71, 120, 170, 220, and 221 ©
Copyright 2006 Epic Games, Inc. used with permission from Epic Games,
Inc. Unreal, Unreal Engine, Gears of War and Epic Games are trademarks or
registered trademarks of Epic Games, Inc., in the United States of America
and elsewhere. All rights reserved.
Journey artworks on pages 1, 43, 148, 149, 162, 172, 183, 206, 218–219,
and 226 © 2011 Sony Computer Entertainment America LLC. Journey is a
registered trademark of Sony Computer Entertainment LLC. Developed by
thatgamecompany.
Solarski, Chris.
Drawing basics and video game art : classic to cutting-edge art techniques
for winning video game design / By Chris Solarski.
1. Computer games — Design. 2. Video games — Design. 3. Art — Tech-
nique. I. Title.
QA76.76.C672S65 2012
794.8’1536 —dc23
2011046341
ISBN 978-0-8230-9847-7
eISBN 978-0-8230-9848-4
Printed in China
10 9 8 7 6 5 4 3 2 1
First Edition
tal art. After graduating with a degree in computer animation I was lucky teacher Michael Mentler.
During these two years I developed a deep appreciation for
enough to secure work at Sony Computer Entertainment’s London Studio as
the value of a classical art education and the techniques of the
a 3D environment and character artist. Old Masters. I realized that the majority of video game artists
It was at an art workshop organized by ConceptArt.org (a forum (me included) significantly undervalue these skills.
that promotes, develops, and showcases concept art for illustra- In 2008 I was back in game development as art director
tion, film, and game production), when I saw artists like Andrew at Gbanga (developer of the pioneering location-based gaming
Jones demonstrate the amazing ability to create lifelike charac- platform for mobile phones) and continued to work on figurative
ters straight from their imaginations, that I began to question my drawing and painting.
lack of traditional art training. I saw that it was their mastery of Switzerland’s Arts Council, Pro Helvetia, invited me to
classical art principles that placed them in the enviable position give a talk about the connection between classical art and video
of being first to visualize characters and environments in the games at the first Game Culture conference. It was while pre-
development process, for which artists like me would produce paring for this lecture that I really saw the connections that I had
3D models and textures based on their designs. I had a lot of previously taken for granted between the two disciplines. Video
catching up to do if I wanted to be involved in the highest levels games are a natural progression of classical art, and the same
of game design. visual grammar and artistic techniques and principles underpin
I took part-time painting lessons from the award-winning both disciplines. I realized that applying classical art techniques
painter Brendan Kelly while continuing to work in video game to video game art would enable artists to create more meaning-
development. Brendan taught me about the discipline and ful visual and emotional experiences for the video game player.
dedication to classical art training that is required to become a This book is the culmination of the unique experiences and
successful artist in any field. insights I accumulated over the past ten years that have enriched
Armed with a solid foundation in classical painting, I aban- my video game art and enhanced my career. Not everyone is in
doned video game development altogether and spent the next a position to take a couple of years away from work to study at
two years on an intense program of self-guided study in Poland, an art institute. I’ve designed the lessons in this book to be your
where I attended daily life-drawing sessions at the Warsaw own personal art school, and my hope is that this knowledge and
Academy of Fine Art and the atelier of professor Zofia Glazer, experience will take your art to new and higher levels.
simultaneously sharing my experiences and learning from
the online figurative drawing community at the Society of Chris Solarski
Video games are not a revolution in art history, but an evolution. Whether
you are drawing on paper, canvas, or a computer screen, the medium on which you draw
is always an inanimate, flat surface that challenges you to make something without
depth feel like a window onto a living, breathing world.
The technology powering today’s games influences the way we experi-
ence visual art in a new way—with the gentle push of a player’s thumb we
can now interact with these visual worlds. But take away that interaction
and what remains is the static visual artwork itself. And the success of
that artwork relies on the same visual grammar (lines, shapes, volumes,
value, color) and classical art techniques that have evolved over two
thousand years.
The focus of this book is how far we can push the world of game art
in purely visual terms without relying on the technology of interaction, that
is, on sound, special effects, and animation. By going back to square one
and studying the basic elements and significance of visual grammar and
technique, you will discover how visual grammar can be artistically shaped
to create a range of emotional experiences using classical theory of depth,
composition, gravity, movement, and artistic anatomy. (That’s why distin-
guished video games like BioShock, Journey, ICO, and Portal 2 are featured
alongside the work of Old Masters such as Michelangelo, Tintoretto, and Viewed from an angle, the similarities between drawing,
Rubens in all the drawing exercises throughout the book.) Later in the book painting, and game imagery become more apparent, as
these essential skills are applied to game art creation, providing you with the illusion of life and depth in each artwork is created
on a two-dimensional, static surface. Without the benefits
reliable processes for creativity and imagination, character development,
of digital animation and interaction, the challenge of cre-
environment design, and color. I’ll also show you how to put together a ating a window into a make-believe world is the same for
professional portfolio to help you secure work in game development. video game artists as it was for the Old Masters.
introduction 11
introduction 13
188
02 Present your work daily to members of your team. Artists often find daily presentations
an uncomfortable chore because few want to show work they deem unfinished. But daily
presentations are good because the key concepts can be refined through quick iterations and
team feedback before precious time is spent on details and polish.
03 Make your inspiration and artwork visible. Never assume at the end of a discussion that
everybody is thinking along the same lines. Draw it! Hang your latest work on the wall, so
that everyone can visualize the product they’re working on as soon as it’s realized.
Emotion
Color
Shape
Texture
Line
Speed
Size
Opposing concept
CHARACTER CONCEPT FOR [Character name]
The […] is a race of creatures whose lines, shapes, and colors mirror their lofty
home of strange, natural beauty. These creatures are delicate, gentle, and quiet in
contrast to the dark and aggressive […] creatures that live nearby.
SUPPORTING KEYWORDS
OPPOSING KEYWORDS
Developing up from a high concept and a series of character and environment concepts
provides the entire team with common reference points against which to judge the suitability
of design decisions. Only once you’ve defined your goal are you ready to begin the character
development process. But before we begin the first stage of development, which is research,
we need to understand what the process of transforming words from our high concept into
images actually involves. And this is done through visual metaphors.
legs
Level Up!
Collecting reference images is relatively easy. Combining them to create just the right character
may take hours, days, weeks, or even months. Whatever your schedule you’ll always wish you
had more time to develop your design further, but it’s better to present your concepts to the
team sooner rather than later. The team may either like your character design, ask for a revi-
sion of certain details, or turn down the concept altogether if the design is found to be unwork-
able for technical or other reasons. Luckily, you now have a fast process for researching and
developing designs, so any suggestions or feedback can be quickly explored before your team
commits to the timely and costly process of turning your drawing into a working 3D model for
the game.
Repeat the four steps of character development—selecting a concept, researching the concept
and keywords, developing the thumbnails, and refining the character—until they are instinctive;
then you’ll always have the design tools to be creative on demand and to be inspired in new and
unpredictable ways.