Platinum games is another fantastic studio to look at. They actually talk about their design process quite a bit on their blog, which is pretty unusual for a Japanese team. Their stuff has clarity thanks to the line art ; the material definitions are there thanks to the use of efficient shading "codes" coming straight from…
Of course ! I am referring to the inherent limitations of anime, which forces production studios to adopt very simplified/stylized representations of surface qualities in order to maintain them across hundreds of painted cels. Shadow terminators are sharp, highlights fully omitted on matte surfaces, and so on. It allows…
Awesome thread idea. I'm not a particular good concept artist myself, so the most enjoyable work for me typically comes when I have clear, well defined concepts to work from. I've always liked Martin Shapev aka dfacto's work in this regard and have worked with him on numerous occasions and its always a pleasure. He does a…
...I really have to say, not every 2D concept is to be immediately modeled. I saw that first image as something fairly loose to start or pull the direction of a discussion. As mentioned previously, something akin to a mood piece, a start to base the shape language from or to tell you where these characters fit into the…
I think this is really dependent on the studio and the phase of production. In the beginning you just want a basic visualization to sell the game to producers. Ortho is great for characters but when it comes to complex enviroments its not really feasible maybe something like a zoomed out shot then a close up and that's all…
Going to throw my two cents in here really fast. As someone who likes to do linework concept art I'm going to actually argue for the photobashed quick painted style a bit here. When a concept artist is told to make a design there is almost never a point of time that we have the final idea of what the client wants in their…