4 Ways to Improve your Concept Art Design Skills
Summary
TLDRIn this video, Tim McBurney, a professional artist with over 20 years of experience, discusses the key aspects of improving design skills, particularly for concept artists in the video game and film industries. He outlines four main areas of focus: understanding design ethos, developing a research methodology, mastering the design process, and working professionally within the industry. McBurney emphasizes the importance of tailoring one's design process to their unique strengths and the value of learning from various disciplines to create more compelling and functional designs.
Takeaways
- 🎨 **Understanding Design Ethos**: Reading books and immersing oneself in the theory of design across various industries can enrich one's design process and provide a broader perspective.
- 🔍 **Research Methodology**: Developing a personal research process tailored to one's thinking style is crucial for gathering detailed information and references that can enhance design uniqueness.
- 🤖 **Design Process**: Concept art tutorials often focus on process, but it's the thought process behind design that's most important. Finding a personal design process can lead to more effective and enjoyable work.
- 🏗 **Silhouette Focus**: In certain projects, particularly in games with limited visual detail or fast-paced action, focusing on silhouettes and big shapes is essential for clear communication of design.
- 👥 **Working Professionally**: Understanding the specific needs and constraints of the industry, such as the cost of rigging in video games, can make a designer more employable by aligning their work with production realities.
- 🧩 **Variation Skill**: The ability to create interesting variations within the constraints of a production environment, like using the same animation rig for different characters, is a valuable skill in the gaming industry.
- 📚 **Continuous Learning**: Continuously improving one's understanding of design ethos, refining the research process, and learning industry-specific skills are vital for staying employable and relevant.
- 🛠 **Tool Use**: Utilizing tools like thumbnail sketches effectively can help in ideating and focusing on primary forms, but it's not always the starting point for every design.
- 🌐 **Industry Specificity**: Being industry-specific in one's design approach and understanding the technical limitations and common practices can significantly improve the applicability of one's work.
- 🎭 **Iconography vs. Functionality**: Depending on the project, the focus may shift between iconography, which is important for creating recognizable symbols, and functionality, which is crucial for designs that need to serve a purpose.
- 📈 **Personal Growth**: Personal development in areas such as working within a team and understanding production environments is as important as improving artistic and design skills.
Q & A
What is the main focus of Tim McBurney's discussion in the video?
-The main focus of Tim McBurney's discussion is on how to improve the design aspect of one's craft, particularly for artists working in the video game and film industries.
How many key areas does Tim McBurney identify for improving design skills?
-Tim McBurney identifies four key areas for improving design skills: understanding design ethos, research methodology, the design process itself, and working professionally in the industry.
Why is understanding a design ethos important for a concept artist?
-Understanding a design ethos is important because it lays a foundational understanding of the theory of design, allowing artists to bring diverse elements into their work, resulting in more unique and interesting designs.
What does Tim McBurney suggest as a way to immerse oneself in the design ethos?
-Tim McBurney suggests reading books from various industries, such as advertising with 'Ogilvy on Advertising', to understand the theory and ethos of design and how it applies across different fields.
How does Tim McBurney define the research process for concept artists?
-The research process for concept artists involves developing a methodology to understand both the functionality of the subject being designed and the iconography or expectations of the audience.
What is the significance of a tailored research process for an artist?
-A tailored research process is significant because it allows the artist to understand the subject matter in detail, enabling them to extract unique ideas and nuances that others might miss.
What does Tim McBurney suggest as a method to avoid getting too focused on video game-specific concept art?
-Tim McBurney suggests looking at architecture, industrial design, and understanding the design process in different industries to bring in fresh perspectives and avoid getting stuck in the weeds of video game-specific concept art.
Why is the design process important for concept artists?
-The design process is important because it's how artists take ideas from their heads and turn them into tangible designs. It's a personal and often industry-specific method that needs to be efficient and adaptable.
What is the role of the design process in creating concept art for video games?
-In video game concept art, the design process helps in creating characters and environments that are not only visually appealing but also functional within the game's technical limitations and animation requirements.
How does Tim McBurney view the importance of working professionally in the context of concept art?
