Wednesday, December 9, 2020

Semester 1 Project: Claire Hummel Concept Art Methodology Summary

For my first iteration of my ‘Moss’ concept art I will be looking at the methods used by Claire Hummel.


Concept Art Methodology 


This is the workflow i have formulated following the research i have gathered about Claire Hummel and her process of creating concept art


  • Look for the intent or purpose of the character design; Who is this character? What sort of world/genre is this character from? What is the Art Director looking for in this design? 

  • Create raw sketches and ideas - brainstorm these ideas or any ideas onto paper

  • Start collecting research and references that i feel will be useful 

  • Beginning the initial concept stage create several sketches (3-4 sketches)

  • Pick a design that i like and develop more initial concepts - explore new ways you can make the sketch you have chosen even better or you held back on applying to the original sketch (4-5 sketches)

  • Pick a design from the second set of initial sketches, refine some of the details to create the final design

  • Moving onto colour blocking create a flat digital painting render of the concept and sample different colour palettes (6-7 colour variations)

  • With the colour palette decided create a final concept - fully detailed turnaround (front/back)

Semester 1 Project: Concept Art Methodology, Claire Hummel

While we can look at a concept art book to see hundreds of pages detailing the overall production of a game I feel standalone concept artists get lost amongst the pages and possibly we don’t even get to see any of the concepts they created for the sake of being scrapped in early concept development or for the book layout. However now with online portfolios we get better insight of their personal methodologies.


The example I feel strongly shows this is from the concept artist Clair Hummel.  


In this interview i found with Claire Hummel, one of the questions the interviewer asks is about her process of creating concept art - i found this information useful as it coincides with the post i found of her concept art and is the artist herself describing her methods from start to finish - my plan with this information is to note down her methods in order to formulate a pipeline for myself to use so i can review and reflect on this example of an industry level method and if i feel it could work for me.


Process always starts with an idea or prompt she wants to work with; this could be brought on by a reference she has stumbled across but usually she wants some intent or purpose to motivate her character design - who is this character? What’s their role, social standing, personality, career, genre and universe? 


At this stage she asks herself “What do i want to get out of this piece?”


From that prompt she will jump into loose sketches and brainstorming; she notes the value of getting a raw idea for a character onto paper, whether it’s in a sketchbook or on a napkin. “Trust your instincts, or atleast get them down on paper to refer back to. Sometimes there’s some weird genius hidden in there that you would have over thought.” 


Once having some sketches down she moves into more in-depth research and referencing; gathering images and reading books is a huge part of her process and the larger the body of reference is the better and more plausible the work is going to be. 


Clair brings up two facts i believe are important to referencing -


Not everything needs to be a mirror of something that already exists as it would defeat the purpose of character design but knowing what she is drawing and knowing when to deviate from the source material will make for better, more unique character designs.


When working from a reference you’ve never used it is best to try and do some quick studies of the reference, this study can lead to discovering things about the concept art subject matter that you wouldn’t have otherwise with just a glance.


From that point Claire starts integrating the references into her initial concepts which allows her to tighten up the structure, design elements, details and take into account things like shape language and silhouette. 


At her industry job she will produce several variations on any given idea and in order to get so many initial concepts created Claire will work in black and white - this is a method used for the sake of speed and value “no amount of good colour can save bad design or bad value structure”; leaving the colours to a later stage helps her focus more on the design so when finally reaching the stage of initial colours and colour blocking she can pick a colour scheme that reads clearly and reflects the character. 


After settling on the final design and colour scheme Claire moves on to the final stage of her design being the final concept - for her job in the game industry this means a painted trunable art piece that will be then passed off to a 3D modeler.  


As an example of this process put into practice I went to one of her online portfolios and found concept art of young Elizabeth from the game Bioshock Infinite. In this portfolio Claire Hummel breaks down her methods and the process of designing the young version of Elizabeth. 


She details how the Art Director was looking for a design that reflected the characters bright-eyed and youthful demeanour that we see at the beginning of the game when we as the player first meet her; as part of her concept they wanted a historically inspired design with an appealing and modern silhouette - we can see that these concept methods where used to communicate an idea by an outside source, which is what i have found as a common description of concept art and its role in the industry.


In Claire’s notes she researched into types of schoolwear/ uniforms that would be worn by girls in the 1910’s as the game uses this time period for its aesthetics. While school uniforms weren't nearly as prevalent during the Edwardian era as they are today, we ended up zeroing in on a blouse-and-skirt ensemble that echoed that theme and communicated her youth to the audience.”


