4 Ways to Improve your Concept Art Design Skills

Tim Mcburnie - The Drawing Codex
19 Mar 202228:49

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

00:00

🎨 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.

05:02

🔍 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.

10:04

🛠️ 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.

15:04

🏗️ 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.

20:06

👥 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.

25:08

📚 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

A concept artist is a professional artist who specializes in creating visual concepts and designs, particularly for the video game and film industries. In the video, Tim McBurney, who has over 20 years of experience as a professional working artist, emphasizes the importance of concept artists in the production environment, where they use their artistic skills to design characters, environments, and objects for games and films.

💡Design Ethos

Design ethos refers to the underlying principles and theories that guide the design process. The script discusses the importance of understanding and researching a design ethos to create unique and interesting designs. McBurney suggests reading books across various industries to immerse oneself in different design theories, which can enhance one's design process and output.

💡Functionality

Functionality in design refers to the practical aspects and usability of a creation. The video script mentions that understanding functionality is crucial for concept artists, as it influences how designs will work in real-world applications or within the context of a game or film. For example, McBurney talks about designing characters with consideration for the rigging process in video games, which is a technical limitation that affects design.

💡Iconography

Iconography is the symbolic representation or visual imagery used in art and design to convey meaning or ideas. The script discusses the importance of iconography in concept art, especially in creating designs that are instantly recognizable and convey the intended theme or message. McBurney uses the example of a pirate ship to illustrate how iconography can help in designing something that is immediately identifiable.

💡Research Methodology

Research methodology in the context of the video refers to the systematic approach one takes to gather information and references for their designs. McBurney emphasizes developing a personalized research process that aligns with how an artist best understands and interprets the world, which can involve visual research, reading books, or even visiting museums.

💡Design Process

The design process is the series of steps taken to transform an idea into a tangible design. The video script discusses the need to understand and develop one's own design process, which may include creating thumbnail sketches, iterating on ideas, and refining concepts. McBurney warns against following a 'cookie-cutter' design process and encourages artists to find a process that suits their unique way of thinking.

💡Production Environment

A production environment refers to the setting where creative work is produced, particularly in the context of the video game or film industry. The script highlights the importance of understanding the technical limitations and requirements of a production environment, as this knowledge can greatly influence the design decisions made by a concept artist.

💡Variations

In the context of concept art, variations refer to the different iterations or versions of a design that maintain a consistent theme or structure. McBurney discusses the economic aspect of design in video games, where creating variations of characters or creatures can be more cost-effective than designing entirely new models, and how this requires skill in making each variation distinct yet consistent.

💡Silhouette

Silhouette in design is the outline or general shape of an object or character. The video emphasizes the importance of focusing on silhouettes, especially in video games where they are crucial for quick recognition and differentiation of characters or objects on screen. McBurney explains that working on silhouettes can be a powerful design tool, especially for fast-paced or low-polygon games.

💡Industry-Specific Skills

Industry-specific skills are the abilities and knowledge unique to a particular field or industry. The script discusses the importance of acquiring skills tailored to the video game industry, such as understanding animation rigs and creating character variations that are both distinct and compatible with existing rigs, which is a skill highly valued in the industry.

💡Employability

Employability refers to the qualities and skills that make someone suitable for employment. In the video, McBurney stresses that being good at working within a team and understanding the specific needs of a production environment are key to becoming employable as a concept artist. He suggests that while improving one's design skills is important, being able to apply those skills effectively in a professional setting is crucial.

