The purpose of the blog is to jot down basic ideas that I have with images that are related. From these posts, I can come back and work on the ideas to develop concepts further and create concrete results. Hopefully, people will post various thoughts on my ideas and help me develop them in ways that I normally would not think of.
Wednesday, March 9, 2011
The Benefits of Technology
Character design is one of my favorite areas of game design. I am working with trying to draw concept art for my characters in various RPG campaigns. This character is from the game Exalted, and is an Abyssal Dusk Caste samurai, who lost her arm in a battle and had a robotic prosthetic replacement. Although Abyssals are typically associated with death and they do sometimes use necrotech (patching things up and making machines out of corpse parts), I wanted to make her arm more mechanical. My mind drew a blank in how to depict an arm as clearly robotic (although I can picture things when not drawing), and my indecision shows, unfortunately, in how the lines of the segments don't seem to line up properly. I do enjoy the effect that illustrator had on my drawing, as it seems much more comic-like, which is what I was going for.
Contemplating My Drawing Skills/Deficiencies
I wanted to juxtapose my conceptual renditions with drawing directly from observation. The one up top and on bottom are works I did from my imagination (though the one on top is a little skewed due to my poor photography skills). As for the one in the middle, you can see that I have a much clearer grasp of depicting something I can see. I placed them like this to try to highlight the differences. I need to figure out what gaps in my mind that I have when drawing from my mind rather than simply recording what I see.
Thursday, March 3, 2011
Dissonance
I wanted to demonstrate why I like to keep things simple, so to do that, I have one of the most over-the-top examples of poor use of colors(I designed it specifically for this purpose). Warning, if you are epileptic, get migraines, or have any other issues with flashing lights, do not click the link below.
Seizure Ball
Seizure Ball
Working with objects
An important influence to what I am trying to do is the more visceral tangibility of the physical world around me. This image was a project I did for my visual literacy class, which was to make a book cover by photgraphing found objects and implementing them into the title and imagery. It kind of goes with what I was saying before about how I can work with things I can see, but have difficulty projecting my own unique ideas into concrete expression.
Working with colors
Color is another area that I need to work with. While my favorite color is indigo, I tried it in the past and had difficulty generating an aesthetically pleasing color scheme. Eventually, I landed on working with a sort of dark gold/brown color. I want to restrict my colors and be either mono- or bichromatic, but I provided this image I made from when I was in high school to demonstrate the unity I want to evoke. Personally, I actually prefer limiting color selection to only two to three colors, as I think it becomes more iconic and sticks in people minds, but if I could find a way to do it with broader range, that might be good too.
Drawing Styles
I'm working on trying to develop an art style for the game. I wanted to try to draw some of my own artwork for it, but I have difficulty projecting images from my head onto paper. I can draw that which I see, but somehow converting abstract thoughts into concrete imagery is difficult. The images above are from my one illustration class, and they are images of Tony Jaa from Ong Bak. I sampled it in gestural, hatching, and tonal using pencil. It shows use of lines and value with an interesting kinetic tension.
Monday, February 28, 2011
Sense of Danger
One of the more difficult things I find with creating any sort of game is creating mood. A big part of that is the environment and what kind of creatures are in that environment. Exalted did an exemplary job with their use of different fantastic elements, but it is difficult to try to draw inspiration from something like that and still be original. I wanted to try to make the monsters and adversaries in the game be a blend of both the fantastic and the futuristic, but maintain a sort of consistency. To this end, I enjoyed the aesthetics found in many of the final fantasy games, #13 in particular, as it had a rather beautiful blending of the two. The image is used to show a sense of movement, while providing a more fantastical concept. It was a piece I did for the sake of humor in my Digital Imaging class, but I enjoyed it a lot, so I found it fitting.
Wednesday, February 23, 2011
Distilling Thoughts
Most of my ideas are rather abstracted and need to be put into a more solid form. I tend to have difficulty bringing thoughts into reality, even if I have a fully formed idea. This is one of the reasons why I wanted to have user feedback and influence over the game I was going to create. That way, I could bring thoughts into greater clarity and seek aid in coming up with things that fill in the gaps. The first image is an old abstraction of a rose that I did when I was in high school. It is an old favorite of mine, breaking the image down into more basic colors and shapes. The other image is an image I did for illustration, though I added texture to try to bring the image more depth.
Wednesday, February 16, 2011
Man vs. Monster
The scope of the game is to have give an epic feel, but not quite as overwhelming as, say, Exalted. I want the player to feel the growth and development of progress more than simply having huge jumps in power. I wanted the titular Havoc power source to be a primal shaping force of the world in the game (similar to Essence in Exalted), but rather than having it be the energy of the world, I wanted to be the actual matter of the world itself. Every creature would have a manifestation of Havoc and its associated powers to one extent or another, even common domesticated animals. Monsters would be more common, but as a result, the basic playable races would be similarly epic, even the most mundane. As for the image, I went with a sort of asymmetrical balance, trying to balance the larger monster on the right with a more detailed character on the left. My aim was to try to demonstrate the concept of progression and challenge in order to spark more ideas.
Monday, February 14, 2011
Armor Motifs
One of the signature groups in my game are the gravity knights, soldiers trained to wield magic that controls space and mass to increase their physical capacities. For their armor design, I wanted to go with simple geometric shapes linked together in plates rate than standard contour. I drew from suprematism, which is what the image of all the basic shapes above is. I wanted the armor to have sharp angles, but it was difficult for me to bring such an abstract concept into a more relatable motif. In the end, I went with sort of a compromise, but the effect seems promising. The version ended up using the contour to follow the geometric shapes and give them more depth. The initial concept for it was commissioned by me and drawn by Phil Fruend.
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