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Wednesday, 9 November 2016

Look Development: Research

8th November 2016

Research

I have begun research into concept art, what makes a good piece of concept art? What would I like to do? How do I make it? I’ve started by looking at concept art for games, as I have played this games thoroughly I have a good idea what the games entail. By looking at the concept art of these games, I recognise iconic locations and moments even from initial sketches and rough paintings. From this have learnt that concept art is not precise and clean, its purpose is to capture the essence of the moment, be it action, calming etc. As seen from the great variety of artworks, each one has a unique feeling from its composition, colour and narrative. I intend to apply these ideas to my groups work, as this will give the piece depth for the audience to interoperate and engage with.


Assassins Creed Syndicate 


Dead Space



Dead Space
 


Bioshock Infinite



Assassins Creed Unity



Assassins Creed Black Flag


Assassins Creed Black Flag


Assassins Creed Revelations


Fallout 3


Gears of War

Initial Thoughts:

From these concepts I have been inspired to begin concept art. Firstly I needed to develop an idea on what the image will be, which will then be reference for the final image. As a group we discussed atmosphere, the objective of the image and the narrative as these are all important factors to consider. From references we intended to create a piece with a soft cartoony style which objects and the setting would be slightly warped to not have a hyper-realistic aesthetic. We intend to replicate this style because we believe simplicity is appealing and efficient in the time provided. 

Swamp

Our first thought was to capture an atmospheric shot of a swamp. This would be a low angle shot on the shore of a lake surrounded by trees which feel like they are reaching out to capture you. This concept would be spooky with an unsettling edge to it, that nothing is out of place but it feels “off”. This would be accomplished with disfigured trees, in contrast of the calm lake layered with a thick mist. Accompanied with blues and greens as this would be covered by the darkness of night, only lit by a lantern and moonlight.

 Underwater

We continued to develop ideas; from the swamp idea the theme of nature evolved as we thought we would like to create organic shapes which would be both challenging and appealing. However we wanted contrast, which lead to the idea of manmade objects which have been lost to the sea. Therefore we started to list possible man-made objects such as boats, planes and cars etc. Personally I liked the idea of an aged war plane; inspired by events such as Pearl Harbour and Midway; I believe this would communicate the message of humanity’s brutality would always be overpowered by nature. The contrast of the harsh shapes and colours of the man-made object and the soft curves of organic growth; we believed this would make an appealing piece.
Other factors we considered were the themes of decay; this would make the object rather abstract at first; then with closer inspection the audience would discover what the object is. This would engage the audience and give the piece depth. From an animation point of view; this would be interesting implementing organic life and animating this to its own movements such as anemones as well as the oceanic influence: currents. This would lead to further research by observing aquatic life at an aquarium for animation and concept reference.


I have created a mood board to generate ideas on the composition of the piece.  


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