-Tim McBurney views working professionally as a separate skill that is crucial for employability. It involves understanding the specific needs and constraints of the industry, such as the cost of rigging in video games, and being able to contribute effectively in a production environment.
What are some of the industry-specific challenges that concept artists working in video games might face?
-Some industry-specific challenges include designing characters that are compatible with animation rigs, creating variations of characters or creatures that are visually distinct yet share the same base model for cost-effectiveness, and understanding the technical limitations of different gaming platforms.
What advice does Tim McBurney give for artists looking to improve their concept art skills?
-Tim McBurney advises artists to focus on four main areas: understanding design ethos, developing a research methodology, refining their design process, and working professionally within the industry. He also emphasizes the importance of finding a unique process that works for each individual artist.
Outlines
🎨 Artistic Growth in Design: The Conceptual Journey
Tim McBurney, a professional artist with over 20 years of experience, introduces the topic of improving design skills, particularly in the video game and film industries. He emphasizes the importance of design in the production process and suggests that it is a critical factor for employment in these fields. McBurney outlines four main areas for improvement: understanding design ethos, researching and immersing oneself in design theory, considering functionality and audience perception, and the process of design itself. He encourages artists to read widely, including books on advertising and other industries, to enrich their design perspectives and create unique, functional, and appealing designs.
🔍 Expanding Design Perspectives through Research and Cross-Industry Learning
The second paragraph delves into the importance of research and cross-industry learning to enhance design skills. McBurney advises watching design-focused content and understanding design processes from various fields such as architecture and automotive design. He stresses the value of recognizing similarities across different design disciplines and applying this knowledge to concept art. The goal is to avoid being too narrowly focused on video game concept art and to instead draw inspiration from a broader design ethos. McBurney also discusses the personal nature of the research process, suggesting that it should be tailored to the individual's thinking style and project requirements.
🛠️ Tailoring the Design Process to Individual Needs
In the third paragraph, McBurney discusses the personalization of the design process, distinguishing it from the design ethos and research. He criticizes the cookie-cutter approach to concept art tutorials and encourages artists to develop their unique process for transforming ideas into designs. The paragraph highlights the importance of understanding the functionality and iconography of a design, and how to effectively communicate these aspects to others. McBurney also touches on the use of thumbnail sketches as a tool for ideation and the importance of not strictly adhering to a single method but instead finding what works best for the individual artist.
🏗️ Designing for Production: Understanding Industry-Specific Constraints
The fourth paragraph focuses on the practical aspects of working professionally in the design industry. McBurney explains that understanding the technical limitations and production needs of the industry is crucial for employability. He uses the example of video game design, where considerations such as character rigging and animation costs influence design decisions. The artist must be able to create variations of characters that are both distinct and practical for the animation process. This requires a deep understanding of the production environment and the ability to add value to a team, which is a skill that can be developed and refined over time.
👥 The Importance of Teamwork and Industry-Specific Knowledge
McBurney continues the discussion on professional work by emphasizing the importance of teamwork and industry-specific knowledge. He admits his own challenges with working in a team and production environment and encourages artists to develop these skills. The paragraph also touches on the need to understand the unique demands of different industries, such as feature animation, live-action films, and video games, each with its own set of design requirements and processes. McBurney stresses that being able to work effectively within these constraints and contribute to a production team is key to long-term employability.
📚 Developing a Comprehensive Approach to Design
In the final paragraph, McBurney wraps up his discussion by reiterating the four main areas for improvement in design: design ethos, reference gathering, the design process itself, and working within a specific industry. He advises artists to work on these areas separately to understand their unique value and to identify areas of strength. The paragraph concludes with an invitation for feedback on the design-focused talks and an offer for more industry-specific knowledge, highlighting the importance of continuous learning and development in the field of design.
Mindmap
Keywords
💡Concept Artist
💡Design Ethos
💡Functionality
💡Iconography
💡Research Methodology
💡Design Process
💡Production Environment
💡Variations
💡Silhouette
💡Industry-Specific Skills
💡Employability
Highlights
The importance of improving the design aspect of one's craft in the video game and film industries.
Four main areas to consider for improving design skills as a concept artist.
The role of understanding and researching a design ethos for creating unique and interesting designs.
Reading books like 'Ogilvy on Advertising' to enhance the design thinking process.
