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Crysis 2 StarCraft 2 Enslaved 240 MINUTES
OF VIDEO WORKSHOPS!
PAIN
AINTT DYNA
DYNAMIC
MIC
CHARA
CHAR ACTER ART
Discover how professional artists create
unique characters for video games
LEARN FROM…
Robh Ruppel
Marek Oko
Okon n
1 8
Stephan
Stephan Mart
Martinier
inieree
GAME Daryl Mandryk
Luke Mancini
ART
ART Maciej Kuciara
WO
WORK
RKS
SHOPS
Easy to follow step-by-step tutorials in S e
e
e Pa t
e P r k
r
y k
Jung Park
O j
le n
n c
i
i z ak k ’’s s
Painter, Photoshop and SketchUp Ma ss
ss E
E f
f
e c
t 33
t
ar t i
t i n
n s i
id
d e
!
CREATE AMAZING
DIGITAL ART
Concept art skills from the makers of Uncharted 3,
Video
Video games
games take years to make,
make,
with hundr
hundredseds of peopl
peoplee having
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
visual foun
founda
datio
tions
ns of
of a video
video
game, designing characters,
vehicles
vehicles and worl worlds,
ds, and setting
setting the rules by which
which everyt
everything
hing will
work.
work. It’
It’ss a vital and skillful
skillful rol
role.
e.
To
To gain
gain a grea
greater
ter insigh
insightt int
into
o how
how conce
concept
pt artists work,
work, and how
how
you
you can
can crea
create
te your
your own
own art for
for video
video games
games to a pro
profes
fessi
sion
onal
al
standard, we’ve teamed up with some of the industry’s best artists,
who between
between them have have wor
worked
ked on Uncharted
Uncharted 3, Star Wars: The The Old
Old
Republic,
Republic, Rage,
R age, Fallout: New Vegas, and many more best-selling titles.
In our Character Art chapter, starting on page 32, Naughty Dog’s
Maciej Kuciara shows how to design a heroine with multiple genre
references. On page 50, Rocksteady’s Kan Muftic reveals how he
redesigned DC’s anti-heroine Harley Quinn for Batman: Arkham
City. In our Creature Design section, Blizzard’s Luke Mancini
demonstrates how to paint the Zerg from StarCraft 2 (page 60), plus
chapters on environment painting and vehicle design, including a
worksh
workshop op from
from the amazing
amazing FengFeng Zhu (page
(page 22),
22), will prov
provee
indispensable. Everything culminates in our ‘live project’ from the
artists at Leading Light studio, who demonstrate how all these skills
inform a game’s 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 Design 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 Paint an epic
alien battle
64 Paint dynamic
concept art
70 Environment painting
Create working environments for video games
72 Make 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
Game Art
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 EA’s 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 needn’t be digital.
Andy Park
Let the God of War 2 concept artist
98 show you how to overcome your fear of
painting in colour.
I nc lude s
Free resources f our hour s
of v ide o!
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
Sean A
Murray
Alessandro
Taini
This image
illustrates one
of the characters
of Enslaved to
explain her
background
outside of the
game’s context
Gallery
Bradley
Wright
Wise words
“It is important to understand
how 3D is produced. This aids me
in creating more detailed, faster
Bradley Wright
Joe
Madureira
Wise words
“There’s always room to get
better, and there are always
people doing things better
Joe Madureira / Kan Muftic
Kan
Muftic
something cool comes out that Artist Kan Muftic picks the
game’s environments as an area
that his designs for the game met
with the direction the game’s
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. It’s
Wise words consistent world, which involved
everything from Gothic and
not all about the drawing.”
The end result was one of the
“It’s important to consider the
character in-game instead of thinking Victorian architecture to glass and best games of its generation, a
about the pretty drawings. It’s useful to
iron Art Nouveau décor, creating visual spectacle that is as fun to
know what the character is doing in the
game while I’m drawing, because it’ll layers of styles that highlighted play as it is good to look at.
help me give him personality.” the city’s evolution. kanmuftic.blogspot.com
Gallery
Patryk
Olejniczak
W orkshops
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.
SCI-FI VEHICLES
FOR VIDEO GAMES
Massive Black’s 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
client brief and understand the background of the world that the vehicle will exist in. Cop y Merge
GET YOUR The goal here is to create fictional military vehicles that might exist in the next 20 years
+ Pas te
i f t+C,
Cmd /C tr l+S h
RESOURCES or so. With that in mind, I begin by doing research on possible future military projects. t hen Cm d /C tr l+ V
See page 114 now! la yers
In addition, I read up on stealth technology in aircraft, and what design concepts go Copies all the
Sci-fi vehicles
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 th is 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 F-22 and F-35 were referenced, p ossibly on to a block-in model in SketchUp, but
2 Gathering good reference is vital to belonging to the same family of aircraft
quick masks for painting
broadly in both areas. 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 radar’s 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, it’s 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.
