Deep Dive Statement

DEEP DIVE STATEMENT

My goal is to become a character artist; whether it be character design, character renders, or in game  or animated character assets. According to Get In Media, and entertainment careers site, “The character artist takes a concept to fruition; this person works under the supervision of the art director and lead character artist to create character assets for use in games and marketing materials.”.

As part of our capstone team, I am responsible for designing our NPC character(s) as well as work together to designing the blueprint and layout of the game. I will mainly be focusing on creating completed art assets for the digital part.

For the deep dive, I will be concentrating on the process of bringing assets from its original concept to its completion in-game.

ANNOTATED BIBLIOGRAPHY

Get In Media | Entertainment Careers., from http://getinmedia.com/

Get in Media is a site dedicated to educating about Media careers in the fields of film, music, games, and live events. They have different listings of jobs within the fields which gives a job description, its duties, required skills and education, and what to expect. They have jobs detailing entry level careers, to art careers, and even management and marketing. In specific to the deep dive, the Artist Careers listing gives a wide range of jobs that provide information on the process; from concept artists to Texture and Character artists.

 

Solarski, B. C. (n.d.). The Psychology of Lines, Shapes, and Volumes. , from http://www.gamasutra.com/view/feature/185676/the_aesthetics_of_game_art_and_.php?print=1

The author Chris Solarski writes The Aesthetic of Game Art and Game Design to help creators enhance the game experience through the psychology of design. He describes line and form and how it effects a composition. Although this document can be applied to any sort of art, Solarski relates it back to gaming, how these design principles can affect a player’s perception and experience. He also highlight the process of character shapes and the development from concepting, rendering, and animating them within the game world.

 

Thomas, N. (2014, May 20). Character design art process from scribbles to 3D Models. From http://blog.spaceduststudios.com/space-dust-racing-character-design/

The author uses his own experiences to create an article that could serve useful to other artists. He describes the art development process by using his own game as an example. Thomas provides an insight on the steps he takes to complete a game character design, taking the readers from silhouettes and review sheets to its final 3D model.

 

Anhut, A. (2014, July 02). Let’s Get Real About Concept Art – Howtonotsuckatgamedesign., from http://howtonotsuckatgamedesign.com/2014/02/lets-get-real-concept-art/

The author gives insight on the industry and how concept art really works. They describe how the art that is shown to the public is different than what goes on behind the scenes. The author aims to teach the reader about concept versus promotional art by comparing and contrasting different pieces shown by game companies. In addition, they provide diagrams of the work flow.

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