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

play00:00

if you want to be a working concept

play00:02

artist an artist who uses their artistic

play00:05

skill

play00:06

in the pursuit of design especially

play00:08

these days in the video game industry or

play00:11

the film industry one of the biggest

play00:13

questions is how do you actually improve

play00:16

the design aspect of your craft how do

play00:19

you get better at making things in a

play00:23

design process that's what i want to

play00:25

discuss in this video i think there are

play00:27

four main things that we have to

play00:29

consider here and four main things that

play00:32

you can build

play00:33

separately and i think it's important to

play00:35

distinguish them as being separate

play00:38

let's jump in get

play00:42

started my name's tim mcburney i've been

play00:45

a professional working artist for over

play00:48

20 years and a lot of that has been

play00:50

spent as a concept artist just drawing

play00:54

random things for video games mostly but

play00:57

also feature animation and some film

play01:00

stuff so basically in that case what i'm

play01:02

doing is i'm using the drawing skills

play01:05

that i've built and you know a lot of

play01:07

the design skills that i've built in the

play01:09

pursuit of working in a production

play01:12

environment and helping to design and

play01:15

figure out what the stuff in games and

play01:17

films etc should look like now i made a

play01:20

video recently talking about art versus

play01:23

design and my basic point there was that

play01:26

the design is the thing that will often

play01:28

make you the most money especially if

play01:31

you just sort of want to get a job and

play01:34

work on

play01:35

you know some sort of big project if you

play01:37

have a desire to work in the video game

play01:39

industry or something similar the design

play01:43

is the thing that will actually often

play01:45

get you employed the design is often the

play01:47

way that you provide value in that

play01:49

production chain and i think it is the

play01:52

most important thing to work on and

play01:53

really get sorted so the question is how

play01:56

do we actually improve that how do we

play01:58

work on getting better at design and i'm

play02:01

talking specifically here

play02:03

as as if we're getting better at design

play02:06

as artists right as artists who

play02:09

especially are trying to draw cool stuff

play02:11

from our imagination for you know video

play02:13

games that have a high sort of fantasy

play02:15

quota

play02:16

right where we're designing monsters or

play02:18

creatures or things for science fiction

play02:20

and fantasy that's sort of where i'm

play02:21

coming at it from now the four things

play02:23

that i think are really important to

play02:25

consider uh firstly the idea of

play02:27

understanding and researching and

play02:30

becoming immersed in the idea of a

play02:33

design ethos

play02:35

so this is where you can think about the

play02:38

theory of design

play02:40

and you might go and read a whole bunch

play02:43

of different books right so this is

play02:45

where you know you can

play02:47

think about the design as being a global

play02:52

concept

play02:53

it's something that people access when

play02:56

you know they're doing advertising so

play02:57

you know you could read something like

play02:59

ogilvy on advertising

play03:01

the reason something like this is

play03:02

important and it's important to think of

play03:05

the design sort of theory and ethos is

play03:07

that

play03:08

the more different

play03:11

elements you can bring into your game

play03:13

the the more unique and interesting your

play03:16

designs are likely to be often the way

play03:18

to create really interesting designs is

play03:21

through the thinking process

play03:23

as i said in that previous video it's

play03:25

often about thinking about functionality

play03:28

and functionality mixed with what other

play03:30

people think things are

play03:32

and i think it's this general design

play03:35

ethos that you're going to find a lot of

play03:37

people in a lot of different

play03:39

industries talking about from again

play03:41

advertising marketing architecture

play03:44

automotive design again there's a

play03:46

foundational concept there where we're

play03:49

sort of creating things for other people

play03:51

and our art has a high level of

play03:52

functionality

play03:54

and i think the more you can read and

play03:56

research and immerse yourself in that

play03:58

stuff

play03:59

the better your overall artistic and

play04:02

design process is going to be now that

play04:04

stuff isn't going to directly you know

play04:07

make your drawing or design better it's

play04:10

more going to lay a foundation

play04:13

an ability to kind of understand often

play04:15

what people are talking about and just

play04:17

to sort of allow your mind to see things

play04:20

from different angles so

play04:22

for me personally you know i might read

play04:24

ogilvy i'm advertising and again it has

play04:25

nothing to do with designing monsters

