Saturday 7 February 2015

20 // Early Development 02 - Spellsword

So it's the same deal as last week, but this time I'm trying to find an appearance for the female character of the trio. I originally mentioned that I'd be doing a Dark Queen type of character, but decided that this was too cliche even for me! Instead, after spending a few hours wandering through the D&D wiki and looking at various character classes, I decided on the Spellsword class. 

I think there's a lot of potential for interesting designs with this type of character, and I intend to explore as many of the options as time will allow me.

Speaking of time, unfortunately I was a little bit shorter of it this week - what with family and other projects needing love also - so I wasn't able to try out quite as many appearances as I would've liked, or get them to the same level of finish as I managed with the Warlock character last week. Having said that though, by the time I'd sketched out the 3rd alternative for the Spellsword girl, I knew I'd found my character. I had a little bit more time to experiment with a fourth, just in case. The sketches are refined enough to get the idea across (rather than the awful mess of scribbles they begin life as) so I'm happy to share them.


On a side note, I spent a little bit of time this week absorbing myself in the goodness of 80's-style design and typography, seeking some inspiration for the next phase of design, where I should hopefully start integrating 80's stylings into my characters. I rattled this together, more as a means of experimentation than anything else, so let's see how it goes from there.


So, next week will be the same thing as before - pre-dev appearance sketches for the third and final character... as yet undetermined.

Monday 2 February 2015

19 // Early Development - Wizard (or maybe a Warlock)

So I spent the previous week sketching out some ideas from which to jump-start the character design process for the Wizard. This stage is very-very early development, as I really had no idea how I wanted to present the character, hence I began by experimenting with a range of cheesy-fantasy character archetypes to try and settle on the kind of personality I want him to have later on.



I played with quite a few different personalities in my initial sketches; crazy/manic; young and confident; dark and mysterious; nerdy/dorky; old and haggard; young and nervous; hard and serious etc. This was a fairly important stage for me to get a grasp of what might work within the world I'd like this character to be a part of, as my ideas are pretty jumbled at the moment.

As far as genre and inspiration goes, I'm quite into the idea of basing my characters on retro fantasy schematics: D&D presents wizards quite specifically, so this is something I'll be adhering to, while applying some anti-hero/villain twists to the design later and making the character's personality and appearance darker and more disturbed. 

I also want to add some real 80's retro twists to the designs - I watched Tron recently and have big plans for getting neon in there somehow. D&D has always placed great emphasis on magic within their worlds, so maybe I can go crazy with that kind of thing? Besides, my original ideas that I rambled on about in an earlier post mentioned something about magic being out of control in this world, so maybe I should develop this further so as to have an excuse to get as many over the top lighting effects in there as possible? It might lead to some interesting illustrations later on. Then again it might not.

My early ideas for the kind of environments these characters might exist in centre around a dark, kind-of-apocalyptic fantasy setting. Based on this, I get the feeling that the majority of these sketches show characters who wouldn't fit into that kind of setting very well. However, the beardy chap and the old man have some potential; I get a lot of extra ideas for backstory, personality development and outfit designs when I look at them, so I think I'll choose one of them to take through to the next stage.

Another reason that this stage is important for me is that I'm using this project as a means to evolve my art style; I want to be able to consistently produce stylised, original characters, even when using reference as a base. This series of early development sketches should help me to refine my style for later stages.

This week I'll be following similar steps for a Dark Queen (or Female warrior) character. From the experience I've gained here, I should have a bit of an easier time with her, and be able to cut straight to presenting darker designs rather than messing around with typical examples.

Sunday 1 February 2015

18 // Project Inspiration, Reference and Art-Style

Alrighty, so I've warmed up my sketchy skills a little and have given plenty of serious thought to what I want to produce for this project. In this post I'll give a little bit of insight into where my inspiration comes from, the genre I'll be focusing on, and the art style I'll be applying to my own work.


Inspiration





This is one of those times when my past influences come back and inspire me again -  the Dungeons and Dragons style of fantasy art has always appealed to me for it's diverse range of characters and monsters. The older artwork brought with it a real sense of adventure and camaraderie - the essence of the tabletop game -  and is quite recognisable for its retro-fantasy style. Looking at some of the illustrations from the 70's and 80's, I get a real feeling of the time they were created; the style is fresh, bold and expertly hand painted, capturing the innocence of the franchise with it's (now quite) stereotypical fantasy heroes.

