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Showing posts with label concept. Show all posts
Showing posts with label concept. Show all posts

Sunday, December 1, 2013

2D Planning for Action Character Intros

I did these as planning for an action character-intro style animation, kind of showing off each character's fighting styles and abilities. I got inspired by Studio Mir's Road to the Cup League of Legends video.  I only really finished the first one, though I am work on finishing the other two, before doing them all in 3D

Thursday, June 13, 2013

Nassa Color Schemes

As I'm moving towards texturing my character, I painted up a bunch of options for color schemes.  I'm exploring the first two further.  While I really like the colors of the third and fifth, neither fit the character as well, and character comes first.


The next step was some variations on the chosen color.  The second one ended up being the favorite.


Friday, November 30, 2012

Grapple Concepts

Matte paintings I made for a game called Grapple, to be presented to the FIEA faculty and students as a potential 8-month production.  I used a combination of photographs and digital painting.





Friday, November 16, 2012

Midna Redesign - Final Concept

This is the final painting of the True-Form Midna concept.  I enjoyed this painting style, and I might try to employ it again in the future.


Friday, November 9, 2012

Midna Redesign - Clothing Permutations

Initially, I came up with 8 body designs for my Midna redesign.  I ended up (as well as the other students) picking the chubby Midna design.  I thought it was the most interesting, considering her proportions as the imp.

This piece was 8 more permutations, this time, addressing clothing.  I didn't want to lose the concept that she as no human gentials, with the clothes being sort of a formality (after all, she is of another race.)  I also didn't want to lose her magic abilites and her hair, both of which sort of get ignored when she turns into True-Form at the end of the game.


Thursday, October 25, 2012

Link to the Past Church Concept

This painting came from a level in Zelda: A Link to the Past.  Early on in the game, the player comes out from a hidden passagway in the back of the church.  This is a 3D realized version of the 16-bit game with dramatic lighting.



Friday, October 5, 2012

Metroid Ship Redesign - Final Concept

This was the final concept, fully rendered out with details.  I chose the colors based on a split complimentary scheme, and wanted to keep the colors saturated.


Friday, September 28, 2012

Metroid Ship Redesign - Concepts

I started with a basic model in the style of Samus's ship from the Metroid series.  From there, I created these nine designs on top of the model.


Friday, September 14, 2012

Zelda Fire Rod Redesign Concept

This project was to take an item from an old-school 16-bit game, and redesign it as a brand new concept.  I took 3 objects and came up with a number of silhouettes for each.  After one was chosen, I produced 12 value permutations of the object.  After that, it took one and fleshed it out in color and lighting.  I tried to focus on the function of the object in the design; the fire rod shot little fire balls to light lamps from a distance, for example.  In this version, I gave it a bit of a mechanic-y flare, and used the lighter-style perforated metal to drive the point home.


One of the points of the project was to use this sort of illustrative cel-shaded style, which I must say I was quite a fan of.  I'm sure I will be revisiting this coloring style in future personal projects, assuming I ever get the time to make another... 

Friday, August 31, 2012

Zelda Items Redesign

The task was to redesign three items from the Legend of Zelda series.  I chose items from Link to the Past; the mirror, the fire rod, and the grappling hook.

The grappling hook was the most obvious of the items. I imagined how they might work internally, and for each of the designs, I tried to show that in the silhouette.  The fire rod was simply trying to decide how to represent a rod that can form fire.  Two were magical, and two were more mechanical.

The mirror, I thought was the most clever.  The purpose of the mirror is to send you into the past, a sort of alternate dimension.  In each of my mirror designs, I made sure the mirror could swivel; the idea being, when shifting to the other world, Link looks into the mirror, then turns the mirror surface around, shifting the world around him.