play04:28

for science fiction games but

play04:31

the the things there that he's talking

play04:33

about are very much about how you know

play04:36

ads and marketing and advertising

play04:39

sort of is viewed by an audience and

play04:41

there's a lot of interesting stuff there

play04:43

that you know

play04:44

look it's it's not a one-to-one right

play04:46

it's not like you're going to read that

play04:48

book and that's going to be the how-to

play04:50

for concept design but i think the more

play04:52

of that ethos of design stuff you can

play04:55

fill your mind with the better you're

play04:57

going to be able to understand the

play04:58

process and be a little bit less

play05:01

intimidated by the concepts of you know

play05:03

art direction working in production

play05:05

environments and especially

play05:07

viewing the audience and how the

play05:09

audience is going to view your design

play05:12

things that you can actually do to

play05:14

really move the needle and help yourself

play05:16

in this is potentially watch design

play05:18

focused youtube channels

play05:20

and try and view

play05:22

yourself as potentially being able to

play05:25

get more

play05:26

from watching channels and things that

play05:28

talk about design from different

play05:30

industries what you'll find is that the

play05:33

types of concept art tips you're going

play05:35

to get from people who are

play05:37

really embedded in you know the concept

play05:39

art industry

play05:41

is that there's a lot of industry

play05:42

specific stuff terminology and process

play05:45

and again we'll talk about this later

play05:47

but i think it's important to separate

play05:49

the idea of process right you may have

play05:51

heard things like

play05:53

doing you know a series of black and

play05:55

white thumbnails and you know you pick

play05:57

one of those black and white thumbnails

play05:58

and then you know you build that up and

play06:00

and people kind of think well that's

play06:02

concept design and let's see that's a

play06:04

process for concept design and i think

play06:06

you know if you go and look at

play06:08

architecture or you know automotive

play06:11

design which again can be quite similar

play06:13

to concept art but if you look at those

play06:15

things you will see

play06:18

the through lines and the similarities

play06:20

between all design processes and even

play06:23

though it's a little bit more abstract i

play06:24

think the more you can do that

play06:27

the the better of an understanding you

play06:29

have for it so looking at architecture

play06:32

and looking at industrial design and

play06:35

trying to understand like why are those

play06:37

things good and how you know did those

play06:40

people solve problems and create

play06:42

interesting solutions with different

play06:44

architectural problems

play06:46

there's also a lot of you know specific

play06:48

architecture that you can actually apply

play06:50

to concept design as well because often

play06:51

we build buildings and that sort of

play06:53

thing so the goal here with

play06:55

understanding this first concept of

play06:57

design ethos is to avoid getting too

play07:00

stuck in the weeds of concept art for

play07:03

video games

play07:05

because what you tend to find is

play07:07

everyone else is doing that and if you

play07:09

want to build your design up the more

play07:11

you can bring in from other disciplines

play07:13

the easier your job is going to be when

play07:16

it comes to potentially being a little

play07:18

bit more unique a little bit more

play07:19

interesting

play07:21

again if you just stick to video game

play07:23

stuff you're probably going to

play07:25

understand a lot of the industry

play07:27

specific things but when it comes to

play07:30

bringing in extra design knowledge you

play07:33

can quite easily get a lot of really

play07:35

good information just from studying

play07:37

these books looking at how other people

play07:39

design things in different industries

play07:41

and again just trying to fill your mind

play07:44

with how people solve problems and the

play07:47

theory behind that because people have

play07:49

been doing this for hundreds and

play07:51

thousands of years and a lot of these

play07:52

basic concepts haven't changed and if

play07:56

you learn them

play07:57

and you're able to sort of see them from

play07:59

different industry perspectives it can

play08:01

be a really really helpful tool

play08:04

in your toolkit the second thing

play08:07

here is the idea of research

play08:10

so

play08:10

what we want to do is develop a

play08:13

methodology of research when it comes to

play08:16

both the functionality of the thing that

play08:18

we're designing

play08:20

and again the iconography or

play08:23

the

play08:23

ideas behind what other people are sort

play08:26

of going to expect to see

play08:29

so

play08:30

in my previous video i gave the example

play08:32

of a pirate ship or something like that

play08:35

but you could also use the basic concept

play08:37

of a pirate so when you're researching

play08:41

