Captain Disaster Concept Art by John Atherton
by Alex Swanson · in Game Design and Creative Issues · 12/16/2004 (4:15 pm) · 3 replies
Here is some new concept art in the Artist Gallery: Captain Disaster
Please discuss here in this thread, since we still have no comments in the snapshots. Thanks to John for finally posting something new!
Please discuss here in this thread, since we still have no comments in the snapshots. Thanks to John for finally posting something new!
#2
The journal entries were also helpful. It's hard to find good art lessons at all, and even harder to find them online. Hopefully I'll be able to make some better concept art next time around, whether I post it or not.
12/18/2004 (12:59 pm)
Thanks for the tips, Mare.The journal entries were also helpful. It's hard to find good art lessons at all, and even harder to find them online. Hopefully I'll be able to make some better concept art next time around, whether I post it or not.
#3

Keep the sketching real light and fast at first... don't go into details until you have a basic form roughed out, although it's tempting to stop at areas and make details... once that's done, add the details...and then, if everything looks good, start step 2. and solidify everything and get all the details worked out... and go ahead and start shading... *do not add colors*.... just get a balance of shades... then step 3. add colors over the shades and place highlights whereever they should be.
What I have learned is, it's best to work in stages like this, or layers... that keeps everything more manageable and you end up finishing faster too.
12/18/2004 (7:23 pm)
This is the process I follow:
Keep the sketching real light and fast at first... don't go into details until you have a basic form roughed out, although it's tempting to stop at areas and make details... once that's done, add the details...and then, if everything looks good, start step 2. and solidify everything and get all the details worked out... and go ahead and start shading... *do not add colors*.... just get a balance of shades... then step 3. add colors over the shades and place highlights whereever they should be.
What I have learned is, it's best to work in stages like this, or layers... that keeps everything more manageable and you end up finishing faster too.
Mare Kuntz
- If the background is not part of the concept, don't waste time on it.
- It is essential to have the lineart perfect before coloring - you should add a step to your process where you revise you lineart, possibly by using a lightbox to loosely trace over your first attempt onto a clean sheet of paper, correcting shapes and proportions.
If you would like to take a look at my gamedev developer journal, several of my entries talk about doing concept art:
members.gamedev.net/sunandshadow/journal/
(start reading at the bottom)