The significance of functionality and iconography in design.
The value of watching design-focused YouTube channels from various industries.
The need to separate the design process from the concept art tutorials often found in the industry.
Developing a personal methodology for research to enhance design functionality and iconography.
The idea that research is a skill that should be tailored to one's own thinking process.
The design process as a separate skill involving turning ideas into refined designs.
The personal nature of the design process and the importance of finding one's own way of ideating.
The importance of silhouette and primary form in design, especially in video games.
The necessity to understand industry-specific limitations and needs for effective design.
The skill of creating interesting variations within the constraints of production environments.
The distinction between flashy concept art and the practical design work required in professional settings.
The four key areas of focus: design ethos, reference, process, and working professionally in a specific industry.
The necessity to view each of the four key areas as separate skills to improve employability.
Tailoring the design process to fit the specific needs of different industries such as AAA video games or mobile games.
Transcripts
if you want to be a working concept
artist an artist who uses their artistic
skill
in the pursuit of design especially
these days in the video game industry or
the film industry one of the biggest
questions is how do you actually improve
the design aspect of your craft how do
you get better at making things in a
design process that's what i want to
discuss in this video i think there are
four main things that we have to
consider here and four main things that
you can build
separately and i think it's important to
distinguish them as being separate
let's jump in get
started my name's tim mcburney i've been
a professional working artist for over
20 years and a lot of that has been
spent as a concept artist just drawing
random things for video games mostly but
also feature animation and some film
stuff so basically in that case what i'm
doing is i'm using the drawing skills
that i've built and you know a lot of
the design skills that i've built in the
pursuit of working in a production
environment and helping to design and
figure out what the stuff in games and
films etc should look like now i made a
video recently talking about art versus
design and my basic point there was that
the design is the thing that will often
make you the most money especially if
you just sort of want to get a job and
work on
you know some sort of big project if you
have a desire to work in the video game
industry or something similar the design
is the thing that will actually often
get you employed the design is often the
way that you provide value in that
production chain and i think it is the
most important thing to work on and
really get sorted so the question is how
do we actually improve that how do we
work on getting better at design and i'm
talking specifically here
as as if we're getting better at design
as artists right as artists who
especially are trying to draw cool stuff
from our imagination for you know video
games that have a high sort of fantasy
quota
right where we're designing monsters or
creatures or things for science fiction
and fantasy that's sort of where i'm
coming at it from now the four things
that i think are really important to
consider uh firstly the idea of
understanding and researching and
becoming immersed in the idea of a
design ethos
so this is where you can think about the
theory of design
and you might go and read a whole bunch
of different books right so this is
where you know you can
think about the design as being a global
concept
it's something that people access when
you know they're doing advertising so
you know you could read something like
ogilvy on advertising
the reason something like this is
important and it's important to think of
the design sort of theory and ethos is
that
the more different
elements you can bring into your game
the the more unique and interesting your
designs are likely to be often the way
to create really interesting designs is
through the thinking process
as i said in that previous video it's
often about thinking about functionality
and functionality mixed with what other
people think things are
and i think it's this general design
ethos that you're going to find a lot of
people in a lot of different
industries talking about from again
advertising marketing architecture
automotive design again there's a
foundational concept there where we're
sort of creating things for other people
and our art has a high level of
functionality
and i think the more you can read and
research and immerse yourself in that
stuff
the better your overall artistic and
design process is going to be now that
stuff isn't going to directly you know
make your drawing or design better it's
more going to lay a foundation
an ability to kind of understand often
what people are talking about and just
to sort of allow your mind to see things
from different angles so
for me personally you know i might read
ogilvy i'm advertising and again it has
nothing to do with designing monsters
for science fiction games but
the the things there that he's talking
about are very much about how you know
ads and marketing and advertising
sort of is viewed by an audience and
there's a lot of interesting stuff there
that you know
look it's it's not a one-to-one right
it's not like you're going to read that
book and that's going to be the how-to
for concept design but i think the more
of that ethos of design stuff you can
fill your mind with the better you're
going to be able to understand the
process and be a little bit less
intimidated by the concepts of you know
