Long-time reader and admirer here, just wanted to ask if there’s perhaps a way to support this page without the usage of PayPal (or services that are based on paypal listings).
Anyway, I simply can’t thank you enough for keeping the important topics covered and speaking for those of us who are not loud enough to be heard. Hopefully one day, I’ll be able to aid the good fight in a better manner, but for the moment, I’ll keep spreading the word through social media and shaking my fist at the monitor whenever someone disagrees.
Hey, much love back! Thanks for the kind words.
Yeah, I’ve been thinking about creating an amazon wishlist thing for people who wanna support me or something similar. I probably have to get onto that, since I get a few – not many but some – requests by people who are not using paypal to give them a venue to return something.
As for now I’m super happy with your encouraging words and I think spreading the world is a substantial thing to do in the good fight to change culture. So keep at it. ;)
Question: What do concept art portfolios really look like? Is it a series of polished, shiny images of either fantasy or science fiction characters/environments that we usually see in online portfolios or is it more like the kind of stuff one sees in ‘The Art of X Game’ books?
Secondary Question: How would you organise a portfolio and what would you put in it?
Thank you for your time.
Here are some guidelines to a well structured portfolio from my 9+ years of experience. …Read answer.
I have a fairly uncommon question, and it’s okay if you don’t want to answer — or just give me a general answer perhaps. I am an illustrator and you are the only person I could find, who may know about character guidelines or design sheets. How much would you/one charge for a short character design guideline, two or three pages. Only colors, proportions, angles.
Thanks a lot! Have a nice day,
Read my answer, including advice for freelance beginners …here.
This is a multipart article on color design for games. It is aimed at game designers and game artists alike and focusses on how to use color when crafting player experiences. Definitions are mostly custom made by me, since most color design literature is specialized for other creative fields – such as painting, print, screen design – and not suited for what we are going to talk about here.
Let’s talk colors, contrasts, layout, canvas, objects: Real more…
This saturday September 27th Martin Nerurkar and I will stream a 3hr crash course on art direction for video games.
Here is what you need to know…
This course is intended for…
…small developers, indie developers, students, freelancers and hobbyists who would like to learn more about how to create cohesive and appealing visuals and how to make them work within production requirements and technical limitations. This course provides methods and practices to find and define your artistic vision and to execute that vision alone or in teams.
We will cover research, working with references, establishing of visual language and style, style guide creation and art review.
All tipps and tricks work for a wide range of styles and many practices apply not only to video games but to comics and animation as well.
When you are joining live, you can ask questions or comment on what you see via the chat. The stream will be in an interview/lecture format in which I will hold the lecture and provide the content, while Martin will be in the role of student. We hope this conversation style format will create a helpful pacing and allow for a fun but also comprehensive course.
This is when the stream will happen: Time converter at worldtimebuddy.com
Warning this is a strong rant by an upset person: me. If you are looking for diplomatic problem solving, you wont find it here today. Go someplace else for that, thanks. This article is a dressing-down, not a conversation starter.
So, normally with rants like these I would start by presenting the recent bone of contention first. I would explain what drove me to write this commentary today. What specifically ticked me off?
But I’m just so tired – so so tired – writing up these instances of video game culture treating women like shit.
So, yeah, I’m going to be at PLAY14 in Hamburg – the 7th Creative Video Gaming Festival.
This festival is much more player oriented than developer oriented and serves as a nice alternative to industry events, as the PLAY14 will be about playing and talking and creating and experimenting with a focus on games culture.
Last year was a blast and I’m really looking forward to what they have in store this year.
I’m an invited speaker as I take part in a panel on saturday about “Doing Gender in Games? Geschlechterrollen in Computerspielen.”. I’m joining blogger Ally Auner and game designer Lea Schönfelder on stage. Learn more about this particular event (German only, sorry):[LINK]
I’d like to know how to design a 2D character for a poin’n’click adventure and animate it. What techniques and what software would you use? What would be the best resolution for common devies?Kind regards
I’d like to expand on that question and answer this for all genres when it comes to 2D games, since there is nothing too particular about point-n-click adventures, when it comes to the art part. We have to think about two things: On the one hand there is your own artistic/stylistic preference – can’t really say much about that – but there is also production issues to consider.
Form follows function in character design as well…
Okay, so a couple of months ago I was a total newbie when it comes to working with Unity. Never did anything in it… I worked with a lot of people wielding the engine, but never did it myself. And then I got together with Martin Nerurkar and he gave me a one-on-one 3.5 hour crash course.
Now I know how to build scenes, how implement objects, collisions, characters, cameras, GUIs, animation, how to draw terrain, how to script, add effects and sound… and even more. The cool thing: We did this via google hangouts,…
…and recorded everything, so you can work along with me and get a grip on how to use Unity.
hi!!! i saw your reply to bones!!! did you have any ideas for my questions?? what do concept ppls need to study really hard to make it in the industry in todays world?
The job of a concept artists is to turn ideas into images. So, you need to have access to ideas, need to be able to translate them into images and also should technically be able to do this in large volumes, while being readable and having the necessary emotional impact.