ehicle design
As si g n
s ho rt c
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Shi
ft +
Al t+
C md
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Use this shor
tcuts mana
to assign F u ger
nction k ey s
to r eplace 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 studio’s
requirements for the ortho are a little
different, but overall, more is better. The
more information you can convey with
your plan view, the better understanding Setting up the
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 be fore assembly. as it is for the game technicians to get a
feel for how it could be finished in t he
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 it’s 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…
Create your art in parallel
Sketching the scene contrast with each other. Therefore, the daylight. Finally, one of my vehicles is a
1 I start 90 per cent of my paintings first image takes place in a nightclub or civilian transport while the other is
with a rough sketch. I find it hard to be bar setting where alien celebrities are military in nature. These contrasting
Set up a creative on the fly, especially if the arriving. The second image (see the points are all related to the key points
save system project has design restrictions. In this boxout below) is a battlefield scenario. that I’ve mentioned previously. These
I always save multiple
versions of my case, I’m designing two vehicles and The first vehicle faces right while sketches don’t have to be super tight, but
Photoshop files as I scenes that fit into a universe that I’ve remaining stationery, while the second they do need to communicate the design
work. I start with the previously developed (an intelligent bug one faces left and is in motion. One scene package as well as establish the shot with
letter ‘a’. For example:
fzd_imaginefx_
planet). I also want these two scenes to is set at night, while the other is in proper camera and perspective.
demo_01a.PSD, 01b.PSD,
01c.PSD and so on. I use
this naming convention
for two reasons. One, it
gives you an easy way to
view your progress; and
two, I get to have
multiple back-ups just in
case one of the files
becomes corrupt.
Tips for
Wacom users
I don’t use Wacom’s
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 – I’ve 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 don’t
click F5>Shape
decide on the image orientation until I ’m
Dynamics>Angle Jitter.
nearing the end of the painting.
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A
Ryan studied
illustration at
Sheridan
College. His
Sun surface
2 I start with a star field, into which
I’m 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 I’ve a layer from the palette,
collected some imagery of Earth’s 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 I’m subtract and Shift+Ctrl+
Alt to intersect. If you’re
seeing. When I’m happy with the surface,
working within an
I open Filter>Distort>Spherize and crank existing layer’s pixels,
it all the way up to 100 per cent. Th is gives making a selection and
doing this will change
the texture the impression that it’s
opacity and give you
wrapped around a sphere. I turn on crunchy edges, so lock
Rulers and drag some guides off the top the layer’s transparent
Exploring ideas and bottom to find the centre of the pixels with the square
1 I usually begin with thumbnails to get the creative juices flowing. Even if I have 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 I’m 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
ehicle design
Brus h s i ze
[ and ]
(PC & Mac )
re bracke t
Use the squa
ys to inc re ase and
ke
se bru sh size as
decrea
you pain t.
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. Nex t,
I paint in the main highlights and shadows to give t he 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 variat ion.
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 glow haze. For shadows coming from the the grey disappears and everything crisps
9 To save some time I’m going to use mines, I create a Multiply layer and up. I adjust the opacity of the layer to
some of the game’s concepts for mines use the Polygonal Lasso tool to draw finetune the effect. If it’s not sharp
and ships. This doesn’t always work, but selections from the centre of the sun enough I might delete the layer and try
Managing
since we’re 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
for working with layers.
can see they don’t sit well: they look flat
Hit V to get the Move
and the lighting doesn’t 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. worker’s 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 start s to become
them organised. Select
Dodge layer to pop the surf aces 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 I’m working the areas around the sun since they are
Character art
Paint unique and
compelling heroes
and heroines
W orkshops
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
Rocksteady’s artist show’s how he
recreated Harley Quinn.
54 Unify a range of fantasy
genres with Maciej Kuciara
Mix genre styles in one image for
original results.
Character art
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 t he game’s
A
Odyssey to the West, it was character – in this case, Monkey’s
decided that we would base strength and attitude.
Alessandro the game on a 400-year-old In this workshop, I’ll show you how
Taini Chinese novel, Journey to the West. My I’ve 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. I’ll
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 he’s
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 it’s time to take your initial
sketch and add more definition. It’s useful
to keep in mind the purpose of your
character. With Monkey, I know he’ll 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 become cartoon-like. Take one of my
1 The first stage is to create a pencil sketch of the character and try to convey their other characters, Nariko, who features in
This tool gives a thick,
paintbrushed effect. I’ve attitude and personality. In this case, my inspiration is Monkey from the novel, so I Heavenly Sword. She’s 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 person’s,
Character art
i c k s
La y e r t r r l+ V ( P C )
f t+ C, C t
C t r l+ S h i d+ V ( Ma c
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if t+ C, C m
C m d+ S h u r la ye rs bu t
n yo
To f la t te lec t t he
t hem, se
no t lose en press
an d t h
targe t bo .
co m
t h is ke y
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 tec heau’: they combine
the curves of Art Nouveau and the composition of electronic circuit
boards. Some of the game’s villains, or mechs, have these designs on
their backs, and they feature in the game menus. The same symbol
style is also used for Monkey’s tattoo-li ke battle scar. For this image, I
want to use the ornament as a background, giving a small taste of the
game to supplement the character’s frame.
Adding detail
4 I then apply lighter tones to give more depth to t he 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 ski n to life. The eyes are the most import ant
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 detai ling 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
Creating a character
Tattoos
7 Using the same art techeau style, I
add tattoo-like scars. First, I create a black
tattoo on a white background a nd place it
on the body where I want it – in t his 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.
S pe e d
y
s wi t c
h
e
s
C tr l +
T
( PC ) , C m
d+ T ( Ma
U se t hi s c
) Blend the subject
t hen r ig
up t he T
c ombi nat
ht -c li c k
io n and
t o br i
ng
11 To merge the character with the
r ansf or m
menu qui
at io n background, I like to finish the piece with
ck l y
.
The mask a Blend brush and add an oil paint effect.
8 I want to retain consistency with the novel and decide to take inspiration from 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. It’s Smudge tool. I also like to import the
both minimal and t ribalesque. It’s also clearly visible but doesn’t intrude on the all- image in Painter and add the details
important expression on Monkey’s face and in his eyes. If I’d 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 I’ve
given him features consistent with the book’s simian-like character.
