1/13/11

Digital Interactive Assignment 1 - Dingbats (30 Symbols)

A set of 30 flash symbols I've made based on the sci-fi/fantasy hybrid themes reflected in the previous images. I wanted to go for ideas or designs that could work in in the context of a video or tabletop RPG.

1/6/11

Digital Modeling: Assignment 1 -

Here are some pictures I feel do a good job of portraying form and distance. I mostly chose game concept art for this project, as many times the environments portrayed are intended to be actual in-game geometry.

Image 1: The Boulevard Montmartre on a Winter Morning
Artist: Camille Pissarro
This painting stands out to me as a good example of how size contrast can help define the physical space in an image. The buildings, vehicles, and people are larger and more spaced-out the closer they are, yet become smaller and more compact as they get further away. The fading of colors also contributes to the sense of distance.

Image 2: Brink
A promotional image from upcoming FPS Brink. The scale of the tower is enhanced by the close-up presence of the characters, showing both its distance, and sheer size.


Images 3 and 4: Fallout 3 Concept art
Artist: Craig Mullins
Conceptual artwork for Fallout 3. In both pieces, I feel the angle of view helps establish both the form and scale of the buildings and their environment. In the first pic, the pipes, roads, and horizon all direct the viewer to the central memorial complex, which is the center of the game's storyline. The second piece, by contrast, does not have a central focus, but uses the angles of the buildings, road, and ship to establish the landscape.


Images  5 & 6: Fallout MMO Concepts
Artists: Natiq Aghayev, Serg Souleiman
Pre-development artwork for a potential Fallout MMO. The first piece also uses similar elements to the Fallout 3 material, but is also enhanced by the use of light and shading to define the ruined buildings. It also uses many vertical lines to create a sense of altitude as well.
The second image also uses vertical lines, this time to establish the height of the ruins as seen from the ground. The distance is also well-established by the atmospheric shading/



Images 7, 8, and 9: Mass Effect concept art
Artist: Fran Gaulin, Sung Kim, Matthew Rhodes







Image 10: Shadow of the Collossus Art
Artist:






Art Sources


http://fallout.wikia.com/wiki/File:Fallout_Online_concept_art.jpg
http://fallout.wikia.com/wiki/File:V13_Snow_City.jpg

1/5/11

Digital Interactive: Assignment 1 -Dingbats

My theme for this project is taking fantasy or medieval elements and incorporating them into a futuristic setting. I've always been fascinated by combining genres, and I feel that doing so makes a work much more interesting and unique than simply adhering to a single theme.


Image 1: Terra and Magitek Armor
Artist: Yoshitaka Amano
Promotional artwork for the classic SNES RPG Final Fantasy VI, done by the renowned illustrator Yoshitaka Amano. The game is notable for being one of the first RPGs to depict a more technologically advanced setting remiscent of the works of Jules Verne and H.G. Wells.
Image 2: Squall Leonhart (CG)
Artist: Tetsuya Nomura
A CG render of the main character of Final Fantasy VIII, which featured an even more advanced and futuristic setting than its predecessors. It was also the first in the series to have a more realistic, anime/CGI visual direction, featuring stylized versions of contemporary fascion, architecture, and technology.
Image 3: Squall and Rinoa
Artist: Tetsuya Nomura
Another character concept, also involving the female lead Rinoa. FF8 is unique in that its story focuses far more on characterization and relationships to drive its narrative.

Image 4: Bayonetta character concept
Artist:
Concept artwork for the titular character of the game Bayonetta. The game is set in a fictional european city, following a gunslinging witch who fights angels with heavily stylized martial arts. Every aspect of her design has a purpose, such as her animations, silouette, and even her hair, which she uses both as clothing and a weapon.



Image 5: Bayonetta enemy concept
Artist:
Concept artwork for an enemy character in the game. The character in particular is a recurring miniboss that mimics Bayonetta's fighting style and abilities. The enemies in the game all feature stylized angelic motifs, inspired by classic roman and renaissence artwork and architecture.







Image 6: Persona 3 artwork
Artist:
Promotional artwork for PS2 RPG Persona 3. In the game, the player is part of a paranormal investigation group, who fight shadow beings using psychological "personas" based off of mythological figures. At the same time, the player must also build and maintain relationships with their classmates, which allow them to create stronger personas.




Image 7: Main character and Thanatos
Artist:
In the game, all personas are based off of characters and creatures from various religions and mythologies, usually involving modern or futuristic elements. The persona depicted in the image is of the Greek deity Thanatos, which plays an important role in the game's storyline.

Image 8: Main character and Aigis
Artist:
Promotional art for the updated rerelease of Persona 3. The character in the lower right is an android named Aigis, after the classical pronunciation of the word Aegis, reflecting her protective role in the story. Much of the imagery in Persona 3 is meant to symbolize certain elements and themes of the storyline such as protection, preserverance, and sacrifice.
























Art Sources
http://www.cavesofnarshe.com/ff6/art/?LowLim=80;UpLim=20
http://www.ffcompendium.com/art/8-squall-c3.jpg
http://www.ffcompendium.com/art/8-squallrinoa-a.jpg