art direction working in production
environments and especially
viewing the audience and how the
audience is going to view your design
things that you can actually do to
really move the needle and help yourself
in this is potentially watch design
focused youtube channels
and try and view
yourself as potentially being able to
get more
from watching channels and things that
talk about design from different
industries what you'll find is that the
types of concept art tips you're going
to get from people who are
really embedded in you know the concept
art industry
is that there's a lot of industry
specific stuff terminology and process
and again we'll talk about this later
but i think it's important to separate
the idea of process right you may have
heard things like
doing you know a series of black and
white thumbnails and you know you pick
one of those black and white thumbnails
and then you know you build that up and
and people kind of think well that's
concept design and let's see that's a
process for concept design and i think
you know if you go and look at
architecture or you know automotive
design which again can be quite similar
to concept art but if you look at those
things you will see
the through lines and the similarities
between all design processes and even
though it's a little bit more abstract i
think the more you can do that
the the better of an understanding you
have for it so looking at architecture
and looking at industrial design and
trying to understand like why are those
things good and how you know did those
people solve problems and create
interesting solutions with different
architectural problems
there's also a lot of you know specific
architecture that you can actually apply
to concept design as well because often
we build buildings and that sort of
thing so the goal here with
understanding this first concept of
design ethos is to avoid getting too
stuck in the weeds of concept art for
video games
because what you tend to find is
everyone else is doing that and if you
want to build your design up the more
you can bring in from other disciplines
the easier your job is going to be when
it comes to potentially being a little
bit more unique a little bit more
interesting
again if you just stick to video game
stuff you're probably going to
understand a lot of the industry
specific things but when it comes to
bringing in extra design knowledge you
can quite easily get a lot of really
good information just from studying
these books looking at how other people
design things in different industries
and again just trying to fill your mind
with how people solve problems and the
theory behind that because people have
been doing this for hundreds and
thousands of years and a lot of these
basic concepts haven't changed and if
you learn them
and you're able to sort of see them from
different industry perspectives it can
be a really really helpful tool
in your toolkit the second thing
here is the idea of research
so
what we want to do is develop a
methodology of research when it comes to
both the functionality of the thing that
we're designing
and again the iconography or
the
ideas behind what other people are sort
of going to expect to see
so
in my previous video i gave the example
of a pirate ship or something like that
but you could also use the basic concept
of a pirate so when you're researching
the trick is almost for you to actually
figure out how you best
understand the world and this could be
through visual research
but again it's like exactly how do you
like to do it if if you really think
about building a process and a system
for yourself for how you research things
then
that's like a skill it's it's a habit
it's a process that you can go to again
and again
and again it might have layers it might
be about figuring out if you do need to
draw something really quickly or design
something quickly how do you get a quick
read on what that should be
understanding the functionology the
functionality and the iconography of
that
and you know as you work on a longer
project you might maybe read some books
on the subject
um you know again about pirates how they
lived how they approached life and
the more information you can get there
again it's not always just about
finding ref finding visual reference and
creating a mood board
the the better you actually understand
the subject in detail the more you're
going to be able to sort of again
extract little ideas out of there that
other people aren't going to get if
they're just kind of going to pinterest
and typing in something simple so when
it comes to research again i'm not
really giving you any sort of quick
how-to but i'm saying you should view
the research process
as a skill that is separate from all the
rest that is much better if you tailor
it exactly to how you think you might be
more intellectual you might be more
visual you might in general be more
interested in the iconography than the
functionality a lot of these things are
in many ways related to what type of
project you take on if you take on a
very cartoony project we're never really
going to get to the hardcore
functionality it's mostly about
iconography it's like how do i make this
little cartoony cute character feel like
a pirate
how do i make this little icon of a ship
feel like a ship and in many of those
cases you you you're dealing with stuff
that is almost an icon anyway these
little cartoony characters so
you know if you're very much you if
you're very iconically minded you like
simplifying things then that's where
again you're going to be looking much
much more at the iconography of the
subject matter and you know like what
makes a pirate ship look like a pirate
ship all the time because those design
challenges are actually really important
you know you might have a whole bunch of
little pirates a pirate ship for some