Hair detail
9 I don’t 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
focal point
10 Lighting
In the same way that many photographers do, I like to use one main l ight 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 bri ng 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
you’re conveying your
have a simple but effective way of using layers to add lighting to highl ight 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 t he correct lighting colour; here, I’ve 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 character’s legs aren’t
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
Character art
DEVELOP POSTER
ART FOR CRYSIS 2
Promo images must be of the highest quality and remain consistent with
an established brand. Marek Okon’s Crysis 2 art scores on both counts
reating a promotional image Consistency is also important at the elements that had to appear were: the
C
for a popular game series is a technical level: you need to integrate any nanosuit; the lead character of the Crysis
prestigious job even for the production assets with your painted franchise; New York in the background;
Marek Okon most seasoned of artists. It’s elements so that they work together well. and a hole in the road that’s 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 f lying 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. It’s 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
who’s 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. He’s 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 It’s crucial that any promotional image what he’d like to see in the image, and squeeze in; the composition might
Workshop, LucasArts
and Crytek.
must match whatever’s already been then it’s 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 Sketching the idea
1 The first sketch is usually very rough. It should only tell the art director, in the
See page 114 now!
simplest of terms, what’s in the picture. So I don’t worry about anatomical errors, lack of
details and stuff like that. There’s a good chance that I’ll have to overhaul the sketch or
even draw a few different versions of it. Combining the cityscape and broken asphalt
isn’t easy because I have to show elements t hat 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
building’s 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 a ll the str ings
blending modes.
hanging from above are on the first layer,
because they’re closest to the camera. The
Tackling alien matter middle asphalt blocks are on the second
8 Searching for proper values for the Crysis biomass, I place 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
Character art
Adding moving
12 particles
I need to add some foreground particle
effects. Those include light debris that’s
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 I’m 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 doesn’t have
to be too precise – just enough to fool the
viewer’s eye.
Checking the
11 colour balance
I match the colour balance of the im age
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 achie ve a
gloomy, yellowish-bluish cast over the
TAKE YOUR DIGITAL ART
SKILLS TO THE NEXT LEVEL
Character art
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 they’re storytelling archetypes as well as rendering isn’t as important because it’s
Kevin Chen
A an iconic image that helps to
establish a project’s 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, we’re 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, I’ll share some of the design tips production is also slightly different to designs that will help inspire the team
concept artist and working processes I’ve learned while creating a print illustration. Our goal is to be excited about the new project.
and founder designing characters for video games. to communicate 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 I’d take a rough design idea from line
Design Academy, Kevin’s 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. Let’s 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
T h i n k i n 3D.
gn i n al l vi
D e si ew s
rm
Free Trans fo
C tr l+ T (PC )
)
Cmd+ T (Mac
k t he top o f the
Righ t-clic
add Warp
selec tion to Mask the character
and s tre tch
an image
o ver a r fac
su e.
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, you’ll see a
character’s full body as So f i t
t L gh
it moves quickly around
the screen. To help the
o r Ov er la y
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, it’s 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
Shinobi’s scarf in the the costume into small, medium and large shapes. Thi s 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 focu s. The face, hands and upper back of a major game keep the drawing showing through the
Design a space opera princess
Render the
11 major forms
To help me save time on rendering,
I’m painting a cylinder and ball to
superimpose on top of the major body
forms using Soft Light or Overlay. You
can see them to the left and right of the
character in this image. Using this
technique, I can very quickly establish
the big masses wit h light and shadow.
s t u m e i n 3 val u e s
Pl an co
In situations where I need to pai nt more
quickly and when time is of the essence,
I’ll use photographs at this stage of the
process. The photographs provide me
Design the local with many subtle details and colour
8 value pattern variations that are time-consuming to
Before I add any fancy lighting, I want to replicate by hand-painting.
paint the character as if she’s in ambient
light. This helps to guarantee that she’ll
look good in both shadow and a well-lit
scene. When designing the local values,
I use three values in small, medium and Cu rv es f o r sk i n t on e
large proportions for clear staging.
Co l o ur
e
t
pal e t
Begin to create
10 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 it’s a neutral warm grey sheet that
will take on any colour you shine on it. Establish the materials
It’s also a transparent material – the light 12 To start the material rendering, I like to first establish the softest and hardest materials. In this case, it’s
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 sh adows. 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,
Character art
Design for
gameplay
In game production, the
gameplay experience is
F el sh
the core that all designs
need to follow. When
creating enemies, it’s
important to give them
a clear shape hierarchy
Gu n M e t al
so you understand Co lo r Do d g e t o
crea t t
e r i m l i gh
who’s the boss and who
are the grunts. You need
e x
L a t
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
o h p p er o r Go ld
Co
important because they
often serve as a display
Cl t
for player health and
weapon quantity.