Initial Concepts: In her initial concepts stage Claire has created four rough sketches of Elizabeth’s design - the sketches are quick, fluid and coloured in greyscale. The sketches are also annotated with details about the fabric materials and inspiration of each concept, these details serve as a way to show functionality of the concepts and are useful to the different departments of the development team e.g 3D modelling, texturing, lighting and animators; which will come into use later for when the character is rendered into the game.


It can be seen in the second part of her initial concepts that a design has been chosen by the art director and so Claire is tasked with developing the chosen design further along with experimenting with different hairstyles - in these five concepts we can see how Claire is trying to bring out the character’s personality through how Elizabeth wears her uniform. Claire has also shown the details and functionality of these clothes in her initial concepts; these details are to be quick, readable and although it seems to be sketched in passing these sort of details are important to other members of the development team e.g ‘sketch 1’ shows the bottom of the skirt folded over, showing the under layer petticoat; without seeing this the 3D modelers, animators etc. would not know this needs to be added to her in-game render.  


Colour Blocking Exploration: We can see in this stage of concept art that a design from the previous initial concepts has been chosen; which Claire has tweaked and refined as she moves onto creating a colour scheme for Elizabeth - the concept art has now transitioned from pencil sketches to flat digital paintings, this is so she can quickly swap out colours in order to experiment and create a visually pleasing palette.


As part of her concept art methodology Claire has created a process in which she takes the same sketch, duplicates it and redraws over it to create a new piece of concept art. 


Damage States: This is a more specific piece of concept art for the game due to a story feature where Elizabeth’s attire will gradually become more torn. 


Final Concept: The final concept shows a front and back pose. 


On reflection and what i’ve taken from this research is that i’ve learned a lot about concept art methods into practice; i feel her method utilises efficiency and visual communication while still maintaining her unique art style. 


Research Reference :

https://www.artstation.com/artwork/XbEoa 

http://claire-hummel-interview.blogspot.com/2013/12/normal-0-false-false-false-en-us-x-none.html

Sunday, December 6, 2020

Semester 1 Project: Making a Brief for ‘Moss’

This is the brief i have drafted for myself as if it was written by the Art Director of Polyarc Games,

‘We would like you to start the development of our leading character ‘Quill’ for our upcoming VR game ‘Moss’. Quill is a young mouse with a craving for adventure; she lives in a hidden woodland village with her uncle, a former soldier who has taught her how to battle with a sword.


Quill is a small mouse about to face a big unknown world and while she communicates through ASL (American Sign Language) we want the player to develop a bond and will want to protect her and follow her on this journey as they observe and assist her through the VR mechanics.’ 


Friday, December 4, 2020

Semester 1 Project: ‘Moss’ Personal Summary Notes

The game Moss is set in a fictional fantasy world inhabited by rodents - in the past the land has faced wars and an unknown evil that forced the rodents into the forest to build their homes - with this i have an understanding of the genre and history of the game so i can direct my research and referencing into these areas.


We can see in a location called ‘The Mire’ it appears at some point humans were part of this world but now long gone - could this information help me with my concept art? By exploring the idea that humans did exist i could look at how the animals have made use of the items and materials left behind.


Quill is the protagonist of the game, she dreams of greatness and has been taught the skills such as the art of the sword by her uncle, a former soldier - i know i need to design Quill to show her abilities and weaponry, what type of sword will i make? As she is a small character could i utilise the idea of the sword being made out of a non-sword item? Will she have armour? What does she hold her sword in when it’s not in use? Does she have any other carrying sachets on her? 


As a note from the Art Director Quill should be designed with two features taken into consideration; her eyes and anatomy. As the gameplay has Quill using American Sign Language, fighting and solving puzzles by climbing, scurrying and getting into small places her animation and anatomy needs to be able to do these things. 


The Art Director wants the player to care about Quill, she is able to interact and make eye contact with the player so forming this bond is an important aspect of the character's design.

Semester 1 Project: Understanding ‘Quill’

In order to understand ‘Quill’ and both how and why she was designed the way she was, I decided to collect research on the studio who created her game. ‘Moss’ is a video game developed by Polyarc; I was able to find different articles and videos of the development team talking about how they contributed to creating ‘Quill’ as a character.


In various interviews with the games animation director Rick Lico he brings up details that I found important, the details helped both the concept artist and the animators create the games protagonist ‘Quill’.


Quill uses realistic animation gestures so they chose to use a more anatomically correct design of a mouse rather than a cartoony one - this plays a role in how the player interacts with Quill as she will respond to actions with sign language. 


Quill’s body language was more of a focus than her facial features - her movements are subtle to define a more genuine personality and give her autonomy. 