I love the whole character-class system they developed with that game (Rangers, Paladins, Rogues, Wizards, Fighters etc) and how today's D&D artwork still holds dear to that schematic, presenting each individual member of a party as an instantly recognisable character class. I've always gotten a real feeling of fun and adventure from the artwork, particularly the action-packed scenes featuring a whole cast of characters facing off against a huge monster. 

The early Conan movies took a similar approach with that style of fantasy, making it available to a wider, more mature audience. The Death Dealer series of novels did this too. Both of these examples have a slightly more mature presentation of the fantasy genre than D&D, though still adhere to the popular character archetypes and storylines.


In today's entertainment, Capcom's Dragons Dogma did a really good job of capturing some of the essence of 80's fantasy, bringing team-based dungeon crawling back to popularity in atmospheric environments. Most notable is the Dark Arisen DLC, which took the setting to even darker depths, with greater beasts to defeat. It is this darker side of the fantasy genre that inspires me the most; dark, atmospheric dungeons; demon monsters and creatures; dark magic; evil wizards etc.



Genre and Reference




For this project, I'll be trying to really push my character design skills. I find that I tend to struggle quite a lot when it comes to outfit designs, therefore I intend to study from Kekai Kotaki's work on Guild Wars 2. He manages to blend traditional and modern fantasy design in lots of interesting ways, creating concepts that have captured my attention since I began studying Computer Arts, so I feel this is a prime opportunity to really study from his work.

What attracts me most to his work is the realism he captures in his designs. Sometimes he blurs the lines between good and evil, which makes me question the character's true allegiance. For instance, in some of his character-based illustrations he presents heroic knights in situations where the underlying narrative seems to suggest they might have some kind of a terrible burden to bear. Other examples show groups of - at first glance - evil natured characters in adventure-styled scenes, much like the aforementioned D&D artwork featuring heroes on quest. To design memorable anti-heroes and anti-villains is something that I'd like to try and implement into my own work.

Of course though, one of Kekai's major talents is simply to produce original, pure-evil fantasy creatures and characters. This creativeness in design is also something I'll be working at.

Along the way there will likely be other artists that inspire me, but I think the important thing for this term is that I don't confuse myself with too many alternatives.

I'll also be researching professional practice, utilising and adapting a workflow that will allow me to create a number of designs in as little time as possible, so as to thoroughly explore every avenue within the character design process.

Art Style



I'll be sticking with my default linework-based style for the duration of this project. I've always found it easier to work in this manner; over the past couple of years I've tried to break out of it and learn digital painting skills without need for lineart, but it just doesn't compute and my work suffers as a result. So I'm determined to continue with my own techniques as they clearly work best for me.

In terms of art style, my own work has generally favoured a semi-realistic approach. For this project though, I'd like to try and mix it up a little. I've always been a big fan of Patrick Brown's style: his character art is a very distinct, quite mature version of cartoony. He presents very dynamic poses in bright, colourful illustrations, packaged together in a crisp colouring technique, with excellent linework. I don't plan on borrowing too heavily from his style, but I will be learning some anatomy-caricature (I don't know how else to describe it) techniques from his work.

The development artwork from the Fable series of games is a great place for me to pick up some guidance for character art and design. The light-hearted, quirky fantasy is full of nice chunky outfit designs, and there's also a thing or two to be learnt from the caricature-style artwork that they use.

Joe Madureira is going to be a major influence on my work for this term, I think. His concept artwork and illustrations for the Darksiders games is amazing to behold, as is his huge comic book art portfolio. He's all about high detail linework and chunky design (two of my favourite things to date) so I'll be on a mission to try and get a shot of that rodeo.

My last major influence for the art style side of things is comic book artist Alvin Lee. He produces some of the nicest hero-portrait sketches I've seen. Fast and loose, he captures expressions well, using great angles and proportions to best present the subject. His style is more realistic than some of my other style influences, so time will tell how my own style evolves from all of these studies.