the trick is almost for you to actually

play08:43

figure out how you best

play08:46

understand the world and this could be

play08:48

through visual research

play08:50

but again it's like exactly how do you

play08:52

like to do it if if you really think

play08:54

about building a process and a system

play08:56

for yourself for how you research things

play08:59

then

play09:00

that's like a skill it's it's a habit

play09:03

it's a process that you can go to again

play09:05

and again

play09:06

and again it might have layers it might

play09:08

be about figuring out if you do need to

play09:11

draw something really quickly or design

play09:12

something quickly how do you get a quick

play09:14

read on what that should be

play09:16

understanding the functionology the

play09:18

functionality and the iconography of

play09:20

that

play09:20

and you know as you work on a longer

play09:23

project you might maybe read some books

play09:25

on the subject

play09:26

um you know again about pirates how they

play09:29

lived how they approached life and

play09:33

the more information you can get there

play09:34

again it's not always just about

play09:37

finding ref finding visual reference and

play09:39

creating a mood board

play09:41

the the better you actually understand

play09:44

the subject in detail the more you're

play09:46

going to be able to sort of again

play09:47

extract little ideas out of there that

play09:50

other people aren't going to get if

play09:52

they're just kind of going to pinterest

play09:53

and typing in something simple so when

play09:56

it comes to research again i'm not

play09:58

really giving you any sort of quick

play09:59

how-to but i'm saying you should view

play10:01

the research process

play10:03

as a skill that is separate from all the

play10:05

rest that is much better if you tailor

play10:09

it exactly to how you think you might be

play10:11

more intellectual you might be more

play10:13

visual you might in general be more

play10:15

interested in the iconography than the

play10:17

functionality a lot of these things are

play10:20

in many ways related to what type of

play10:22

project you take on if you take on a

play10:24

very cartoony project we're never really

play10:26

going to get to the hardcore

play10:27

functionality it's mostly about

play10:29

iconography it's like how do i make this

play10:31

little cartoony cute character feel like

play10:33

a pirate

play10:34

how do i make this little icon of a ship

play10:36

feel like a ship and in many of those

play10:38

cases you you you're dealing with stuff

play10:40

that is almost an icon anyway these

play10:43

little cartoony characters so

play10:45

you know if you're very much you if

play10:47

you're very iconically minded you like

play10:49

simplifying things then that's where

play10:51

again you're going to be looking much

play10:53

much more at the iconography of the

play10:56

subject matter and you know like what

play10:58

makes a pirate ship look like a pirate

play11:00

ship all the time because those design

play11:02

challenges are actually really important

play11:05

you know you might have a whole bunch of

play11:06

little pirates a pirate ship for some

play11:08

pirate cartoony mobile game and you got

play11:10

to separate them all out and and sort of

play11:12

deal with all this kind of design work

play11:15

but you don't have much detail to work

play11:16

with again that's where

play11:19

understanding the iconography the

play11:21

advertising side of it might be a lot

play11:23

more useful and your research process

play11:26

might primarily focus on those visual

play11:29

things have other people solve these

play11:30

problems

play11:31

and again just looking for how to design

play11:35

that game and make it function

play11:37

versus if you're designing a realistic

play11:40

pirate game that's where you might you

play11:41

know go in and read the books because

play11:44

you if you can extract a little bit of

play11:46

extra information and nuance

play11:49

from

play11:50

many of the the great sort of books on

play11:53

what it was like to be a pirate in real

play11:55

life

play11:56

then that is going to add an extra

play11:58

little layer onto your design that is

play12:01

just going to separate you out a little

play12:02

bit and again people are not necessarily

play12:05

always going to be able to see this or

play12:07

spot this

play12:08

because the research process is specific

play12:11

to you

play12:12

it's about how you think and how you can

play12:14

extract information out of there so it's

play12:17

not that people who read books on their

play12:19

subject matter are better than people

play12:21

who don't

play12:22

you might need to go to a museum you

play12:24

might need to see it you might need to

play12:26

lay hands on the subject matter seeing

play12:29

it in real life might be way way more

play12:31

valuable than reading a book again this

play12:34

is about you understanding how that

play12:36

functions and making sure that your

play12:38

research process is tailor-made

play12:41

to yourself

play12:42

and that it allows you to

play12:45

