Not true in the slightest. That video title you're referencing is just clickbait. The methods employed to create concept art are changing, but concept art is and will continue to be used in well managed / planned / funded productions for the foreseeable future.
Not true in the slightest. That video title you're referencing is just clickbait. The methods employed to create concept art are changing, but concept art is and will continue to be used in well managed / planned / funded productions for the foreseeable future.
and even here this applies only for realism maybe, just like 3d production for realism has changed a lot.
but stuff that can't just be photographed or filtered to look like you want it to look, will still have to be made just like it is today.
the tools here will also change, but probably not as much as with anything that can be scanned, filtered or simulated. because those things definitely will be scanned, filtered or simulated.
It's actually one of my favourite talks in terms of pragmatic approaches to working. We're here to make games not indulge in masturbatory artistic purism after all
I'd suggest re-setting your binary supposition, because again research is key...wiki Concept Fundamentals or indeed OPB prior to recommending a second viewing. His presentation is really quite informative, discussing various illustrative 2 and/or 3d techniques plus art styles, that are applied day to day in a production environment which is prominently the overarching premise here i.e: "time is money"
EDIT:
Just an aside, concept visualisation/interpretation Is also leveraged elsewhere via disparate non entertainment industries, for a heck of a lot longer, too. So, personally don't foresee it's imminent demise anytime soon.
With concept art you're not making the final product. The concept art isn't supposed to be sold by itself. If you're making concept art you're making a plan for other artists to follow. So it doesn't matter what technique you use. Or even if it's well drawn. It's about conveying the idea to the artist. The important thing is the idea.
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The methods employed to create concept art are changing, but concept art is and will continue to be used in well managed / planned / funded productions for the foreseeable future.
but stuff that can't just be photographed or filtered to look like you want it to look, will still have to be made just like it is today.
the tools here will also change, but probably not as much as with anything that can be scanned, filtered or simulated. because those things definitely will be scanned, filtered or simulated.
I'm more for a traditional concept art, without "cheats", just true drawing skills.
It's actually one of my favourite talks in terms of pragmatic approaches to working.
We're here to make games not indulge in masturbatory artistic purism after all
So it doesn't matter what technique you use. Or even if it's well drawn. It's about conveying the idea to the artist. The important thing is the idea.
An example of how rough concept art can be is some concept art from tim burton.
clearly his concept art works without being 'technically good'