08.28.17 | Proposition 2 - Character Concepts
So, the whole "incorporating art and music" thing may actually be easier than you think! As-is I've been working on a few fronts for a video game that I've been dabbling in developing as a hobby. Relative to the course, the main thing I was working on (and probably the easiest to complete on a semester-wide scale at the moment) would be working on some character concept art. I've nailed down a style I'm happy with and that I think can be used for some of the character concepts without having to continue radically revising past concepts. There are 8 (technically 9) characters I was planning on doing art for, all of which would include the following:
- Polished-up concept art with four different variants (I'll explain later)
- Some less-polished sketches
- Possibly a storyboard-type concept or two
Here's an old style I was working with back when I was still on loads of painkillers in the spring that illustrates basic character designs:
Here are some work-in-progress shots of the new style:
And here are the (for now) final versions of the four-count polished-up art I was talking about:
So, let me clarify what I meant about the four different variants. Each of the eight characters essentially has a "standard" suit configuration and a "heavy-duty" suit configuration. Additionally, both of these configurations would have a version of the art with the helmet on, and a version with the helmet off.
In this case, though, "Drei and Syx" are two separate characters: Drei exclusively uses the standard configuration, while Syx uses the heavy-duty configuration - they're two minds inside a single body that transforms - Drei uses a male form, while Syx alternates between separate masculine and feminine forms (with the masculine one visible in low-opacity).
Drei and Syx are the only "twofer" in this case and have a unique setup; normally, the character concept consists of a single character who has the same four variants, wearing either the standard or heavy-duty suit depending on their needs.
The designs are being done in Photoshop almost entirely through smart objects, vector shapes and clipping masks; I sketch out the initial designs with a tablet, and then more or less "trace" and/or refine the individual shapes (ex. armor pieces) from there.
There would be seven additional sets of artwork I would work on during the semester, which (probably) wouldn't take the entire rest of the year. There's also the rougher sketches / storyboards for Drei and Syx, which I haven't done yet.
- Polished-up concept art with four different variants (I'll explain later)
- Some less-polished sketches
- Possibly a storyboard-type concept or two
Here's an old style I was working with back when I was still on loads of painkillers in the spring that illustrates basic character designs:
Here are some work-in-progress shots of the new style:
And here are the (for now) final versions of the four-count polished-up art I was talking about:
So, let me clarify what I meant about the four different variants. Each of the eight characters essentially has a "standard" suit configuration and a "heavy-duty" suit configuration. Additionally, both of these configurations would have a version of the art with the helmet on, and a version with the helmet off.
In this case, though, "Drei and Syx" are two separate characters: Drei exclusively uses the standard configuration, while Syx uses the heavy-duty configuration - they're two minds inside a single body that transforms - Drei uses a male form, while Syx alternates between separate masculine and feminine forms (with the masculine one visible in low-opacity).
Drei and Syx are the only "twofer" in this case and have a unique setup; normally, the character concept consists of a single character who has the same four variants, wearing either the standard or heavy-duty suit depending on their needs.
The designs are being done in Photoshop almost entirely through smart objects, vector shapes and clipping masks; I sketch out the initial designs with a tablet, and then more or less "trace" and/or refine the individual shapes (ex. armor pieces) from there.
There would be seven additional sets of artwork I would work on during the semester, which (probably) wouldn't take the entire rest of the year. There's also the rougher sketches / storyboards for Drei and Syx, which I haven't done yet.




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