i t
t L gh
So f
PHOTOSHOP
CUSTOM BRUSH:
ELLIPSE BRUSH
Final adjustments
16 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
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This offer ends 31 December 2015
Character art
RECAST A CLASSIC
COMIC CHARACTER
How do you paint a compassionate portrait of DC’s villainous Harley
Quinn? Rocksteady concept artist Kan Muftic shows how it’s done
he world of DC’s heroes and and the world’s 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 th is 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 she’s 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 can’t just go in and of her life, the Joker, is ter ribly ill. She’s
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
File Size box is checked. Next I start Following design and
Composition picking colours and laying them straight
This brush was used for 3 adding elements
1 If you want to tell a story with your 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. It’s 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 game’s backstory. I also roughly add
roughly sketching some ideas. I don’t skills for painting edges and exploring some other elements to the sketch. These
want to make a pretty drawing here (I colours. I’ve found that when working will be detailed later – I only wish to
never go into any detail at this stage). I with many layers it’s easy to drift away in position them at this point. I think it’s
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
Recast a classic comic characte
G
A MES
A RT
I S
T
Disc ov er mor
e of
w or k on R oc k K an Muf ti c ’s
st e
Bat man: A rk ady St udios’
ham C it y on
pag e 13 and
be in
by g re a t c onc spir ed
ep
t ar t…
Character art
It er at iv
e
s av e
C tr l +
Al t+
S ( PC
)
C md +O pt io n +S ( Mac )
A gr eat, sim
ple w ay to
sav e sequen
tially
number ed v
er sions
of an image.
Fleshing out
6 I feel like I’m 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 want to work in swooshy strokes even in
4 I decided that the image has too much space opposite Harley 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 I’m getting some wonderful picture. I start fleshing things out and add
edges, even at this rough stage. When using these brushes I make long, Harley’s purple boots that she used to
broad strokes across the canvas. It’s a very therapeutic process. wear in Batman: Arkham Asylum. Purple
gives a nice touch to the overall palette.
Moving things around
5 I realise I have to make some changes to the image. I find that Putting it all together
once you start putt ing down colours it’s hard to go back and work on 7 From here on I work on the
your composition again, so it’s probably best to go back now and get smaller elements of the figure and the Facial expression
things right. Using the Lasso tool, I select the left part of the image and environment. I try not to zoom in 8 I add a cheeky little smile on her
move it away. I then block in Harley ’s missing shape, which reveals because I don’t 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. I’m
stroke is bold and confident. It’s crucial to still relaxed and my arm moves loosely
place your strokes into each other instead across my tablet, even when I’m creating
of scratching them in or carefully placing intricate details such as the character’s
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 Harley’s hair.
Adding
personality
Painting superheroes is
really good fun, but it’s
a good idea to make
them as human as
possible. That way, you
give them personality
and the viewer can
Recast a classic comic characte
Seek feedback
If you’re getting paid to
draw, that means you’re
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 won’t need to
change much of your
piece as you go along.
Highlights
15 Clever positioning of highlights and their edges can make or
break an image. That’s why it’s important to know what materials you
apply the highlight to. In this case, I have a leather corset and that
means that I can’t just add some random specular reflections – the
surface has a texture that absorbs parts of light and doesn’t reflect it in
Stockings the same way as metal, for exa mple. So my highlights are slightly
10 These stockings were an iconic part of Harley’s outfit in the first game, Batman: smudged and muted, which gives t he impression of leather.
Arkham Asylum. As I start blocking them in, I realise that I’ve never painted stockings
before. It’s a delicate material with a flexible shape, so it’s 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 don’t have time to get some real-life reference
so I just tr y to use common sense and make it up.
The boot
11 I put some details into Harley’s
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.
The armpit saga
Boost up the contrast 16 Until now it’s been easy to get her posture, the facial expression
12 I quickly switch to Photoshop and the colours right, but I’ve been delaying working on this area…
and add an Adjustment Layer (Layer> and now it’s time to solve the difficult armpit/shoulder area. I know I’ll
New Adjustment Layer). I push the struggle because I’m not exactly sure what the arm looks like behind
contrast up by moving the outer sliders to the obstacle. This is one of those moments where I regret not doing
both ends of the ‘black waves’ that more figure drawing from life. I push paint around, trying to find
represent tonal information. This could something that’ll look right. If you get stuck, do some proper research,
also be done in Painter, using the Equalise shoot some reference photos or ask someone to pose for you. It sounds
function, but I f ind Photoshop more like a lot of work, but it will take more time to struggle with the
accessible for this stage. mistakes you make if you don’t.
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 I’ll be guiding and appealing image. I’ll take a look hot, badass blonde pilot wielding a
References
3 Before I get my hands dirty and
S
k
y c
start digging more into my sketch, I
o l
o ur
always try to spend some time
researching the subject. I find it helpful
to have a decent collection of photos and
photo-textures on hand when painting.
Because I like my art to have a realistic
look, I’m always studying photography
and nature to try to understand the way
h
g t
light and colour work.
l i
Work on values
S u n
4 Once I’m happy with the story
my sketch is telling, I start to work up
some detail. This helps convince me that
the idea I’m planning to work on for the
next couple of hours is heading in the
right direction. I continue building up
values, creating mood and a lighting
scheme that will strengthen the ideas. Bouncing light
I try to put enough detail in black and
white to know where I’ll use my colours.
Using a few custom brushes to build up
interesting shapes and patterns helps me
include the key ideas that will evolve in
the colouring and detailing processes.
E nhanc e a
c us to
m
br us h
F 5 ( P C & Mac
)
Edit y our cu
stom br ush’s
tex tur e. Selec
t tex tur e
lay er , then Ed
it>
D f i
Unify fantasy genres
Add details
8 When I’m satisfied
satisfied with the 10 Touch ups
I adjust the colour through Color
Final touches
11 After I’m
I’m happy
happy with overall
overall colour
colour
amount of detail in t he 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 don’t limit adjustment layers to strokes I applied in the early sketch stages.
areas that are central to the image. In my that you’re 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/ Photoshop’s
Photoshop’s advanced options, such as dark areas of the image hold some
Saturation adjustment
while the dragon’
dragon’s skin
skin and the sky
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 what’s You can also tweak the
I end up with colours I’m happy with. with my
my custom
custom brushes.