improve your designs and make them a

play12:47

little bit more special just quickly if

play12:49

you want to learn a little bit more

play12:51

about the illustration advice that i

play12:54

have you can check out my free

play12:56

illustration mini workshop it talks

play12:58

about some of these same topics but

play13:01

mostly related to illustration and how i

play13:04

sort of go about getting more detail and

play13:06

polish in my work which again doesn't

play13:08

have a lot to do with design but you

play13:10

hear a lot there about my journey and

play13:12

kind of how i solved some of these

play13:14

overall sort of problems in my career

play13:17

and allowed myself to get my drawing to

play13:19

a point again where i could get these

play13:21

types of design jobs and you know handle

play13:24

the drawing side of this which is a

play13:25

completely different

play13:27

kettle of fish but anyway check that out

play13:29

if that's something you're interested in

play13:30

it's free a link will be in the

play13:32

description all right the third thing

play13:35

that i think we can really separate out

play13:37

is the idea of the design process so

play13:40

this is where before i talked about the

play13:42

idea that often if you really only are

play13:46

just following concept art tutorials a

play13:49

lot of what you're going to see is

play13:51

process

play13:52

people are saying here is a design

play13:54

process this is the design process that

play13:56

we use in the industry and again that

play13:58

can involve doing thumbnail sketches

play14:01

doing multiple thumbnail sketches then

play14:02

doing cleaned up thumbnail sketches and

play14:04

then doing options for the different

play14:06

heads etc etc

play14:08

and again you might learn tricks in

play14:10

photoshop for how to do that you know

play14:12

how to quickly create iterations

play14:14

all of that stuff is process it's

play14:17

technique it's how you get the ideas

play14:19

from your head and other people's heads

play14:23

onto the page and a lot of those things

play14:25

are very streamlined

play14:27

you're learning a lot of efficiency and

play14:29

efficiency is not necessarily what you

play14:32

want when you're beginning i think when

play14:34

you're beginning you really need to

play14:35

understand the design process behind

play14:37

that i see a lot of people just

play14:40

following cookie cutter design processes

play14:43

and thinking that concept art is just

play14:45

about

play14:46

doing black and white thumbnails and

play14:48

then blowing that up and then rendering

play14:50

over the top of it

play14:52

the thought process is far more

play14:53

important and that's really what you

play14:55

need to learn and i think you should

play14:57

separate out the idea of how you

play14:59

actually do that how you actually take

play15:02

maybe a series of again you have

play15:04

amorphous ideas in your head you have

play15:06

what people are expecting to see that's

play15:09

what the project needs there's how you

play15:12

think that maybe you could make this

play15:13

interesting for you as an artist there's

play15:16

maybe some books you've read there's

play15:17

some visual

play15:19

you know language stuff there's some

play15:20

iconography there's some functionality

play15:23

trick is how do you actually turn that

play15:25

into a drawing

play15:26

right and how do you make it

play15:30

so that other people can get involved in

play15:32

that process

play15:33

and that's where again what we're doing

play15:35

is we're learning those concept art

play15:36

processes and this again is something

play15:39

where you can look at someone else's

play15:40

process

play15:42

but in many ways

play15:44

a lot of that stuff happens in your own

play15:46

mind and

play15:48

you are working through it as well as

play15:50

other people and the main advice here

play15:52

that i'd give you as opposed to just

play15:54

saying this is a separate thing don't

play15:56

get it confused with understanding

play15:58

design or understanding how to find

play16:00

reference

play16:01

again someone else's way of finding

play16:03

reference is not going to be yours and

play16:04

this is the same you need to find your

play16:07

own process and way of thinking through

play16:09

this you can certainly use other

play16:11

people's processes and you can learn

play16:14

really efficient systematic ways of you

play16:17

know turning vague ideas into more

play16:19

refined ideas

play16:20

and there's nothing wrong with looking

play16:22

at how that sort of has been done

play16:24

but don't underestimate how personal

play16:27

these things are if you actually really

play16:29

want to get good at this

play16:31

and you know for me personally if i just

play16:34

use that standard cookie cutter concept

play16:36

design process like i don't really enjoy

play16:39

it i don't feel like i get you know

play16:41

results that are that sort of good you

play16:43

know my process again it it depends on

play16:46

the subject matter it's i sort of know

play16:49

from experience

play16:51

what i need to do and it sort of changes

play16:54

