Posts Tagged ‘Concept Art’


I recently purchased the book Heroes & Heroines, I thought it would be a good starting point for research because it is filled with different artwork of both anime and Games showing lots of different poses to reference and lists the artist for each work. This will allow me to fined more artists who’s work I’m interested in and research more into their carers. Hear are a few that I already found and want to research for various reasons:

Soejima Shigenori – Art Director for: Catherine, Persona 3 Portable, Persona 4, persona 4 arena, persona 4 the Golden and Persona 4 the animation. These are some of my favorite games so I’m interested to see what other works he has done.


Nishimura Kinu – Art Director for: Nine Hours Nine Persons Nine Doors. I love the way the characters are coloured and would like to see more of this style.


Miwa Shirow – Art Director for: 7th Dragon 2020. Again the characters stood out to me immediately because of how the colours giving a very crisp look.


Komatsuzaki Rui – Art Director for: Dangan Ronpa. The art style of the characters stand out to me because of how soft the colours look.


Yasuda Scuzuhito – Art Director for: Devil Survivor Overclock and Devil Survivor 2. I was drawn in by the crispness of the characters and how line light they are.


There are many more in the book but these five are the ones I want to look into first.


To start the research for the street project we have been set a task to look at different practitioners who sketch street views in observational drawings. I decided to also look at concept designs for streets as well and compare how the two are drawn I expect the perspective to be the same but there may be some difference in how a fictional place is drawn to a real one in an observational drawing.

The first person I found was Rui Nakao all of his sketches are done on location in pen and water colour wash on paper.

This is his sketch of Laneway and MacEwan College:


This is his sketch of Avenue of Nations:


His style seems very clear using few lines to get as much detail as possible. the use of a colour wash adds a lot of detail by being a quicker way of adding shadows and shading.

The next person I found was Kurt D. Hollomon:




His style is very sketchy with detail added by cross hatching. I really like that shading that he has achieved by using different styles of crosshatching and by not adding it to areas it creates highlights that pop out at you. The outline looks like it was done very fast and only serves to give the basic shape in very little detail even being inaccurate in some areas like the flowerpot, the sides are unsymmetrical, but because of the detail you don’t notice the roughness of the outline.

Examples of cross hatching:


Examples came from here.

I then looked at some of the street concepts from Uncharted 3 and found some of the work by Andrew Kim:





I notice in the concept designs some of them are done from angles that would not be possible in a normal observational drawing and because of the time he had to work on the image there is a lot more detail than is captured in the observational drawings I looked at.

I then looked at some of the street concepts from Deus ex to get examples of a more futuristic concept of buildings as uncharted is very much the modern world and found some of the work by Richard Dumont:






The angles are very similar to the Uncharted concepts with the low angle views and the birds eye perspectives but everything is much more smooth and clear, which gives it a much more digital look were as the Uncharted concepts looked more rough and less precise probably because these concepts are representing a place from the future so things must be more precise.

For the last pieces of concept art I looked for some examples from the new Assassins Creed game, so I will have an example of concepts based on past present and future architecture, I found some of the work by Eddie Bennun:






Once again the views return but in this case you see some people in the foreground this helps put you in the scene when you can see some of the people just acting naturally unlike in the Uncharted concepts were the characters placed in the concept are depicting a setup for game play and giving an idea of what will go on in the location instead of helping set the scene.

These are the designs for the five protagonists of the game I am developing:

Building on my uniform designs here are my initial sketches for Neuro the cat, characters expressions and the characters backs:


I ran out of time by this stage and needed to speed things up so I did not manage to develop the sketches for Neuro beyond this point but if i get chance later on I hope to strengthen the look of his character and have a more accurate depiction of a cats anatomy.


I struggled to draw Marie’s face the same several times so to speed things up I printed off a template so I could draw and position the face quickly and accurately.






I then strengthened the outlines of the sketches and brought everything together to create character pages (Note the text is from my design document I will be posting the character section in a different post).

Player summer

Player winter

sid Greaves summer

sid Greaves Winter

Jin summer

Jin winterMarie summer

Marie winter


I then went over my designs adding shading and correcting mistakes i didn’t notice the first time.

Player summer2

Player winter2

sid Greaves summer2

sid Greaves Winter2

Jin summer2

Jin winter2

Marie summer2

Marie winter2


The last is a board game I developed but I didn’t take any pictures of the final product so I will just be showing some of the development work and separate elements of the finished design:





Labyrinth 002

test colours


Cerberus development sheet 1

Gorgon development sheet 1

Harpy development sheet 1

Minotaur development sheet 1



tile print sheet 1

tile print sheet 2

tile print sheet 3

tile print sheet 4

Hero Character sheet design

character sheet Cerberus

character sheet Gorgon

character sheet Harpy

character sheet Minotaur

character sheet Satyr

After going through my ergonomics sheets I decided I would post some of my favorite work from college that relates to games design.

The first is a prop sword I made from wood and old pram parts which could fold away and be detached:







I also did a Photoshopped image of my sword in the hands of┬áZidane the Final Fantasy character who’s weapon inspired this design:

zidane holding propv2

prop project portfolio sheet

Next is a gun and character design I created to for fill the previously mentioned ergonomics project:


back story visual

pose 1

Collaged Concept Art.

Posted: December 27, 2012 in Craft & Media Tec
Tags: , ,

I created a concept for a puzzle horror game by collaging images of; a hotel corridor, an optical illusion, blood splatter, fog, rorschach, backpack, book, lighter and a gun.

Game concept collage copy

I tried to imagine a setting where the player would enter a room that would take them to a different time or place. Once there they would have to to complete various puzzles and try to find there way out of the maze like setting alive.

I was showen how to produce concepts quickly using Photoshop by dropping a gradient down and creating random shapes and changing tones using the Curves Tool as well as other tools I have previously uses like Hue/saturation, Dodge and Burn as well as the Lasso Tool. This method requires a lot of imagination as you have to visualize objects, buildings and people from the random lines and shapes you create if you don’t have an idea your already trying to create.

Here are my results:

I think I would benefit more from this method if I improved my drawing and observational skills because even if I work into the shapes they don’t turn out quite how I’m visualizing like the towers in the example two I would have to spend a lot more time working them up then I would like to get a decent result so this is something I think I should work at to improve my speed and quality at designing quick concepts.