Monday 12 October 2015

Joshua Gardener - Concept Artist - General concepts

Hello i'm Joshua Gardener and i am the concept artist for Etherial Games;

Our Group Comprises of; 

Craig Lang as our Game Designer
Rastislav Smolen as our Character Artist
Myself as Concept Artist
Ben Matthews as Environment Artist

My Role;

As concept artist i am someone who looks at the earlier stages of production, working on the ideas we are using in the game, and focusing them to the point where our the other members of the team can use them in making final assets for the game slice we are creating. An example like,character artist for instance can then go and use my work to build a character model in unity. in this respect the concept artist has a lot of working in the early game, rather than the late game.

Progress and Setting Up;

Now at this point and time the team has already discussed some of the basic facts and ideas for our game, and we've got a little bit of a grasp on what is going to be going on in our game.

As our two themes of the game that were selected for us, we got; Library and World War 1.

From this we garnered that our setting was in an abandoned library, with the setting being the closing days of World War 1, and our main character was a professor who got caught digging too deep into some of the last projects aimed at trying to turn the tide of the war.

First Milestone Presentation;

For our first Milestone we had to present the material we had made so far in a bid to sell our game and test our concepts to our Publishers (teachers). For this i showed some various pieces of concept art covering some of the basis of design; characters, environment etc.


This was the initial image i gave the group on what i pictured our game to look like, with there being dynamic camera angles, with our character placed in the scene, and on top of that some closer views of what investigating various areas might cover. We have since changed this idea slightly, but the general imagery of using all of these ornate bookshelves, with camera angles that make good use of the environment and character placement for added atmosphere, have remained consistent. 

The character placement is now more akin to dino crisis and the old resident evil's.


Another aspect i got to show off was an idea for the layout of the level, based on some talking between me and Ben our environment artist, i wanted to have a go at constructing how the level might appear. And also to get an idea of how it would flow, at least from an aerial view. We wanted two floors, seating area's, some offices, and of course a lot of bookshelves. and i worked to combine them in a convincing and well constructed floor plan.



Moving on i wanted to start constructing the look of our character, and get a more rigid idea of the direction both I and the team wanted to bring him in; i started basing these idea's from a great idea from Rastislav and through some independent research. What we where aiming to capture here is a man in his late forties on-wards, with signs of age, glasses to indicate his intelligence or position.
All these aspects i made efforts to capture in different ways through some bust designs.


Lastly, to solve a problem that came up while discussing our character and his death, i wanted to show how our character might have died, following some inspiration from games like Murdered: Soul Suspect, i concepted the idea that our main character, Franz, had been shot once through the eye. this had obviously killed him, but in death the cause of death changes, the eye dulls and goes grey in colour, while its surrounding flesh becomes scripted with magical runes. this was my way of adding some flavour and flair to detail within our narrative.

That's all for this post, from now i will be breaking down the elements i have to concept, showing my research, development and finalisation of ideas to use within the game.

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