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
I’m not yet happy with the colours – they
don’t fully embrace the idea in my head.
In this situation, I usually try to see if
there’s any way to enhance the values and
contrast using the Channels.
Creature
concepts
Paint expressiv
expressivee
monsters for games
Daryl Mandryk
These creations often Having worked in the
entertainment industries
help to inspire the team, since 1999, Daryl has put
his name to many
or to generate discussion projects, including Turok,
within
within it SSX and TRON. In his
workshop, he reveals
Daryl Mandryk, page 64 some of his secrets to
creating dynamic
creature art. Put your creature in a scene
to inspire the art team.
Turn to page 64
W orkshops
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
your creatu
creature
re desi
design.
gn.
Creature concepts
Paint an alien battle
Luke Mancini
COUNTRY: US
Luke is an
Australian
concept artist
who moved
Start working in
3 some of the details
Once the basic colour stage is complete,
I go back in to add some more details
over the top. Since the rough sketch that
I drew of the Archon and Ultralisk in the
first step is so basic, some more decisions Continue to flesh
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
at around 80 per cent opacity, just to be the Archon is a being of pure energy,
able to see where I’m drawing, and then some of that needs to be taken into
I begin to flesh out the character’s details account at this stage. To that end, I
in linework. At this early stage in the compromise between rendering some of
painting, I’m still not going too far with his armour as if lit by the general scene
the detail – I’m focusing on the main light, and having the rest illuminated by
C o
op y mer ged
Shi f ft
t +
C t
tr
r l
l +
C ( P
PC
)
C
Shi f
ft
t +
C md +C ( M
ac )
Separ ate, tr
ansf or m
and a ad d j
juust ar eas of f a
a
lay er ed ima
ge w ithout
f lat
lattening it.
SQUARE
Pushing the
9 Archon’s energy
When I’ve got the surrounding
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
Protoss’s 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 Tweak, texture and sharpen
plating. At this stage, I also use the 12 As a finishing touch, I add
add a low opacity
opacity Overlay
Overlay concrete
concrete
Gradient tool set to dark blue at a very texture over the image to provide some grain, and use a Levels
low opacity to push the saturation Adjustment
Adjustment layer.
layer. I mask
mask off both of
of these to be
be stronger
stronger over the
around the character. This helps to Ultralisk, where the contrast needs to be pushed further. The last step
emphasise the brightness of the Archon’s is to flatten the image and apply a light Unsharp Mask filter, which
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
shows you how to get imaginations fired up
www.mandrykart.com
as you take a game scene idea from sketch to completion
GET YOUR
RESOURCES
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Paint dynamic
dynamic concept
concept ar
orking in the games industry In this workshop I’ll develop a quick to help give your image a photographic
W
developing concept art, part doodle from scratch then develop it into feel and find out why more detail isn’t
of my job is to visualise a finished product ready for presentation always better.
moments in a game. These to a client. I’ll take you through t he steps You
You don’t
don’t need to be an expert in
in
creations often help to inspire the team, I use to flesh out an idea and, as I go, I’ll Photoshop to follow this workshop – in
or generate discussion about the project. share my thought processes regarding fact, many of the concepts explored here
Sometimes these ideas will be provided idea development, composition and will transfer
transfer over
over to any program you
Creature concepts
Maintain
momentum
Paint as much as you can
in one sitting. If you
constantly start and stop
a painting, it’ll take you
a long time to finish it
and you’ll 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 I’m happy with the composition 5 whole painting
you to work more quickly For this image, I imagine a moment in and don’t have to make any drastic I tend to zoom out and work on the image
and efficiently.
my head. When I don’t have a specific changes, so I continue to flush out the as a whole, picking out areas that need
idea or brief that I’m working towards, sketch and quickly paint in a face for the attention and tightening them up a little
I like to start 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 it’s a focal point of the image it’s 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. I’m 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 to sell the impact and capture the
something in the shapes, I know I'm things and help you concentrate on just action. I make 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 st age.
nothing appears then I'll just keep
exploring in this way until something
does. It’s 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 s ad d ed
Co l o u r i a
t h ro u gh
chalky brush and start refining a few s
co mb i n a t i o n o f m an y l a y er
areas. I picture an angry monster laying
waste to an unfortunate adventuring
PHOTOSHOP party. This could be a boss encounter that
the party is a bit too low level to take on. First colour washes Use dramatic lighting
4 6
CUSTOM BRUSH:
DUST BRUSH
This early on, the details aren’t important Digital tools make adding colour I try to keep my lighting dramatic
– I’m 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 of movement and action. life to the painting and establish a basic subjects, and cast good shadows. I don’t
that can be used for
There will be plenty of time to detail and palette. It isn’t exact ly what I want but it’s feel it’s 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, I’ll have certain areas fade out
it to create the dust things sketchy and messy. I’m 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 viewer’s 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.
Pr im
a y d
r i e
r c
t io n a l l gh
i t
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si t i o n h er
T hi k i ab u t o v er al l co m po Se co n da y po gh t
r i n t li
Paint dynamic concept ar
Inv er se
s el ec ti o
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Shi ft +
I ( PC
)
C md +Shi ft + I ( Mac )
P aint w ithin
and ar ound
a selection qu
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W orkshops
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 3’s 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.