based on how much information i already

play16:56

have how much i've done stuff that's

play16:58

similar before it's very

play17:00

you know personal and it's really

play17:02

changes from project to project and what

play17:05

we need

play17:06

so

play17:07

if we take example that concept of doing

play17:10

thumbnails right where we focus on shape

play17:12

and primary form

play17:13

from a design aspect you have to

play17:15

understand how all those things fit into

play17:17

a process so working on big shapes and

play17:20

thumbnails first

play17:22

is really good if a you're stuck and

play17:25

you're finding it difficult to push the

play17:27

larger shapes

play17:29

and that can happen because you're

play17:31

drawing stuff and you'll kind of get

play17:33

jammed into thinking about like the

play17:35

details and just breaking out and going

play17:38

okay i'm just going to do the

play17:39

silhouettes i'm just going to design you

play17:41

know 20 silhouettes on a page that's a

play17:44

really good design exercise to break

play17:45

your own mind out of thinking about

play17:48

detail and also to ideate you know what

play17:50

these different bigger shapes might be

play17:52

so it's a good design tool but it's not

play17:54

always the way that every concept art

play17:56

thing needs to start

play17:59

hopefully that's really obvious but

play18:01

again it seems to me from the stuff i

play18:03

see that that is not obvious right based

play18:04

on a lot of tutorials

play18:06

um

play18:07

now the other thing there that you can

play18:10

use that for is

play18:11

in situations where the silhouette is a

play18:14

primary thing that you're designing now

play18:16

this typically has been the case in

play18:18

video games and especially where we have

play18:21

lower tech video games where you have to

play18:24

really push the silhouettes

play18:26

to make it clear what's actually

play18:28

happening on screen so when we had very

play18:31

very limited polygon budgets if you're

play18:32

thinking about you know your sort of

play18:33

quake one um probably not quick one you

play18:36

know quake sort of three you know that

play18:38

sort of playstation 2 era focusing on

play18:41

the big shapes is kind of good because

play18:43

that's all you have you don't have a lot

play18:45

of other ability to really effectively

play18:47

differentiate characters and secondly a

play18:50

lot of games were really fast paced and

play18:52

fast moving and you need to focus on big

play18:55

shapes so you can tell the enemies apart

play18:58

similarly if you're working on a mobile

play18:59

game often you're dealing with tiny

play19:01

little iconic style characters and again

play19:03

just working the silhouette and the

play19:05

bigger shapes is really important

play19:08

so depending on what project you're

play19:09

working on

play19:11

that tool of

play19:13

focusing on the silhouette and ideating

play19:14

just the silhouette and sort of ignoring

play19:17

everything else can be really critical

play19:18

because it allows you to focus on the

play19:20

iconography of the silhouette and how

play19:22

that is going to effectively communicate

play19:24

what the thing is to the viewer but that

play19:28

is not design that's not the whole

play19:31

you know

play19:31

um

play19:32

that's not the whole thing there's more

play19:34

to it obviously as i've said so try and

play19:37

understand those tools learn them figure

play19:40

out your own and experiment because

play19:43

again if you figure out exactly what

play19:45

works for you

play19:46

don't feel like you're not going to be

play19:48

able to work you don't need to do

play19:50

exactly the same process that everyone

play19:52

else does as long as you can involve

play19:54

other people in the process

play19:56

and iterate and ideate and be flexible

play20:00

an art director doesn't care how you get

play20:02

the results they don't care what you

play20:03

start with or whatever

play20:05

you know again hopefully you have the

play20:07

flexibility there but trust

play20:09

that you figuring out your own process

play20:11

and what works for you is going to be

play20:13

really really important and it's worth

play20:15

pursuing that and understanding that

play20:18

you're unique and your design process

play20:20

will be unique as well the fourth thing

play20:23

is

play20:24

that you want to consider working

play20:27

professionally the working side of it

play20:31

as being almost a separate skill that

play20:33

you're trying to develop and

play20:35

i think if you can get really good at

play20:37

the working thing that often is

play20:40

that's what will get you employed you

play20:43

can always build your ability to get

play20:45

better at reference to understand the

play20:47

design ethos to read more books to be

play20:49

able to converse in those you know more

play20:52

ethereal design terms etc

play20:55

you can always again improve your

play20:57

process but the thing that often people

play20:59

are looking for is can you actually be

play21:02

useful

play21:03

on a team can you insert yourself in a

play21:06