pirate cartoony mobile game and you got
to separate them all out and and sort of
deal with all this kind of design work
but you don't have much detail to work
with again that's where
understanding the iconography the
advertising side of it might be a lot
more useful and your research process
might primarily focus on those visual
things have other people solve these
problems
and again just looking for how to design
that game and make it function
versus if you're designing a realistic
pirate game that's where you might you
know go in and read the books because
you if you can extract a little bit of
extra information and nuance
from
many of the the great sort of books on
what it was like to be a pirate in real
life
then that is going to add an extra
little layer onto your design that is
just going to separate you out a little
bit and again people are not necessarily
always going to be able to see this or
spot this
because the research process is specific
to you
it's about how you think and how you can
extract information out of there so it's
not that people who read books on their
subject matter are better than people
who don't
you might need to go to a museum you
might need to see it you might need to
lay hands on the subject matter seeing
it in real life might be way way more
valuable than reading a book again this
is about you understanding how that
functions and making sure that your
research process is tailor-made
to yourself
and that it allows you to
improve your designs and make them a
little bit more special just quickly if
you want to learn a little bit more
about the illustration advice that i
have you can check out my free
illustration mini workshop it talks
about some of these same topics but
mostly related to illustration and how i
sort of go about getting more detail and
polish in my work which again doesn't
have a lot to do with design but you
hear a lot there about my journey and
kind of how i solved some of these
overall sort of problems in my career
and allowed myself to get my drawing to
a point again where i could get these
types of design jobs and you know handle
the drawing side of this which is a
completely different
kettle of fish but anyway check that out
if that's something you're interested in
it's free a link will be in the
description all right the third thing
that i think we can really separate out
is the idea of the design process so
this is where before i talked about the
idea that often if you really only are
just following concept art tutorials a
lot of what you're going to see is
process
people are saying here is a design
process this is the design process that
we use in the industry and again that
can involve doing thumbnail sketches
doing multiple thumbnail sketches then
doing cleaned up thumbnail sketches and
then doing options for the different
heads etc etc
and again you might learn tricks in
photoshop for how to do that you know
how to quickly create iterations
all of that stuff is process it's
technique it's how you get the ideas
from your head and other people's heads
onto the page and a lot of those things
are very streamlined
you're learning a lot of efficiency and
efficiency is not necessarily what you
want when you're beginning i think when
you're beginning you really need to
understand the design process behind
that i see a lot of people just
following cookie cutter design processes
and thinking that concept art is just
about
doing black and white thumbnails and
then blowing that up and then rendering
over the top of it
the thought process is far more
important and that's really what you
need to learn and i think you should
separate out the idea of how you
actually do that how you actually take
maybe a series of again you have
amorphous ideas in your head you have
what people are expecting to see that's
what the project needs there's how you
think that maybe you could make this
interesting for you as an artist there's
maybe some books you've read there's
some visual
you know language stuff there's some
iconography there's some functionality
trick is how do you actually turn that
into a drawing
right and how do you make it
so that other people can get involved in
that process
and that's where again what we're doing
is we're learning those concept art
processes and this again is something
where you can look at someone else's
process
but in many ways
a lot of that stuff happens in your own
mind and
you are working through it as well as
other people and the main advice here
that i'd give you as opposed to just
saying this is a separate thing don't
get it confused with understanding
design or understanding how to find
reference
again someone else's way of finding
reference is not going to be yours and
this is the same you need to find your
own process and way of thinking through
this you can certainly use other
people's processes and you can learn
really efficient systematic ways of you
know turning vague ideas into more
refined ideas
and there's nothing wrong with looking
at how that sort of has been done
but don't underestimate how personal
these things are if you actually really
want to get good at this
and you know for me personally if i just
use that standard cookie cutter concept
design process like i don't really enjoy
it i don't feel like i get you know
results that are that sort of good you
know my process again it it depends on
the subject matter it's i sort of know
from experience
what i need to do and it sort of changes
based on how much information i already
have how much i've done stuff that's
similar before it's very
you know personal and it's really
changes from project to project and what
we need
so
if we take example that concept of doing
thumbnails right where we focus on shape
and primary form
from a design aspect you have to
understand how all those things fit into
a process so working on big shapes and