Environment paintin
Robh Ruppel
COUNTRY: US
Robh designs t’s a common misconception work out the details. In this section, of what we do involves making these
I
for films, that concept work is all about which is based on Yemen, the player races look alive, purposeful and believable.
video games,
theme parks
blue-sky problem solving – across the bridge but shouldn’t be able to In this tutorial, I’ll show you how to
and print meaning that anything goes. leap down. The designer added long bars set the scene for a video game. I start by
campaigns. His clients This couldn’t be further from reality, as an indicator 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 – that’s our job as artists. before refining the image with lights and
10 Set dressing
points. Remember that happens when surfaces meet and the perspective are the next things I need to
this affects everything light rays bounce less and less between concentrate on. I work out all the stairs’ So far it’s just a lot of f lat planes
from the thickness of
them. I do some simple airbrushing on thicknesses in perspective by using paths and textures – it needs life! My typical
a wall to its texture.
a separate layer, set to Multiply. to accurately lay them out. procedure is to work in flat shapes first,
and then add modelling,
texture and so on. I block
in bins, boxes and other
elements you might find
in a real location.
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 there’s more going
on than there really is.
D is tor t mode
C )
C tr l+ T, C tr l (P Hanging lights
Cmd+ T, Cm d (Mac )
rans form
6 Once that’s done I can begin
Bring up the T
rm, then hold adding the hanging lights, which will
tool, trans fo
/C md to flip
do wn C trl be strung in a few rows between the
e.
to Dis tor t mod
buildings on the left and right of the
image. I’ll be using lots of them, so this is
not the time to make things complicated
for myself: the wire is a stroked path and
I keep things simple by making one bulb
and duplicating it. I take some time
placing them correctly in the scene. I’m
still thinking about other aspects of the
composition as a whole at this stage, and
Make a setting feel believabl
ESTABLISH THE
SCENE OF A GAME
Jung Park’s 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 it’s
COUNTRY: US
to either external clients or Sony’s art the same for character art, in which you’re
South Korean- directors isn’t 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 starti ng 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 volumes and shape the environment,
without straying too far from the client’s
use of different Photoshop brushes and
lighting to define the space and mood of
See page 114 now!
brief. Painting abstract shapes can help the composition.
Establish a game’s scen
Environment paintin
Vary your
shapes
It’s 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, it’ll 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, you’ll produce
Check the Navigator palette
9 Once I’m satisfied with the progress I’m making, I start zooming in to add details
awesome visuals – no
matter how badly you
colour them! I always
to different areas that I want to work on. At this st age it’s important to have your Lighten layers
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
you’re working on the smaller elements. I also try to follow the values of the area where duplicate the image and transform it into
I’m painting, otherwise it’ll 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.
More dynamism
12 When I started painting this image it was a two-point
C ur ve
s d ia
l og
C tr l +
M ( PC )
C md +M ( M
ac )
Quick ly acc
ess the C ur v
scr een w hen es
alter ing y our
image’s br igh
tness
and contr ast.
Finished!
Use the Marquee tool 16 After eight hours’ work I’m quite happy with how the image has
14 I’ve already mentioned the importance of having hard and soft edges in painting. turned out. Once I tackle one side of the factory I can develop more
Because the harvesting machine is one of my main focal points, I want it to have more designs of the industrial space through the use of different viewpoints.
crisp and sharp edges on top of the dome area. So I select the Elliptical Marquee tool For instance, painting the scene from the top of the factory would take
Environment paintin
Composition considerations
This is my first step towards establishing the composition
of a ship graveyard. I often think of an environment as a
two-dimensional abstract painting: this helps tackle
g t
h
e
st a b li
e
sh s n
co t
ra st ,
mass, colour and balance of shapes rather than details.
Na t ur al l m i e sh a o
d w
s i n
Negative spaces are as vital as positive spaces. I’m careful
to overlap shapes without cluttering the scene.
e o
t p a
l c
en ab li n g rea s an d d raw t h e vi ew er s’
c er t ai n a wh er e t i s
’
e
n e ed
d .
a t t en t i on
UNIQUE VISUALS
Stephan Martiniere hints at events to come with
RESOURCES
See page 114 now!
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 game’s 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
Software’s
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
Unique visuals
t
Na t ur al l i g h
t
i h
Na t ur al l g How I create…
A METAL
CANYON
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 it’s 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
make the area more natural and interesting. Vehicular activity
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 I’m
Down to size
always looking 3 I always include a character or a
for something that
recognisable element to set the scale.
will surprise and
Environment paintin
VISUALISE A
GAME WORLD
Speedpaints are vital for giving direction to the team
that’s 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 it’s not Vegas. I’ll also demonstrate how it’s 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
Working on
3 perspective
Once I’m 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
isualise a game world
Adding textures
4 Over the years I’ve 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
Q ui ck
it’s just as easy to create T ra ns fo r m
them yourself with just a C tr l +
T ( PC ) C md +T (
Mac )
little work. For this Hold C tr l/ Cm d af ter the
tr ansf or mation
example I start with a appear s and
dialog
pull on
digital photo source, in th
Environment paintin
Use presets
Tool presets are one of
Photoshop’s 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 they’re great for Hi de
Sel ec ti o
n
creating texture or C tr l +
H ( PC
) C md +H
details, and when used ( Mac )
T his enables
y ou to r emo
correctly enable you to the ‘ mar chin v e
g ants’ that
quickly paint the details, y our selectio
rather then scrubbing in a n cr eates,
w hile still ho
bunch of brush strokes. lding on
to y our selec
tion.
Managing layers
13 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 f lowing.
and it’s time for the villagers’ Add all your designs together to
showcase your video game.