production environment and add value and

play21:09

i think this is where understanding

play21:11

where you actually want to work

play21:14

how that actually functions what the

play21:16

common technical limitations are in

play21:19

those production environments

play21:21

and just in general what people kind of

play21:24

want out of a concept artist in

play21:26

different industries

play21:28

and again this changes it's it's not one

play21:30

of these things that's sort of fixed but

play21:33

you know for instance if you're looking

play21:35

at working in video games you can be

play21:37

really good at

play21:39

the research design at understanding

play21:41

design ethos and again having sort of

play21:43

dying process but

play21:46

for instance a really big part of

play21:48

working in video games is understanding

play21:49

that the the rigging for characters for

play21:52

instance is extremely expensive so a big

play21:55

part of what we do when you are

play21:57

currently in video games is

play21:59

designing different variations of

play22:02

characters

play22:03

but we have to design them in such a way

play22:06

that the animation rig

play22:09

doesn't interfere with the proportion so

play22:11

you can't just design any character with

play22:13

any proportion and there are often

play22:15

limitations in terms of what is easy to

play22:18

animate what's not easy to animate there

play22:21

are often points where again we want you

play22:23

know things around the belt line or

play22:25

something to stay static we don't want

play22:27

that to expand too much why because

play22:29

everyone's going to use a common

play22:31

animation loop for you know picking a

play22:33

gun out of a holster or something so

play22:36

we're going to have sort of different

play22:37

sizes and stuff like that you can't

play22:39

change the proportions too much you

play22:41

can't change where certain things are

play22:43

because people just want to reuse

play22:45

animations

play22:46

and um you know if they can do that that

play22:48

saves a lot of money

play22:50

so just understanding you know those

play22:52

industry common problems that you're

play22:55

dealing with and that often you spend a

play22:57

lot of time wrestling with as designers

play23:00

um you know the other thing that often

play23:02

happens is you see variations of

play23:04

creatures the reason you see variations

play23:06

of creatures and monsters and you know

play23:08

the the prototypical one is just you

play23:10

know this one's green and this one's

play23:12

blue right and it's it's a different

play23:15

monster and it's like the only reason

play23:16

for that is just it's expensive to

play23:18

design and animate and create two vastly

play23:21

different creatures it's a lot more

play23:23

effective

play23:24

to design sort of classes of creatures

play23:27

and then sort of create variations on

play23:29

them and one of the primary design

play23:32

skills that if you build

play23:34

will allow you to get really you know

play23:36

not easy work but will might make it a

play23:38

lot more possible for you to get work in

play23:40

the video game industry is you know

play23:42

figuring out how to make really

play23:44

interesting variations where

play23:47

you really make the character look

play23:49

different even though it's based on the

play23:51

same base animation rig and to a certain

play23:53

degree the same base kind of model and

play23:55

everything like that so you know that's

play23:57

a skill where it's very industry

play23:59

specific and it's very much about

play24:01

understanding what the production needs

play24:03

and how you can help on that production

play24:06

and i would say you know the better you

play24:08

get at that the more employable you're

play24:10

going to be

play24:11

but often when we're starting out we

play24:13

sort of see just these big you know the

play24:15

big art books you know you see something

play24:17

like

play24:19

you know i think this is like the rogue

play24:20

one art book right um and it's pretty

play24:22

cool art book but you know you're gonna

play24:24

see a lot of stuff that's a little bit

play24:25

more flashy than that you know you're

play24:27

gonna see the stuff that that looks

play24:29

really sort of cool

play24:30

and you know look that is a that is a

play24:32

big part of concept art but you know a

play24:34

lot of what we do is wrestling with this

play24:36

like how do i make this like ogre guy

play24:38

you know look different i got to do like

play24:40

five ogres you know and i can't change

play24:42

this but i can't change that but i can

play24:44

change the face but can't change it that

play24:46

much and so you know you sort of really

play24:48

work on like sticking bits on or you

play24:50

know making it feel like this one maybe

play24:52

lives over here and this one lives over

play24:53

here because you know they've got

play24:54

different coloration or you know

play24:56

different sort of texture on their skin

play24:58

or something like that so

play25:00

you know that's where again the more

play25:02

industry specific you can be the better

