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As of my freshman year, I will be posting content centered around a certain topic. You can expect my blog posts to feature well-written sentences.
Brady Bryan
During the pre-production phase of video game construction, many rough drafts will be created. Whether it be for the characters, the settings, the items, or the like, rough sketches will be produced. This is accomplished in order to come up with a final design that will appear in the game. Most games include screenshots of concept art within their game files, and while being interviewed, game designers will have pictures of early designed assets to show. As you may tell, concept art is one of the most crucial parts of the pre-production stage. Most popular games such as Overwatch reveal that certain characters and maps were originally going to look different than the official design through their concept art. Some even reveal characters that were planned to appear in the game. A slideshow of Blizzard's (the company that produced Overwatch) concept art can be found on this IGN article. One of the most notable difference in one of the images is the change of appearance for most of the heroes. One of the heroes that resemble Genji, a playable robotized-ninja, appears to be female, despite being male in the official release. Next to that hero appears to be a reskin of Mercy, another hero that resembles an angel. Another notable feature of the concept art are the names given to the heroes. All names but one are different than the final product. The one name that seemed to stick was "REAPER," which is right above a character design that's almost a one-to-one product with the final design. The only difference is that the mask looks more like a skeleton head than the official design's. The only character that seems absent from the image is referred to as "SPEC OPS." While there is no illustration to depict that character, they come listed with their hypothetical arsenal of weapons, as does every character shown. Some of the listed weaponry appear in-game, such as the Grappling Hook, Large Sentry, and Jetpack. The next images depicts more early character and stage designs, as well as their names and weapons. If you take one glance at the final designs in Overwatch, you will be able to see a major difference between then and now. This proves how useful concept art can be when designing certain aspects of a video game. It can assist in deciding what direction you want to take your game. For example, do you want your game to have a serious tone, or do you want your game to appear beginner-friendly? In the grand scheme of things, it's defines how you will display your game to an audience. Concept art should never be skipped during the pre-production process, so don't gloss over this crucial step. Recap:
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Brady Bryan
Alignment is a key aspect of works of art and designs, and is very common in everyday life. Each object present in the image must be positioned correctly so they appeal to the eyes of a viewer. There are many ways to align the components of your design to make it look organized. The underlying focus of most of them is alignment, while others may focus on the intricate details and complexity of certain components. These techniques are often coupled with the elements and principles of design by adding contrast, perspective, or repetition which can make even the most basic pictures and designs look professional as demonstrated by this picture of apples. The term used for the absence of minor details of an image is simplification. Elaborately put, it decreases the amount of features of an image so it only contains the necessary details required to understand what the image is supposed to be. This is commonly seen in minimalist designs as they are initially composed of solid color and no outlines. An example of a minimalist design would be the Mario design on this drawstring bag in comparison to the actual design (in the top-right corner). As shown, the design does not feature Mario's pupils, the various folds on the clothes, or the shading on the body. Despite the lack of detail, we are still able to tell what the design is supposed to be due to the necessary components. If the minimalist design did not lacked the "M" on his cap as well as the facial color, we might have a harder time trying to figure out what the design was. In short, the application of simplification can make your design look pulchritudinous in a smooth, straightforward way. If you are like me, the rule of odds may seem like an obvious choice to utilize at first, but once applied, it can cause the components in your image to stand out equally (in the sense that one object does not stand out more than another) which is important when displaying works of art. The rule is centered around the amount of components displayed in an image, specifically an odd number. The advised number when applying this technique is three, as it does not appear as too much or too little. This is best explained by the YouTube video "Jack's Guide to Stealing Memes" by jacksfilms, specifically around the 1:31 mark. He states that using less than three "doesn't convey the right sense of urgency (in our case, interest)" whereas using four or more is too much. The rule of odds works especially well if the objects are in close proximity of each other. In order to create harmony throughout the image, one must include the rule of odds to make it look alluring. There are other composition techniques that can enhance your designs, so it is highly encouraged that you explore more techniques before designing, as it can help you immensely. You may have already seen some of the techniques in action without noticing, so take note of how they are used in various artworks. Recap:
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AuthorBrady Bryan is quite familiar with blogs since he had to frequently post on his blog in 6th grade. Although its been a long time since then, he still knows what a proper blog should look like. Archives
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