thumbnails first
is really good if a you're stuck and
you're finding it difficult to push the
larger shapes
and that can happen because you're
drawing stuff and you'll kind of get
jammed into thinking about like the
details and just breaking out and going
okay i'm just going to do the
silhouettes i'm just going to design you
know 20 silhouettes on a page that's a
really good design exercise to break
your own mind out of thinking about
detail and also to ideate you know what
these different bigger shapes might be
so it's a good design tool but it's not
always the way that every concept art
thing needs to start
hopefully that's really obvious but
again it seems to me from the stuff i
see that that is not obvious right based
on a lot of tutorials
um
now the other thing there that you can
use that for is
in situations where the silhouette is a
primary thing that you're designing now
this typically has been the case in
video games and especially where we have
lower tech video games where you have to
really push the silhouettes
to make it clear what's actually
happening on screen so when we had very
very limited polygon budgets if you're
thinking about you know your sort of
quake one um probably not quick one you
know quake sort of three you know that
sort of playstation 2 era focusing on
the big shapes is kind of good because
that's all you have you don't have a lot
of other ability to really effectively
differentiate characters and secondly a
lot of games were really fast paced and
fast moving and you need to focus on big
shapes so you can tell the enemies apart
similarly if you're working on a mobile
game often you're dealing with tiny
little iconic style characters and again
just working the silhouette and the
bigger shapes is really important
so depending on what project you're
working on
that tool of
focusing on the silhouette and ideating
just the silhouette and sort of ignoring
everything else can be really critical
because it allows you to focus on the
iconography of the silhouette and how
that is going to effectively communicate
what the thing is to the viewer but that
is not design that's not the whole
you know
um
that's not the whole thing there's more
to it obviously as i've said so try and
understand those tools learn them figure
out your own and experiment because
again if you figure out exactly what
works for you
don't feel like you're not going to be
able to work you don't need to do
exactly the same process that everyone
else does as long as you can involve
other people in the process
and iterate and ideate and be flexible
an art director doesn't care how you get
the results they don't care what you
start with or whatever
you know again hopefully you have the
flexibility there but trust
that you figuring out your own process
and what works for you is going to be
really really important and it's worth
pursuing that and understanding that
you're unique and your design process
will be unique as well the fourth thing
is
that you want to consider working
professionally the working side of it
as being almost a separate skill that
you're trying to develop and
i think if you can get really good at
the working thing that often is
that's what will get you employed you
can always build your ability to get
better at reference to understand the
design ethos to read more books to be
able to converse in those you know more
ethereal design terms etc
you can always again improve your
process but the thing that often people
are looking for is can you actually be
useful
on a team can you insert yourself in a
production environment and add value and
i think this is where understanding
where you actually want to work
how that actually functions what the
common technical limitations are in
those production environments
and just in general what people kind of
want out of a concept artist in
different industries
and again this changes it's it's not one
of these things that's sort of fixed but
you know for instance if you're looking
at working in video games you can be
really good at
the research design at understanding
design ethos and again having sort of
dying process but
for instance a really big part of
working in video games is understanding
that the the rigging for characters for
instance is extremely expensive so a big
part of what we do when you are
currently in video games is
designing different variations of
characters
but we have to design them in such a way
that the animation rig
doesn't interfere with the proportion so
you can't just design any character with
any proportion and there are often
limitations in terms of what is easy to
animate what's not easy to animate there
are often points where again we want you
know things around the belt line or
something to stay static we don't want
that to expand too much why because
everyone's going to use a common
animation loop for you know picking a
gun out of a holster or something so
we're going to have sort of different
sizes and stuff like that you can't
change the proportions too much you
can't change where certain things are
because people just want to reuse
animations
and um you know if they can do that that
saves a lot of money
so just understanding you know those
industry common problems that you're
dealing with and that often you spend a
lot of time wrestling with as designers
um you know the other thing that often
happens is you see variations of
creatures the reason you see variations
of creatures and monsters and you know
the the prototypical one is just you
know this one's green and this one's
blue right and it's it's a different
monster and it's like the only reason
for that is just it's expensive to
design and animate and create two vastly
different creatures it's a lot more
effective
to design sort of classes of creatures
and then sort of create variations on
them and one of the primary design