play25:05

you're going to be employable and it's

play25:07

so important to view these four things

play25:10

as being separate

play25:11

because if you work on them separately

play25:13

and you understand what's valuable and

play25:16

what is the most valuable and

play25:18

maybe you're really good at some of

play25:19

these things to begin with you know some

play25:21

people are good at research some people

play25:22

are just really good at sort of working

play25:24

in teams to begin with

play25:26

you know personally i'm not that good

play25:28

generally i didn't come out of the

play25:29

factory good at working with others and

play25:31

sort of working within a team i had to

play25:33

really work on that aspect of

play25:35

understanding that and trying to get

play25:37

good at working in a production

play25:38

environment right the drawing was kind

play25:40

of okay me coming up with my own ideas

play25:42

is kind of okay

play25:44

involving other people in the design

play25:45

process

play25:46

was something that you know i really had

play25:48

to work on right so you know for me

play25:50

again the functionality side of it is

play25:52

something i feel like i inherently sort

play25:53

of understood to a certain degree um you

play25:56

know when i was you know drawing my

play25:58

pirate book you know i went bought you

play26:00

know all these books on you know how

play26:01

pirate ships are made you know i tried

play26:03

to go and you know find real cutlasses

play26:05

and real flintlock piss that kind of

play26:07

came easy to me um you know but again

play26:09

working with others in a production

play26:11

environment was very very challenging

play26:12

for me and you know maybe to a certain

play26:14

degree still is you know i'm probably

play26:15

not the best at that but all of these

play26:18

things are separate there's four things

play26:20

the first is design ethos reading the

play26:22

books understanding the design process

play26:24

design history looking at the history of

play26:26

design understanding how design changes

play26:28

over time second is reference

play26:30

understanding how you

play26:32

understand and get good at extracting

play26:35

information from the world so that you

play26:37

can create a nice understanding and

play26:40

collection of reference for each project

play26:43

the third thing is the process figuring

play26:46

out how do you physically take all that

play26:48

stuff

play26:49

turn it into

play26:51

a finished design or a process for

play26:53

design a range of sketches again what

play26:55

are they for you do you want to do in

play26:57

the beginning a huge array of really

play27:00

sketchy sketches again will that work is

play27:02

that what you want

play27:03

do you want to do you know maybe that

play27:05

for yourself but then you know only do a

play27:07

few much tighter set of sketches that

play27:09

you send to someone do you want to

play27:11

render them do you want to do them in

play27:13

black and white do you start with color

play27:15

whatever it is right that's where your

play27:17

process is really important

play27:18

understanding that and the fourth thing

play27:21

is

play27:22

working in a particular industry

play27:24

and just understanding that the design

play27:26

requirements the skills you're going to

play27:28

have to build and the processes you're

play27:30

going to really have to practice in

play27:32

order to get in the door be useful as

play27:34

soon as possible and hopefully make

play27:36

yourself employable and continually

play27:38

employable

play27:39

are really important and that will be

play27:41

different depending on whether you're

play27:42

working in um you know feature animation

play27:44

uh feature film is you know live action

play27:47

is certainly very different um and again

play27:50

you know working in you know video games

play27:52

is going to be different but also you

play27:53

know working in realistic you know aaa

play27:55

highly detailed video games is going to

play27:57

be different to working in mobile games

play27:58

where things are often by by default a

play28:01

little bit more iconic and a little bit

play28:03

more

play28:04

um you know

play28:06

symbolic so you have to focus on

play28:08

different things you have to

play28:09

tailor all that stuff that i talked

play28:11

about

play28:12

to a particular design process anyway

play28:15

that's all i've got hopefully this is

play28:16

interesting let me know if these design

play28:19

focused

play28:20

talks help you

play28:22

if you sort of thought about this if you

play28:24

want a little bit more industry specific

play28:26

knowledge again specifically about how

play28:28

you get good at doing stuff for video

play28:30

games how you get good at designing

play28:32

stuff for animation etc let me know but

play28:35

that's all i've got catch around happy

play28:38

drawing

play28:48

you

Rate This

5.0 / 5 (0 votes)

相关标签
Concept ArtDesign ProcessVideo GameFilm IndustryArtistic SkillDesign EthosResearch MethodProfessional WorkDesign VariationIndustry SpecificCreative Process
您是否需要英文摘要?