bittersiha asked via tumblr:
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.
Read the full answer.
Good monday morning, everybody. Hope you start into a successful week!
Are High Moon Studios’ Cybertron games anti-war? A close reading of conflict between talking robots and how two action games glorify combat but repudiate war. ..read more.
This rather huge article is intended to collect and structure a complete overview of how gender design works and how gender design is currently done in games.
We will explore gendering language, connotations and subtext, problematic industry habits and I will also provide a quick guide for instant improvement, all from the perspective of a professional game designer and artist and also design teacher.
This will be out soon:
Nina Kiel wrote her bachelor thesis tackling gender in games. And now it’s a book. And I’m excited to be in it along with good company from other voices on the issue. Look at that damn near perfect cover for the whole thing and make sure to check out Nina’s other work on her tumblr.
Also make sure to follow her on twitter or tumblr, so you get notified once the book is available for purchase or preorder.
After my post Let’s get Real About Concept Art from early february Paul Richards – concept artist on the Darksiders series and Halo 4 – pointed me to a tutorial he posted on his blog. Browsing through his site revealed he released quite a few tutorials already… and damn, so much great advice, all with easy to understand samples, nicely structured, step by step.
He focusses on designing with a pen – from drawing basics to complex rendering and construction. The full package for beginners and even seasoned artist will snatch some goodies there as well. Here is a small digest in recommended reading order… …read more.
Due to recent events which triggered a series of events involving a camel, a straw and a broken back, I have to change a couple of things in regards to how I deal with comments and online debates. I kind of regret having to do this, but I hope it will create opportunity for more productive conversations and allow me to focus more on putting stuff out there.
Hey, everybody. Tomorrow Martin Nerurkar from Sharkbomb Studios and I are going to host a 4 hour crash course introduction thingy for game development in Unity. It’s free and available worldwide through google hangout.
The time is 14:00h in Berlin Germany – here is your local time, if you are from a different zone: [link]
Check out Sharkbomb’s google+ [link] or youtube [link] page to join.
The format is simple: I don’t have worked with Unity yet, Martin has – a lot. So he is going to walk me through the fist steps, I get to ask noobie questions and you are invited to join us via stream. Everything will be recorded as well for later views.
On a later date – to be announced – I we will stream a free introduction to art direction in games, so stay tuned for this as well.
I’m very excited to be able to make the following announcement:
From Sweden or in the region? Catch me and Robin Hunicke speaking at this year’s GameDev in Umeå on february 25th! Check the GameDev Umeå homepage to see more speakers and snatch your tickets!
Would love to meet up!
A user asked:
Hi there, I’m an aspiring game designer, and I recently got Game Maker in an attempt to start working on something, but it’s going slowly. Are there any tips for either learning to use the program or another good way to get started?
I personally have never worked with Game Maker. But here is some stuff I googled:
documentation from developer
gamemaker for dummies on amazon
another introduction to gamemaker on amazon
Concept artist of the Darksiders series Paul Richards said:
Anjin, Thanks for mentioning me in your “Let’s Get Real About Concept Art” post. Though I’m a bit of a purist when it comes to certain methods, I appreciated being used as an example of what I believe to be a utilitarian but nonetheless valuable aspect of production.
Thanks for your comment on Let’s Get Real About Concept Art
. I specifically picked you as an example for a concept artist who knows how to draw and draws a lot. While other samples were picked to show the more photoshoppish side of concept art. What I appreciate about your portfolio is that you share even really rough sketches and all tons of work that go into finding just the right design, not just the really polished later pieces. It’s a valuable insight into the creative process and your stuff finds its way into reference lists and slideshow for my students in my concept art classes.
The art books of Darksiders 1 & 2 are treasure troves of process sketches and actual development work for design, which I wholeheartedly recommend for all my readers here. And a quick look over to Richards’ portfolio is recommended as well.
The public perception of what concept art means is severely skewed.
While I have to accept that people broadly label art created for games and films concept art, including promotional illustrations, it is necessary to get real about what concept art as a craft actually is.
If you are a newcomer artists or a student trying to get into concept art, you should read this article. It might clear up some things. …read more.
Announcements for the sequel to the popular Rapture-centric DLC to Bioshock Infinite are making the rounds again, including the key visual painting from the first instalment of Burial At Sea. I felt this is a good occasion to talk to you about Tamara de Lempicka and her influence on the Bioshock series. …read more.
I recently started asking my students for links to their portfolios and permission to share them here. The links below include current students and former students.
Here is the another batch. See more…
Yesterday a huge german weekly publication Der Spiegel launched a cover story about video games. The headline is “spielen macht klug.”, meaning playing makes you smart. The cover story attempts to legitimize games – to a readership that does not recognize games as culture, in a publication that does not recognize games as culture – by pointing to real life benefits in order to appease the gate keepers of the establishment.
It’s all so very wrong. Read more…