skills that if you build
will allow you to get really you know
not easy work but will might make it a
lot more possible for you to get work in
the video game industry is you know
figuring out how to make really
interesting variations where
you really make the character look
different even though it's based on the
same base animation rig and to a certain
degree the same base kind of model and
everything like that so you know that's
a skill where it's very industry
specific and it's very much about
understanding what the production needs
and how you can help on that production
and i would say you know the better you
get at that the more employable you're
going to be
but often when we're starting out we
sort of see just these big you know the
big art books you know you see something
like
you know i think this is like the rogue
one art book right um and it's pretty
cool art book but you know you're gonna
see a lot of stuff that's a little bit
more flashy than that you know you're
gonna see the stuff that that looks
really sort of cool
and you know look that is a that is a
big part of concept art but you know a
lot of what we do is wrestling with this
like how do i make this like ogre guy
you know look different i got to do like
five ogres you know and i can't change
this but i can't change that but i can
change the face but can't change it that
much and so you know you sort of really
work on like sticking bits on or you
know making it feel like this one maybe
lives over here and this one lives over
here because you know they've got
different coloration or you know
different sort of texture on their skin
or something like that so
you know that's where again the more
industry specific you can be the better
you're going to be employable and it's
so important to view these four things
as being separate
because if you work on them separately
and you understand what's valuable and
what is the most valuable and
maybe you're really good at some of
these things to begin with you know some
people are good at research some people
are just really good at sort of working
in teams to begin with
you know personally i'm not that good
generally i didn't come out of the
factory good at working with others and
sort of working within a team i had to
really work on that aspect of
understanding that and trying to get
good at working in a production
environment right the drawing was kind
of okay me coming up with my own ideas
is kind of okay
involving other people in the design
process
was something that you know i really had
to work on right so you know for me
again the functionality side of it is
something i feel like i inherently sort
of understood to a certain degree um you
know when i was you know drawing my
pirate book you know i went bought you
know all these books on you know how
pirate ships are made you know i tried
to go and you know find real cutlasses
and real flintlock piss that kind of
came easy to me um you know but again
working with others in a production
environment was very very challenging
for me and you know maybe to a certain
degree still is you know i'm probably
not the best at that but all of these
things are separate there's four things
the first is design ethos reading the
books understanding the design process
design history looking at the history of
design understanding how design changes
over time second is reference
understanding how you
understand and get good at extracting
information from the world so that you
can create a nice understanding and
collection of reference for each project
the third thing is the process figuring
out how do you physically take all that
stuff
turn it into
a finished design or a process for
design a range of sketches again what
are they for you do you want to do in
the beginning a huge array of really
sketchy sketches again will that work is
that what you want
do you want to do you know maybe that
for yourself but then you know only do a
few much tighter set of sketches that
you send to someone do you want to
render them do you want to do them in
black and white do you start with color
whatever it is right that's where your
process is really important
understanding that and the fourth thing
is
working in a particular industry
and just understanding that the design
requirements the skills you're going to
have to build and the processes you're
going to really have to practice in
order to get in the door be useful as
soon as possible and hopefully make
yourself employable and continually
employable
are really important and that will be
different depending on whether you're
working in um you know feature animation
uh feature film is you know live action
is certainly very different um and again
you know working in you know video games
is going to be different but also you
know working in realistic you know aaa
highly detailed video games is going to
be different to working in mobile games
where things are often by by default a
little bit more iconic and a little bit
more
um you know
symbolic so you have to focus on
different things you have to
tailor all that stuff that i talked
about
to a particular design process anyway
that's all i've got hopefully this is
interesting let me know if these design
focused
talks help you
if you sort of thought about this if you
want a little bit more industry specific
knowledge again specifically about how
you get good at doing stuff for video
games how you get good at designing
stuff for animation etc let me know but
that's all i've got catch around happy
drawing
you
浏览更多相关视频
What You Need in a Concept Art Portfolio with Nacho Yagüe and Tim Warnock
LEARNING ART FROM THE GOD OF ILLUSTRATIONS
Where Do You Start as a Graphic Designer?
The Art of Television Production and Design
Inside Star Citizen: Dev Diary: Gavin Rothery
Discover 10 ways to transform $500 websites into $10,000 projects.
5.0 / 5 (0 votes)