I have been researching on what is expected from a concept artist in the gaming industry as I want to be fully aware of my surroundings when I graduate. I stumbled accross this web site LINK which displays and shows some information regarding job roles in gaming world it also discuses some tips for your portfolio.
Concept Artist
"The concept artist is responsible for just that: creating art that helps to flesh out the visual concepts of the game. Their work helps establish for the rest of the team the visual direction the game will be taking. Traditionally, concept art is more about illustration than 3D work, in fact, a concept artist may not know much about 3D programs at all. Some however, like to block out some rough objects in a 3D program, and do a simple render to establish perspective and maybe even some initial lighting, and then paint over it…that depends on the artist.
Concept Art requires a good, thorough understanding of composition, color, depth, lighting…the same stuff you started learning about in art class. As a concept artist, you might be called on to do concept sketches of environments, characters, vehicles, weapons, costumes and anything in between. Sometimes concept artists will even specialize in one of those areas. It wouldn't be that unusual to find, for instance, a concept artist that does awesome character and costume sketches, but might not be that great at architectural environments, or vice versa. A really good concept artist will be able to do just about anything well."
Portfolio
"Okay, read this part carefully: your portfolio, in my opinion, is more important than anything else you have to show. It's more important than where (or if) you went to school, it's more important than what degree you do or don't have, and sometimes it can even be more important than how much experience you have. In a nutshell, your portfolio is a small collection of the best artwork you have been able to create up to this point in your life.
A lot of questions surround the portfolio/demo reel, so let's break it down to the two types: the portfolio is usually a collection of printed, or still images, and the reel is usually a series of animations. Many times an artist will submit some of each."
My view on this subject
I personally think this information is extremely helpful and I'm starting to finally realize what i need to do to become a successful concept artist. I have realized that a concept artist should be dedicated to one area he need to be versatile in the gaming world. It seems like its very rare to be able to choose what you want to design.
- Learn to draw environments with confidence
- Improve character art, costumes and poses
- Design story sets
- Assets
- Show an understanding of 3d
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