LEAD CHARACTER
Christian Bravery takes you through his thought process and concept
designs for a prospective video game, starting with the hero
here’s so much talk and
Christian
T hyperbole about the term
‘concept art’ that the phrase
has almost become
Bravery meaningless. In this four-part special I’ll
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 (it’s in my workshop folder on the disc).
environment concepts In this instalment I’ll be designing the
for the video game and
entertainment industries.
wasp-copter pilot, who’s also the hero
http://ifxm.ag/ll-design character in our production – as such, he’s
an important one to get right.
GET YOUR I’ll be following a fictitious brief that use when approaching a character design.
IS IT ENOUGH?
If we’re going to capture the essence of
the hero, we’re going to need more details
THE ENVIRONMENT
After establishing the game’s lead character, Christian Bravery passes the
art baton over to Pete Amachree, who tackles the exotic island setting
reviously Christian Bravery My first thought was for the islands found rich pickings in the design ethos of
Pete
P established the character
design for Nate McCready,
the game’s hero, who gets
themselves. Although sci-fi gives us
licence to depart from the real world, I
thought I’d 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 we’re 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.
Pete’s 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 there’s also a strong horizontal bias
veteran who’s 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 that’s 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
He’s 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 game’s setting. precarious existence. Aesthetically, I I’m developing.
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RESOURCES
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he environmen
SOURCE
MATERIAL
Pete has this vital piece of
advice when generating
concept art for a client…
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 Earth’s
future, or perhaps on an alien
planet, so you can go pretty
wild. Try to come up with
something new – a fresh take on
the typical tropical paradise
image, but with recognisable
roots in that archetype. Just
remember that this is a real
physical and natural place, and
above all else it needs to feel
viable and believable.
Production design
THE ENEMY
It’s Leading Light’s Matt Allsopp’s turn to work on the game, as he fills
the alien archipelago from part two with a hostile insect creature design
o now we have designs for the hatched, just like frog spawn, the long, spindly legs. Peter Amachree has
GET YOUR
RESOURCES
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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. I’m not too worried
about the quality of the illustration; it’s
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
envisioned the creature to be relatively Make the concept
dark in tone, fierce and shadow-like. 9 readable
However, to build a narrative suggestion Now that I’ve got a clearer image in my
I started to consider the insect among its mind about the creature, it’s time to draw
Form and function intended island location. It seemed far a concise and readable concept. First I
7 I feel that the body proportions and anatomy of the creature more feasible that the creature was 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 it’s 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 you’re 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 I’m able to
To generate a convincing beast, it’s vital to understand the use the Eyedropper tool in Photoshop to capture the creature’s 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 game’s storyline.
Textures
in Painter
A great way to add
texture without
overlaying a photo is to
use one of Painter’s
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 add your new texture to
11 Here I’ve painted in some skin 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 that’s physically in
your hands one minute, and then being Adding wings Apply some
worked on digitally the next. When 13 Wings suggest a huge advantage for 14 finishing touches
combined with my painted skin markings the bug over mankind. It also brings up Finally it’s 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
I’m happy with my chosen painted shape, point. I’ve 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.
STORY DEVELOPER
Matt Allsopp highlights the importance of cinematography as he creates
a key frame illustration for the game using the existing designs
t’s time to take all the concepts First I draw some thumbnails. I’ve got
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 BRIEF 4 - The Battle
has established the design of both our I don’t want to cram too much visual This production illustration will
Starting off at hero and his vehicle, Pete Amachree has information into this single shot, so I’m bring the design elements together
Alpha Star and show our hero in his copter,
created the tropical environment and I’ve going to concentrate on the hero and the
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 I’ll be thinking the main focus of the piece. I’m going to the flavour and impact of your
now Leading Light
about atmosphere and mood. It’s hint at the islands in the background to concept. A set of good quality
Design as a concept production images will tell the
artist, Matt’s ambition is important to show off as much of these avoid confusing the readability of the
project’s story, attract investors,
to work in the movie designs as possible while creating a image. So, now that I’ve got an image in inspire the imagination of your
industry with his favourite
cinematic shot, but I don’t want to overdo mind, let’s 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 hell has broken loose, and it’s time for
See page 114 now! the villagers’ sole hope, Nate McCready,
to step in and save the day. With t he
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
frightening, overshadowing and
overpowering our hero. I should be able
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. I’m 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. I’ll have to reposition
the legs of the bug to allow for a more
aggressive stance while keeping it realistic.
The legs mustn’t 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.
Picking the time of day Clean up the sketch, me a chance to iron out those sloppy
3 I’m not sure what time of day to set 4 ready for painting marks that I made during the creation
the scene: midday or dusk? Taki ng a saved I keep my chosen greyscale sketch and process. I drop a white tr acing layer onto
Tie things up
template of the scene, I quickly paint colour palette open as I prepare to start the original greyscale sketch and redraw Adding a photo filter at
some colour tests. The bottom-left image my final version of the painting. They’ll the bug. Keeping my creature concepts to the end of the process
is certainly the strongest: it allows the provide essential guidance and ensure hand, I can get the shapes of the huge can often help tie all your
colours together. If you
foreground to be silhouetted nicely, but that I don’t stray from my intended vis ion forelegs correct, as well as those long want something to look
will also shows up some of the details on for the piece. The bug is looking powerful extruding pincers… and the rest! I’ve also a little more realistic, you
the bug and hero. The misty atmosphere and dynamic, even though the got the reference material for the hero and could add a cool blue
filter. Make sure you’re
will also help to create a frightening arrangement of legs differs slightly from his copter. Finally I tilt the horizon and
not too heavy with this
presence. I might lose some island the original design. It now towers over add some skid marks from the crashed though, or else it’ll look
background detail, but I think I can live Nate, putting our hero in a vulnerable vehicle to bring energy and momentum a little contrived.
with that – this shot is more about situation. Now, before I start the painting to the piece, as well as providing the basis
cinematography than design. I first need a linework drawing. This gives of the narrative.
