Vincent Joyau - along time member of Polycount - recently shared with me some of his creations for Bioshock 2. Primarily he was tasked with creating the weapons you as the player would use in Bioshock 2. Additionally, he was responsible for some attachments and a few modular environment bits. What a perfect combination to pass on to you guys.
When creating this artwork, Joyau was under tight deadlines and really had to plan his construction phase. He writes,
Judging by the next few images, it's safe to say that his planning before his execution really planned off. The era and aesthetic of the world of Rapture is so well achieved in his work. The mark of not only a great artist, but a smart artist.[caption id="attachment_648" align="aligncenter" width="630" caption="One of the weapons created for Bioshock 2 by Joyau."][/caption]
Using the same techniques he discovered for the weapons, Joyau then moved on to some weapon attachments found throughout Bioshock 2.
[caption id="attachment_656" align="aligncenter" width="630" caption="A set of weapon attachments created for Bioshock 2 by Joyau."][/caption]
[caption id="attachment_657" align="aligncenter" width="630" caption="A set of weapon attachments created for Bioshock 2 by Joyau."][/caption]
Working from concept and the layout of the level the art would be used with, Joyau set off to create environment assets with a typical modular design. His first goal was was figuring out exactly which pieces the level designers needed immediately rather than what he'd like to dive right in to immediately.
A lot of artists out there dive right in to what they're doing and collect reference or information along the way. And while their talent will pull them most of the way its proper planning that well take any good work and make it great. The thing I love the most about this post, is not the exceptional artwork Joyau created for Bioshock 2, but seeing the results of concentrated planning & execution. If there was ever any doubt that planning your work before you get to it yields entirely successful results.
I hope it is this that you take away from these examples and that the next time you go to create something, you give it the time it deserves and properly think about what it is you're about to create. Whether its weapons, characters, environments or effects all things will be better for it.
I'd like to give a huge thanks to my good friend Vincent for sharing these with Polycount. If you haven't yet, check out his new thread in the Polycount Forum where he showcases some other artwork he's been cooking up over the past year. Once you're done there head on over to his portfolio and check out the rest of his amazing artwork.