Moss Protagonist 'Quill' moving and using ALS (American Sign Language)


Quill will interact and have eye contact with the player, making her eyes an important part of her design; this design being led by art director Chris Alderson. In interviews he details many inspirations for the character ‘Quill’, from the journey of the hobbits in J.R.R. Tolkin’s books, to games like ‘The Legend of Zelda’,the films of Studio Ghibli such as ‘Nausicaä of the Valley of the Wind’ and even how his own pets would emote and interact which led to design decisions like the size and shape of her ears and eyes.


The reason ‘Quill’ looks and acts the way she does was to compliment the VR technology by making a character that the player can emotionally interact with and would want to invest time in, protect, assist and form a bond with.


The story of Moss allowed the developers to use size and scale to their advantage in both gameplay and design - with small characters and structures built for these characters in contrast to the big dangerous world around them. 


Quill’s design was developed around VR technology and the studios desire to create a small diorama-esque world; I believe that we can see how this aspect of size and scale mixed with VR has influenced other details of ‘Quill’s’ design with the choice in the colour of her fur and her red scarf help her design stand out against the earthy colour palettes of the different environments and to help the player see hear more easily when running and climbing on platforms. 


The keywords and themes that I regularly see being used to describe the look and feel the development team wanted to evoke in the game’s design are - comfortable, inviting, exploration, immersive, adventure, friendship, emotional, a storybook fairy tale. 


I feel gathering this information has given me more insight on the development of concept art within a studio and how concept art can be influenced and enhanced by the contribution of disciplines outside of art. 


Research Reference:

https://www.polyarcgames.com  

https://blog.playstation.com/2018/04/09/the-magic-of-animation-in-moss-how-polyarc-brought-quill-to-life/

https://www.gamasutra.com/view/news/336325/Road_to_the_IGF_Polyarcs_Moss.php

https://twitter.com/Foofinu/status/892916386162331650 

https://www.mcvuk.com/development-news/when-we-made-moss/

https://blog.vive.com/us/2018/06/29/exploring-process-behind-polyarc-games-moss/ 

https://blog.threadless.com/the-immersive-worlds-of-polyarc-games/

https://developer.oculus.com/blog/developer-perspective-creating-compelling-characters-w-corinne-scrivens-of-polyarc/?locale=cs_CZ 

Tuesday, December 1, 2020

Semester 1 Project: Understanding ‘Moss’

Game Plot


Game starts with the player, known as ‘the reader’ opening a book and being transported into an unknown world of Moss in the form of a spirit. The player encounters Quill, a small mouse with dreams that go beyond the confines of her village The Clearing. It is while exploring outside the village she encounters a strange glass artifact that binds her to the player and it is there that Quill and The Reader learn to develop a bond that will help them save Quill’s village and uncle from an evil that draws closer. 


To start my research i wanted to find out why ‘Moss’ was designed the way it was, what the development team wanted ‘Moss’ to be as a game through these design choices and how they went about achieving this - specifically from the visual side of designing the game.


Character and Environment Descriptions 


These descriptions are from the Polyarc Website and detail different characters and places the player will encounter in the game, i thought this would be helpful information to have about the characters and the world they inhabit as there is very little information about the game besides actually playing it. Even if i only end up focusing on one character this information will help me understand the history and unseen narrative that is threaded into the game which will help with writing a brief. 

Quill

She’s always dreamed of greatness and now it’s finally time for her to embark on an epic journey.

“If Quill’s capabilities are doubted by anyone, it’s certainly not her. She may be small, but Argus taught her well”


The Reader

Welcome to an alliance for the ages! After opening the book of Moss in the mystical library, players are transported into the world as their own character and key ally to Quill. Their abilities are complementary to Quill’s.

“It wasn’t fear Quill felt—she intuitively knew they were on her side—but rather, it was the feeling that everything she’d ever known was about to change.” 


Argus 

Quill’s mentor and caretaker. Living together for as long as she can recall in their quiet forest settlement, Argus trained her in many useful skills including the art of the sword. But what knowledge of the past has he kept close to protect her?

“His sword has seen many battles. Argus once crossed through the smoke three times to carry wounded knights to safety.” 

The Clearing

Leaving was an inevitability in Quill's mind. Her heart was simply in two different places—the forest home she’d always known, and the faraway lands of her wildest dreams.

“Initially a haven along the escape from the ‘Cinder Night’, this canopy settlement eventually became a place to call home.”

