bertyrobu-blog
bertyrobu-blog
Assignment 2 Project
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bertyrobu-blog · 4 years ago
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Documentation-Game Industry
www.widewalls.ch. (n.d.). The Rise of Video Game Art | Widewalls. [online] Available at: https://www.widewalls.ch/magazine/video-game-art [Accessed 18 May 2021].
The reason for choosing this article it is because it explains in detail the difference of video game art and video games. To me video games feel more of a leisure activity that each one of us have a passion for I do not think about the art behind and on a deeper level. This is a causes many games to fail at times because they try to focus on producing products that have a deeper meaning and as mass audience most times it is not seen in the same eye as the creator. This ultimately creates most video games to be replicas of one another and not something more. Maybe the art style of the type of mechanic the games has implied is different, but the formula still stands the same which I had not noticed until now. For example, mmorpg games all have different genre and fall under different subcategories but in the end they all follow the same formula making their game as much of a theme park mmo as possible because if it were too hard players would not enjoy it. It is designed and created with the mindset that the consumer must be able to complete the content they pay for or else they lose on sales which as a company it is not their fault as they are only trying to sell their product. Finally, as the consumer it is partly our fault for being too overwhelmed and consumed by what we are given that we do not see further.
 adfs.herts.ac.uk. (n.d.). Sign In. [online] Available at: https://ebookcentral.proquest.com/lib/herts/detail.action?docID=242616 [Accessed 18 May 2021].
‌This article expands on the topic of video games and how they are more than just a fictional form. This article is very informative about video games and how they are created and the advantages that we have as society to have video games. At times it is hard for us to understand how educational and beneficial video games can be to our day to day. Video games have developed tremendously over the last few years and no matter how you look at it, it has been in a positive way we have developed techniques to tell stories in video games that at times we find it hard to believe it is not real life. This creates an excellent opportunity to capture the audience’s attention which suggest that they will be more engaged in the content they consume. This article explains how video games can be used to educate people and help advanced their skills such as reflexes and tracking. Video games at times game can even be confused for a book in a store as you have more realistic and simulations of real-life scenarios. This provides the audience with a detailed and well-structured environment of history monuments and scenarios. That being said they do not always reflect exactly on how it happened, but it provides a more engaging and compelling experience for the viewer which makes it ten times more memorable.
Solarski, C. (2012). Gamasutra - The Aesthetics of Game Art and Game Design. [online] Gamasutra.com. Available at: https://www.gamasutra.com/view/feature/185676/the_aesthetics_of_game_art_and_.php?print=1.
‌This article is very interesting and educational in my field, it provides me with an insight on what we are as artists need to do in creating more varied and emotionally meaningful gaming experiences, by using the strategies of the Old Masters. The article expands on topics such as shape and form and how that affects the viewer experience. It also touches on topics such as environments, animations and pathways that give insight to what makes a good product and how to achieve that goal. As more games are coming out over the years characters are becoming more memorable, a lot has to do with the character design and the decision the artist made to creating it in the way it was made. As a character artist it is very important to understand and underline what aspects of my own art is needed to be polished because it can boost the recognition of the artwork I produce. The article talks in depth of the important of shapes even as a modern artist it is important to understand how the Old Masters approached their work and how they succeeded in captioning the audience attention.
  NME. (2021). BlizzCon 2021: what happens when Blizzard runs out of nostalgia? [online] Available at: https://www.nme.com/features/gaming-features/blizzcon-2021-what-happens-when-blizzard-runs-out-of-nostalgia-2885702 [Accessed 18 May 2021].
The significance of video game nostalgia and how it contributes to the survival of blizzard gaming. This article focuses on some of the most prominent gaming issues in recent months, and it has gone viral, with everyone having an opinion. Many current and former Blizzard players are aware of how good their games can be, which is why so many of us as customers get stuck. Blizzard has had some tough patches in recent months, laying off a large number of workers and pushing patches back with fewer material. This is a direction that blizzard as a business has chosen to follow, and as we speak, they are still making more money even with fewer players, thanks to all of the monetisation. The nostalgia of the rereleases of Burning Crusade World of Warcraft and Diablo 2 Remastered will always be a draw for new players to return to their favourite games. The explanation for this is that many of Blizzard's older games are what define Blizzard today. Blizzard's top fan favourite video game has always been Diablo because it was a first of its kind at the time, and the company is now using the same approach in other titles. This may not be the best choice, but as long as Blizzard maintains its reputation and is open with its audience, there will still be people willing to buy their games.
