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Recommendations to Game Design Students: Visual Concepts

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Under visual concepts, we understand projects that show more visual design: characters or locations. B  this format of the project needs to be shown not  less than 6  self-examples associated with one concept and  stile. It is important that an introductory project on  the game design profile still requires conceptual work. If you’ve invented characters, we’ve got to understand in what game they are and what they are. If this is location — how it works, as the gameplay emphasizes. It’s just not gonna be enough pictures.

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What do we expect from the concept of characters/locations?

• shortness of the gameplay, by  to which all this is done • shows the drawing with  explanation: how does it work? How does the concept fit? — Why do you need it? What kind of emotion is it going to cause?

A  if I  make characters for the existing game?

We need to analyze the game, add a character that has an interesting effect on the gamle. However, this option is clearly less suitable for direction, because you are  not  you can demonstrate your ability to create a gameplay concept from nul.

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How good is the location design?

In  work with  level, try to do not  only visual display (lead-art), but  also  and: • develop functional leftl design. Game events in  this space. How’s the player gonna play? Where’s the character supposed to go? How? What obstacles/rewards are there for him in his  darling? Where are the opponents?

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• Show context. In  what time does the player get to this level? What are the goals we’re going to pursue here as a designer: what information to give? B  what’s the mood?

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Above — the most valuable items for us, they show your thinking as a game designer. Below is the additional things you can tell us.

• Explain your approach to  design. Your color decisions, the volume of space. What mood did you want to create? What thoughts did the player want to cause? For  what was the result of this atmosphere? • Demonstrate development. What was going on? Your first sketches and  space options, color options and  compositions, and k  why came. • Show your reference research. How did you work with the present? Why did you take the idea of space? How did you add the raisins? Have you seen the artstation of great leel designers? Researched movies with similar themes and  studied scenes in  they?

How’s it feel to be a character designer?

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In  work with  design characters, try to do not  only images of the character’s concept, but  also  and: • explain design with  functions' views in  games. Why does this character have to be like this? What information do you give him in terms of proportions, palettes, his clothes, and  accessories? What’s interesting?

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• Show different things. If it’s one character — its different states and  how they work. If these are characters — emphasize the difference between them. Why do you need a few, exactly, for what? How’s the game? • Show connection to  Concept. The design of the characters is different from the 'nbsp; the design of the character for the visual novel. Design from the first face is different from the first person from the first one for isometrics. Tell me why you’ve been developing a character, what you’ve been pursuing.

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Above — the most valuable items for us, they show your thinking as a game designer. Below is the additional things you can tell us.

• Show development. What was going on? Your first sketches and  character options, color options, and  compositions with im, his emotions-post, and  final result. • Explain your reference study. How did you work with the existing concepts of such a  like a plan? Why did you take the character’s idea? How did you add his raisins? Have you seen the artstation of great character designers for games? Researched films of similar themes and  studied what they looked like and  played characters in  were they?

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In  one project can also be shown by the character’s design and the location. The important thing is not  forget to show the depth of your development. Better write 2-3 characters and  tell them about  them  interactions and  opportunities in  six illustrations, rather than just drawing 12  maps.

== sync, corrected by elderman == @elder_man

Recommendations to Game Design Students: Visual Concepts
37
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