Monday, 30 November 2015

What I am going to do in Gill's lesson

I intend to Draw out various weaponry for the cards that I am making, this will take all lesson and I do not know what I wish to draw specifically yet.

Thursday, 26 November 2015

What game's salad has taught me.

Game's Salad has taught me that I can create basic yet at the same time intricate mobile games without much difficulty, the main problem being a feasible idea.

I started work on a left to right space shooter with power ups and a currency type points system that will make up for the games scoring.

I intend to also add a distance meter though this will only be aestetic and have no real use in the game.

Saturday, 21 November 2015

Devil may Cry

Devil may Cry

Devil may Cry is directed by Hideki Kamiya and produced by Hiroyuki Kobayashi.

Devil may Cry is a level based adventure styled based on sword play and a ranking system ranging from the letters (in ascending order) D, C, B, A, S, SS, SSS. The main protagonist "Dante" is a half human/half demon along with his twin brother Vergil.
With his twin pistols "Ebony and Ivory" and his sword larger sword and a half broadsword "rebellion".
Dante has used many weapons throughout the games and as such has a multitude of weaponry available for the jobs he undertakes, ranging from standard firearms and blades to weapons created and manipulated by hell and it's forces.

On the left is a list showing all the usable ranged weapons through out the five games, and on the right is the multitude of  blades and melee weapons, Dante's melee weapons include his standard rebellion which he takes on most of his missions and he normally finds new weapons either taken from demons or given to him from defeated enemies, one rare weapon is "Sparda" the sword of Dante's legendary dark knight father of which whom he shares the same name as his sword.

Throughout the Devil may Cry games Dante visits many areas, from the demon ravaged Mallet Island, to the vivd and bright cult ruled castle town of Fortuna

Thursday, 19 November 2015

Today I will be working on refining the paint work on the three characters I already have that way I have some work finished by the end.

Thursday, 12 November 2015

Carson drew it.


Carson from "http://carson-drew-it.tumblr.com"

He uses a unique style of work which I admire greatly.
The drawings you see on the left are drawings Carson drew from the game Darksouls.

The golden knight is called Paladin Leeroy and the Iron Clad knight is called Black Iron Tarkus.

I like his work as he uses a unique style to represent many characters that I have come to know and respect.

I don't know how I can use this as inspiration but the unique style is commendable and I intend to create my own unique style in my own work.

Wednesday, 16 September 2015

Character's and art styles from various games.

Character designs and their art styles.

Characters can be made with various styles of art that can create various different tones, ranging from comical, comic book like, to the more serious or dramatically exaggerated and even some impressionism elements, here I'm going to discuss their differences, similarities and ties to art styles and whether they fit the general tone of the game.

Firstly, there's Handsome Jack.

A quick note before I talk about the character, the definition of cell shading is a type of rendering often used to make an image look 2-d or comic book like.





Handsome Jack is a cell shaded character with brilliant writing and a very "screw you I'm going to win and insult you along the way" attitude.
His cell shading isn't just unique to him though, the entire staple of the Borderlands franchise is a solid loot generation system, witty humor in a cell shaded environment.
Between his dialogue and his look you can easily see the contrast between his aesthetic choices and his career, being the CEO of the Hyperion corporation you would imagine that he would be wearing a suit, tie and smart shoes, instead of the over coat, jeans and sneakers, but his character is based on the border planet Pandora a planet filled with raiders, bandits and all forms of creatures, and due to his "illegitimate" means of becoming the CEO his dress choices and character design choices make even more sense, resulting in a brilliant well thought out character that can simultaneously insult you and yet make you love his character.

 Next is Vergil and Dante

For the next characters I picked the "devil trigger mode" version from devil may cry 4 special edition.

Vergil has a very opposite color scheme and weapon choice compared to his brother Dante (as seen below)
Whilst Dante wields Rebellion, a large demonic designed great sword, Vergil wields Yamato, a sleek and fast katana as their main weapons and are always seen carrying them.
Vergil and Dante often have opposite ideals despite being twin but are not past joining up to defeat a greater enemy (like in DmC 3).
Vergil's devil trigger is reminiscent of his father Sparda's demonic appearance, and Dante has more of a moth like appearance whilst still being demonic and intimidating.
The contrasting color schemes are also a brilliant design choice especially during the first encounter where the rain causes Virgil's swept back hair to fall flat and in front of his face, looking identical to his brother Dante, if it weren't for the contrasting colors the two would of been indistinguishable and you wouldn't know who's who.
The characters are designed excellently and each show a bit of their personality through their devil trigger designs, Dante the cool, collected humorous demon hunter and Virgil, the brother who strives for power above all else and believes humans to be a weaker race than demons.
Whilst these particular designs are from DmC 4 Special Edition the attitude and ideology's of the characters stand true for each game they appear in, DmC 1, 2, 3, 4 for Dante and DmC 3, 4 for Vergil, DmC 5 Dante (as seen below) is a little different, showing a younger, more cocky and arrogant Dante rather than the cool and collected Dante people know and love.