  Byford, S. (2021). Resident Evil Village has more guns but fewer scares. [online] The Verge. Available at: https://www.theverge.com/22420738/resident-evil-village-review-playstation-xbox-pc [Accessed 18 May 2021].
This article goes in depth and talks about the video game Resident Evil village which made a massive comeback and how they done it. The article gives very insightful perspective on the video game genre and how competitive it can be. There are more indie studies now that also produce similar products maybe not of the same quality but in a similar style. By going back to the original Resident evil roots and heavily focusing on a story driven game that provides the same thrills as their most successful titles resident Evil 4 the game follows the story of Ethan in a hostile village. The games focus on throwing the player into chaotic and horror scenes where you are not given time to explore the map as much as you would in Resident Evil 7 where the player finds themselves wondering when the next jump scare will happen. Resident evil Village takes you back to the old days where you are given a one-way camera and are told to go and face of your enemies. There is no room to breath and the game captives its audience with unique creatures that we have not seen in the resident evil series before. Village has its atmospheric moments, but they are not the main attraction. Long portions of the game are designed in a manner similar to a first-person shooter which provides a similar feel to the more classic resident evil games. This proves that methods that video games in the past were more successful, over time the audience might feel disconnected with he game genre because of the lack of originally but with Resident Evil Village it is completely different each you encounter unique enemies and even friendly characters that are new to the game story.
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bertyrobu-blog · 4 years ago
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In the Land of Molekoron there are multiple factions which act as house of influence and power for different people and races, some include mages and warriors’ others include a diversity of different races such as dwarfs and goblins that work together to make the world a better place. Each individual house has power and unique specialists such as mages which happen to be the most powerful forces as they can control unbelievably strong elements.
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bertyrobu-blog · 4 years ago
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When designing Brynn I found it quite difficult to design her and she is one of the more complex characters from the given description. I had to take a step back when designing Brynn and look at some video games that portray a character that uses gun and also have superpowers such as Dante and Nero from Devil May Cry and the reason, they are the perfect example to compare the two is because Bryn also has a weapon that gives her powers.
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bertyrobu-blog · 4 years ago
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Gun Slinger Brynn-
Female Human Gunslinger-Desperado
Character Description:
She is wearing a light leather armour with a few straps holding 2 revolvers on her hips and a couple of ammo bags along her belt. She is currently wielding Lucius and a regular revolver. Her aesthetic is something in-between steampunk and arcane magic. Average height and build but do not let that fool you. When needed she can pack a punch and in her off time enjoys tinkering with her guns and experimenting and creating new types of ammunition to varied degrees of success.
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bertyrobu-blog · 4 years ago
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Mage Concept-
This is the character design for one of the mage factions, I have tried to incorporate the white robs but also show how it would look with different lightning. As mages are one of the most important aspects of our world, I want to be able to finalize the different houses and their uniforms. In the character design of the mages, I wanted to show a good understanding of their clothing and how it works as the character moves and enchants magic, the character should be able to maneuverer easily and now be stopped by anything to cast their spells. By making it so that the lower half looks made out of fabric and giving the character a monk belt, it portrays that he is agile and is able to move at ease.
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bertyrobu-blog · 4 years ago
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Elf Warrior-
This is a character that will be what I believe would represent a female warrior in the Land of Moelkoron. The armour is a combination of both steel plating and leather as most honourable worriers have the wealth and support from the city capital to maintain a good appearance to the public. The character also well equipped with magical relics and runes that can be stored in the back that is held in the front of the belt. The art style I am going for is something that crosses over between realistic and painterly. The final product is to be painted fully with no outlines and instead a darker outline for where the skin means any shadows.
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bertyrobu-blog · 4 years ago
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Rat race Concept-
As part of the world, I thought it would be interesting to include my own version of a character and race. The rat race is an inspiration from the Vermantide series but with my own twist. It is supposed to represent what the sewers people look like.
After sketching the character traditionally, I decided it would be best if I redrew the character digitally just so that I can recolour it much faster. The rat race uses blunt weapons and focuses on living underground as they believe the world is corrupt to be against then as the entire world sees them as disgusting and contagious beasts.
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bertyrobu-blog · 4 years ago
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After selecting the most interesting silhouette of the dark dwarf character I went ahead and did a render of how the character would look like. The colours are not final as I am hoping to get for a more lava mountain colour scheme. By using the reference images before this page, I managed to create a stylised dwarf that looks fitting for what the world we are creating. I was hoping to make the dwarf look brave and intimidating which is why I decided the best option would be to include horns. As well as the horns of the helmet being an important part of the character design, I have also decided the best decision for the weapon would be a blunt weapon as the character lives in the dark of caves and they do not have resources or knowledge to craft better weapons.