The Library  

It all begins in the library, filled with the legends of Moss, both old and new. The whispering, gilded book on the table is your window into the world. Sit by the candlelight, reach into the book's pages, and help write the story of a hero in the making…

Twilight Garden

On the journey to save her uncle, Quill finds the entrance to a strange and vibrant place. Here, you’ll be tested in new ways as a mysterious presence prepares you for the dangers ahead. You and Quill will explore vast chambers, discover unique weaponry, and face a new realm of puzzles and enemies. Success here will require mastery from you both, and could change what’s believed possible for a partnership of your kind…

Forest 

Unsurprisingly, Quill lost track of time. Endless in their wonder were the caves and springs and creatures surrounding her forest settlement. How could one not lose track of time?! That defense, of course, rarely worked on Uncle Argus. He had only one rule: be home by dusk. No exceptions. But what undiscovered treasure might she find if she went just a little farther…?

The Clearing’s Waterwheel 

The Clearing’s waterwheel was a turning point in the building of the settlement. The day it made its first rotation, the weary and displaced settlers erupted into cheers, finally able to unwind. The old king’s fiddler dusted off his bow and everyone spun about, dancing in circles and feeling home at last.

The Cottage 

No matter where the adventure takes her, Quill’s home will always be the small cottage she shares with her Uncle Argus, on the far edge of The Clearing. Her favorite nights are those spent in the library with rain pattering against the skylights, reading stories together until the roaring fire wanes to embers.

The Eastern Wall 

Despite her curiosity, Quill never traveled the path beyond the eastern edge wall, as it was ever-guarded and strictly forbidden. She knew it led to the mire—a place of myth and legend—and beyond that, faraway lands she could only imagine. But tonight, her uncle needed her, and she had to go after him…

The Mire 

It was a clash of the giants—desperate chaos before the tragic demise of their kind. Traces of this ancient battleground now protrude from the murky waters of the mire, creating nameless headstones for these doomed and forgotten souls.

Ancient Ruins

Originally a hub for the aqueducts that channeled water to the nearby city, this ancient structure was built up over time and became a place of worship and ceremony. Nature unrelenting, the prying fingers of the surrounding swamp continue their tireless work of pulling these long-deserted ruins back down.

Abandoned City 

Far away there looms an abandoned city at the edge of the sea. Once brimming with street markets, royal processions, and joyful chatter, this ominous place is now empty and still. That is, except for the burning glow from beneath as the Arcane hollow out the bones of the city, ceaselessly toiling, ever searching…


Research References:

https://www.polyarcgames.com/character-and-enviro 

https://gamingtrend.com/feature/interviews/the-world-behind-moss-an-e3-interview-with-polyarcs-chris-alderson/ 

https://www.pcgamer.com/uk/moss-blends-redwall-and-zelda-in-one-of-the-best-vr-games-of-the-year/

https://www.gamasutra.com/view/news/336325/Road_to_the_IGF_Polyarcs_Moss.php 

Monday, November 16, 2020

Semester 1 Project: Choosing a Game

The game i have chosen to recreate concept art for is ‘Moss’; besides the images i have seen of the this is a game of the main protagonist i know very little about this game but there is something i find compelling about the design of protagonist and i want to find out why i find this design so compelling and what i can add to it when reinventing the concept art.


As part of my process I will find the synopsis of the game ‘Moss’ that will have details about the characters, setting and story - This will assist me with writing a brief.


In order to get a better understanding of the game's development I will attempt to find information about the game from the creators; possibly the concept artist/s and art director - by doing this I will be able to find and analyse their concept art methods while working on the game. 

Image of 'Moss' protagonist Quill

Semester 1 Project: An Introduction

Following my previous post I have decided to use my first Idea ‘Idea 1’ for my Semester 1 Project; it was difficult decide which idea to do first as i feel my previous research into concept art delving into the influence of folk tales and fairy tales has led me to want to further explore this subject - by noting down all my ideas i can possibility go back to these ideas and use them for another semester. 


Idea 1 


Breaking down the process of creating concept art by taking a pre-existing game and creating a new look for the game with this process. I will render the story and themes of the game into a description that will be an informative brief so I can fully re-invent the style from my own visual interpretation and from the research I have gathered. 


I will analyse the games art style and research into why they chose this style - why was this style chosen? is it culturally influenced or significant to the themes and feel they wanted to convey? 


I will be solely focusing on the visuals of the game and using the pre-existing story of the game as a basis for designing my own version and to not copy the original designs. 


I am doing this because I want to learn what is required to create industry directed concept art and by doing this I hope to find a way of incorporating my illustrator practices and art style into a portfolio for a concept artist role. I also plan to use this project as a way to study and practice new methods of concept art and see what does/n’t work for me and by doing this I will have an understanding of the how and why in the decisions concept artists face when creating art - are these decisions built from research? On a whim (what they think will look good)? From outside influence (art director)? Or all of the above?


By the end of this project I hope to see where my research takes me by broadening my ideas and how this can assist in developing concept art from a visual and contextual standpoint along with learning how to combine methodology research and contextual research into a consistent workflow suitable for producing concept art.