Production design
Creature feature
Establishing the narrative 7 The creature is the most prominent
5 Adding value and tone alongside colour starts to bring the character, so I’ll 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 illustration’s narrative – because he’s now the primary focus of brush. I wasn’t 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 he’s fighting, which for all we I’m going to improve the finish and
know was the cause of his downfall. We’ll 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
foreground ship and the background. Using the chosen colour Identifying a problem
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 . I’m keeping it a little configuration of values, I can see that
more muted compared with t he colour test… for now. something is affecting the composition;
it’s 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
I’m already starting to stray from the
Strong colour test. I’ve made the image a little
outlines
It’s always a good idea to warmer by extending the glow of the sun.
have strong silhouettes I like it for now, so I’ll 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 it’s 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
this is also a great way of knocking back Painting the insect’s wings
the colour phase.
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 Painter’s Chalk they’ll read more coherently if I make them darker. I lower the transparency to make
brush is usually best for this job. I’m 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 layer’s attribute to Difference to kill the white of the
elements so far, but I’ll have to start photo. Once I’m happy, I reduce the opacity to make this te xture subtle, then set about
Story developer
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. He’s 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 craft’s
Digital Painting Bible.
function – must work with the image’s
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. What’s 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
concept artist. He lives in the
US, and is currently working on
Guild Wars 2.
Answer
www.arena.net
Phil replies
I’d say there probably isn’t a typical experience on the job, I’ll 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 I’ve 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 it’s 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 t he mood piece. the object I’m going to depict, as if I’m physically there,
& Dragons: Dragonshard, and
God of War 2 for PlayStation 2. To keep things simple for this question, I’ll focus on surveying the overall design from all angles. The more
Core skills advic
Answer
Remko replies
Mood paintings are fun to c reate and or a mood-board focused on the atmosphere
are an excellent way to generate ideas I’m 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 giv ing a place a them quite small. This helps me to feel what
recognisable identity. I actually see.
With mood paintings, you can create emotions That’s 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.
Let’s create some additional visual – with bright, joyful colours and in ful l summer I try to stay away from the Colour Picker as
3 interest. I do so in this image by
light, for instance. well. This helps me to choose the colours on my
introducing some abstracted pieces of 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
Artist Q&A
Question Question
How do I design quick decals How do I create modular characters
to add to military armour? that share assets but look different?
Answer
Jonathan replies
The most important element to parameters the game’s engine has for
consider here is a character’s supporting modular characters. It’s also
silhouette; it’s what the player’s 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 I try to address the character’s
After making your initial thumbnails, it’s 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 that’s 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 I’ve 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 it’s often design?
best to run a filter on it or dirty it up a bit.
Finally, I add a highlight that’s cast over the metal and the
paint, which helps to blend the images together.
Answer
Remko replies
A concept often begins long Here, I’ve started a concept for a futuristic
before you put pencil to paper. two-seater jet fighter. To achieve the
It’s 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. What’s several small black silhouettes. Once I’ve
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
It’s important to make the insignia appropriate to your examples to make my design more other with different layer modes. Doing
Core skills advic
Question
I hear the term ‘concept artist’ all the time,
but what exactly does a concept artist do?
I use the Lasso tool to create my Don’t forget to identify your Now I play around with my shapes to
1 2 3
forms quickly. It’s also a handy way to thumbnails with a letter or number. increase the chance of finding new
create masks inside your forms to pull out It’s easy to get carried away and forget 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
Artist Q&A
Question
I’ve heard that production artists need to be very fast – how can I improve
my painting speed?
Answer
Daryl replies
It’s 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. Whi le I don’t
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 Don’t get bogged down
by small details when
would be to configure your workspace to I’ll be using frequently. This all sounds overall values initially. painting. Focusing on
meet your personal needs. Spend some pretty obvious but it ca n 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; don’t schedule for yourself that includes a little
layers, flipping the canvas, running filters worry about the details yet. It’s more art workout every day.
Question Question
What are the expectations from the When creating environmental
production team with regards to the space concepts, how
translation of your concept designs important are technical
into 3D game art? specifications?
Lighting plays a significant
Answer role in the look of a game.
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 doesn’t 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, it’s 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 g reat 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, it’s important to work with te ch 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, it’s 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 f ully
Artist Q&A
Question
What are the goals you set when starting
on a new piece of concept art?
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 I’ll is integrated within the larger exper ience.
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
It’s a very good idea to approach a design in this manner because imposed standards equally well, therefore delicate balance here is to provide an
it’s 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 t he 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 it’s 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 you’ve 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. It’s there to give you a solid base to work with and, now that
you have that base, you can continue painting and refining.
Question
When designing game characters, are there
any specific rules to follow?
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. Don’t just think you
freedom you have in designing the know what something looks like when a
character’s 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; don’t be
‘turnaround’ or orthographic would be tempted to draw only from the
required to see the character from all sides. waist up. Details count.
This design is based on a specific After a couple of changes to the first This is the final design with a texture
1 brief. The female character that I’ve 2 sketch, the idea was approved by the 3 overlay added, which tightens up the
been asked to create is a desert-dwelling, client and I started blocking in some basic 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
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