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bertyrobu-blog · 4 years ago
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After the feedback provided and some of the points people made when they first sow my character silhouettes, they all pointed out the character on the left which had some shadows and different shades of the same colour which created a more rendered figure. I then went ahead and made sure to render each individual character and create a more defined silhouette.
This helps a lot when deciding which one I would like to move on with. One of the main disadvantages to this is that sometimes I lose the original bulky shapes that define the character in a more unique way as it looks more appealing to the eye.
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bertyrobu-blog · 4 years ago
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For the dwarf character I created a few silhouettes that I feel that fit the description of the character. By confusing on shape and form it helps me create more unique and original ideas. I tried to go for different poses and angles that the character is standing in. By including a weapon or particles such as stone on the arms and shoulders it gave me a better understanding of what I am going for. I also tried to play around with the size and maybe change it so that the character is much taller because the caves these creatures live in are so down below ground that it looks like a split in the middle of the early that they took shelter in.
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bertyrobu-blog · 4 years ago
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Dark Dwarf Concept-
One of the characters that plays a part in the world is the dark dwarfs which found to be very interesting at first sight. They do not act as normal dwarfs and they are not friendly; you will only be able to find their kind in the depths of the lowest levels of caves and mines. They are ruthless and mean creatures that scavenge their pray and steal they belonging to then use as their own equipment later.
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bertyrobu-blog · 4 years ago
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Character Development-
In the image above I went ahead and developed a few of the characters silhouettes. I tried to make them as different from one another so that they each feel individually unique. From the feedback provided I will have to try my hardest to not lose the feel of the silhouette as it tends to be a bad habit. To ensure I do that I will focus on looking back on the silhouettes and try to caption the shape and dimension to the best of my abilities as possible
Each character from the description given has their own unique style of clothing which in some cases even works as their ability which is why I try to make it as obvious as possible as an example the character Korvin he wears a long cape on one of his arms which is why I made it, so the opposite side does not have any long cloth, so the cape sticks out more.
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bertyrobu-blog · 4 years ago
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Character Development-
To create a straightforward workflow for the project I had to simplify the description of the main character that me and my partner decided to focus on as they are the ones that are the most important. To do so I make a simpler and more straight forward description that helps me understand what I am aiming to develop. The aim is to create produce a fully rendered character sheet that shows each character and their weapon as each character has a unique ability.
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bertyrobu-blog · 4 years ago
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As there are different houses and races in the world, we are creating I decided to collect a mood board for the residence and people that live in the Land of Moelkoron. The main focus for the cities and the people is to captivate the atmosphere of fantasy and what better way than having elves and humans walking around with wands and staffs dressed in robs that represent different houses.
Some of the houses have distinct appearances so I tried to collect a variety of images that have different clothing and fit perfectly in the world.
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bertyrobu-blog · 4 years ago
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Once I have decided on the project and what characters we will have I went off and collected reference images that I can use to develop the characters which would fit the description given. I prefer to collect a variety of images that reflect on what I envision the characters too look like by paying attention closely to small details such as the size of the belt holding the sword or the cloak that is touching the ground. In the images bellow I have tried to collect different images that I believe fit the description of the characters. I tried to find reference images that look in the same style and since we are creating a horror type fantasy art style, I believe images with darker tones fit the theme perfectly.
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bertyrobu-blog · 4 years ago
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Once I have decided on the project and what characters we will have I went off and collected reference images that I can use to develop the characters which would fit the description given. I prefer to collect a variety of images that reflect on what I envision the characters too look like by paying attention closely to small details such as the size of the belt holding the sword or the cloak that is touching the ground. In the images bellow I have tried to collect different images that I believe fit the description of the characters. I tried to find reference images that look in the same style and since we are creating a horror type fantasy art style, I believe images with darker tones fit the theme perfectly.
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bertyrobu-blog · 4 years ago
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Story and Campaign
To begin the project, me, and Alina (env artists) had a conversation with our story writer Filip to discuss the characters and the environment so that we can both get a clearer idea of what we are making. As well as digesting the information provided, we both decided it was best to put our own twist on the character that we found interesting and stood out.
We both individually discussed our most favourite part of the world and after a long discussion with the creator of the story Filip we come to an understanding on how to move forward with the project.
The project will contain multiple parts of the world as well as characters that inhabit them. As the character artists I will primarily be focusing on making the different characters and races that live in this world. The land of Moelkoron is somewhat a cross over between The Witcher3 meets Vermintide and Dark Souls. There are multiple races that live in this world some which are friendly and some that are hostile.
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