After that is Link.

 Link is the main protagonist of the Legend of Zelda franchise, after undergoing several iterations of design over the course of many years, I chose the design for LoZ Skyward Sword, the impressionist style of art fits the entire game as a whole as i believe this is the reason links looks the way he does, the game is quite bright and vivid and lacks any real detail, this is further achieved well with Nintendo's limit on technology us
age for consoles, resulting in games that have to be stunningly beautiful whilst still being within the limits of the console's handling power.
Due to link being mute through out the game, barring groans and screams as he swings his sword. an attitude is something really hard to put to the character, rather making his actions speak for him, as with the staple of the franchise link is blessed with the Tri-force of courage resulting in him saving the princess or helping anybody in need over and over again even against impossible odds. The character is well designed, allowing for maneuverability to not be question whilst still showing some obvious protection in the form of leather boots and chain mail underneath his green tunic.

Next is Guild wars 2


Guild wars has many different classes to choose from (8 currently, 9 on the 23rd of October) I decided to focus on the concept art for the thief class.
As a designed character he has both practical and stylish armor that can easily suit his purpose, due to him being a thief one would expect that he would avoid combat but if he is unfortunate enough to be seen, either his foes will be intimidated due to his skull mask and tattoo's or decide to fight the thief to which he has plenty of armor to keep him safe.
The thief fits the world of Tyria perfectly, with plenty of places where long coats and medium armor is a staple fashion and all he will need to do is remove the mask to blend into the crowd as an average person.

Finally there's Wander


Wander is the protagonist from the brilliant game, Shadow of the Colossus, a game where the main character, Wander, has to slay 16 colossus to revive his dead girlfriend, Wander's design is practical and stylish, with maneuverability in mind as with link, the sandals fit the area of the game with it being soft stone and durable dirt that is easy to run on and not too tough on the feet, , his cape offers warmth and is rumored to hold some form of family or cultural design, his armor is practically non-existent, but his character doesn't necessarily need it due to the literal size of the colossus compared to Wander is well colossal, with many of them towering above Wander, his outfit fits the dusty scene of the world and as such he doesn't break immersion at any point in the game.

Friday, 11 September 2015

Impressionism and it's origins.

Impressionism and it's origins.


Impressionism is a rebel art form that was developed in the 19th century by French painters based in Paris.
Notable artists include:

Claude Monet


Vincent Van gogh


Alfred Sisley

In all, Impressionism is an art form that opened the way to more modernized art like Graffiti style art and Conceptual art.

Graffiti style art

Graffiti style art is classed as a "stain" or "not real art" due to the pieces not being able to be sold off for a profit, mostly due to the fact that the art is placed on the side of buildings or walls which makes it impossible to move the art work to a gallery or museum or to be sold off at an art auction.
I decided to look at various forms of graffiti, ranging from pattern work, to people and 3d illusion graffiti.
Firstly the pattern work, whilst intricate and detailed, often the patterns are repeated for larger area coverage, but a fair share of pattern based graffiti is intricate through to the very end.














There's also graffiti art that has people's faces and body's.


 And finally 3d street art is often labelled into graffiti and as such examples can be seen below.









 In all, graffiti art often uses bright, vivid colours that would not be socially accepted without impressionism.


Conceptual scenery art


Concept art based on scenery ideas and thoughts are often surreal and quite bright, with the use of vivid colours being a key factor (obviously with the scene choices being taken into consideration, i.e. a post apocalyptic scene won't have bright colours but a fantasy scene may do).

I decided to look at two very different time periods conveyed in concept art for this particular area of research, I decided to focus on the Fantasy style of concept art scenes and the Sci-fi/techno-future style of art work for the sci-fi scenes.

  
Whilst most fantasy scenes do use bright colours, a lot of darker colours, tones and moods are conveyed to show anything ranging from evil people or spirits to an area just be run down/poor to showing an area has little inhabiting that particular area.
Sci-fi concept art often has much brighter colours, mostly of the likes of neon colours but more contrast is shown in the imagery.







 As seen, a lot of blue to grey is used in sci-fi art work due to the natural gradient match.


 A lot of Sci-fi art also uses rough lines as a way to mimic the detail in ship colony's, for example, third down on the left has grey lines placed upon images of Skyscrapers at night to give the illusion of a great space colony.