Tuesday, 3 May 2016

Concept Artists / Illustrators

  • Yoshitaka Amano
Yoshitaka Amano was born on March 26th 1952 and is a well known name among video game fans. He, himself, considers Final Fantasy to be the series that made him as famous as he is. He was once in charge of the character designs for a number of the early Final Fantasy games in the franchise. He has since stepped back slightly, these days working on the different logos and promotional artwork and illustrations for the newer games.

When designing the logos for the games in the franchise, Amano is given limited information to work with. As the logo is set around the central concept of the game, specific and important aspects of the game aren't required when creating the logo for the game. Amano is given text-based information about the general concept and, from that, he creates the logo. 

Concept pieces for the Final Fantasy I & III Logos
These are some of Amano's concept designs of the logos for Final Fantasy I and III. These show different potential ideas he had whilst designing. I really like this sketch piece, as it showcases the different ideas that were thought up while being created. It's very nice to be able to see how something started off and what it ultimately ended up looking like.
  • Akira Amano 
Akira Amano was born in 1973 and is most well known for her work creating the manga series Katekyō Hitman Reborn!, which became a hit manga series in both Japan and ran for 411 chapters that were compiled into 42 volumes between 2004 and 2012. It was published in the Shōnen Jump magazine and became a hit, later being made into an anime series that consisted of 203 episodes.

In the same year that Reborn! finished, 2012, Amano took on another project as the character designer for an anime original series called Psycho-Pass. While was an anime original series to begin with, it later branched off into a manga series; however, this manga adaptation had a different manga artist. More recently, a visual novel style game was released that was set during the original anime season.



This is one of the pieces of concept art for one of the characters in Psycho-Pass. I particularly like this piece, as it shows the different outfits that were considered before the character, as well as giving off pieces of base personality just based on the poses that the character was drawn in.

References:

Juba, J. (2016). The Art That Shaped Final Fantasy: Thoughts From Famed Artist Yoshitaka Amano. Available: 
http://www.gameinformer.com/b/features/archive/2016/04/27/the-art-that-shaped-final-fantasy-thoughts-from-famed-artist-yoshitaka-amano.aspx. Last accessed 2nd June 2016.

Regniez, M. (2002). Video Games. Available: 
http://yoshitaka-amano.kouryu.info/genre_eng-jeux.html. Last accessed 27th May 2016.


Plunkett, L. (2012). The Beautiful Final Fantasy Art of Yoshitaka Amano. Available: 

http://kotaku.com/5917619/the-beautiful-final-fantasy-art-of-yoshitaka-amano. Last accessed 27th May 2016.

Initial Research

  • What is concept art?
Concept art is a form of sketch or illustration that is used primarily to communicate an idea or thought process. It is what is created at the beginning of a project, and is later built upon as the project progresses. Concept art can come in many different forms, such as: character designs, clothing, weapons and backgrounds or places. Concept art is where the artist is able to show how they get from a rough sketch to something that will be used later on.
  • What is a concept artist?
A concept artist is someone who creates concept art. More often than not, they will be given the story and characters in order to create concept art that fits those aspects. Most of the time, a concept artist will create a rough draft, or sketch, that will then be passed on to the project manager. From there, the sketch will be handed on to a 3D modeler or illustrator that will work further upon it. Sometimes, concept artists will just work up to the sketch, until the piece is passed onto the illustrator; however, some will be included and involved throughout almost every step of the process. 

Sometimes, concept artist will work in groups and use their combined talents to make something as good as it can possibly be. 

There are occasions where companies will call in more than one concept artist to create the same pieces of concept art. When each artist is finished with their designs, the project manager would choose the one they thought fit the game better.
  • What is concept art used for?
Concept art can be used for anything that is created. Animated movies, games, anime and manga are just a few examples of what concept art is used for. Before something is finalised and created, there is, more often than not, concept art for it. Concept art is used as a starting point for a project. While there would be a story and characters planned out, the concept artist is the person who would be the one putting the words of the creator into sketch form.
  • Why is concept art important?
In video game designing, concept art is hugely important as it creates a direction for the project. By hiring concept artists to create different design ideas a game, a specific feel is given to the designs. However, if all of the individual tasks are handed to the different departments from the beginning of the project, each designer will design something that they each think is right. The designs would all think differently, therefore all of their designs would probably not fit together.

If this initial task is handed by a concept artist, the same imprint will be left upon the work; while they may make changes according to what the project manager is looking for, it would still ultimately be their work.
  • Concept art vs. Illustration.
Quite often, when looking up 'concept art' on the internet, some of the results will contain what are actually illustrations from a game. These days, the line between concept art and illustrations is blurred; the two often being put into the same category, even though the two are very different.

Sometimes, early illustrations are released online or in magazines in order to create a gathering, and to make people look forward to what is coming. However, there may be many changes from when the illustration is revealed to when the final thing is finally released. The changes could be made for any reason — maybe the project manager wanted to change something because they thought that something else would fit better; or maybe something would be easier and cheaper to animate than what was already created.

A lot of the time, what gets released under the guise of 'concept art', can actually be seen as promotional art — something that is final enough to represent what the final design will be. While changes are still subject to change, they wouldn't be drastic at all, and would still represent the promotional art that was released. 

Concept art is everything that leads up to the promotional art. All of the messy sketches of different ideas that slowly progresses into what everyone will end up seeing. Concept art contains all of the 'what ifs' and 'what could have been' of a character or piece of scenery, and all of these different experimental pieces and mock-ups will lead up to the thing that is created in the later stages of development and illustration. 
References:
Anhut, A. (2014). Let's Get Real About Concept Art. Available: 
http://howtonotsuckatgamedesign.com/2014/02/lets-get-real-concept-art/. Last accessed 26th May 2016.

Pickthall, J. (2012). Just what is concept art?. Available: 

Raymond, J. (2014). Concept Art: What is Concept Art and Why is it Important?. Available: http://artistryingames.com/concept-art-concept-art-important/. Last accessed 28th May 2016.

Unknown. (Unknown). Concept Artist. Available:
http://creativeskillset.org/job_roles/3072_concept_artist. Last accessed 25th May 2016.

Weekly Review 1

By the end of the first week of the final project, I was slightly behind where I should be. Due to being unable to attend the first two lessons, where we were introduced to the project, I had to catch up during the rest of the week and at home in my spare time. My proposal was rather easy for me to create, as I have a vague idea of what it is that I want to create by the end. 

As for my schedule, I found it harder to set the times for myself, as I wasn't sure where I would be by the end of each week. However, I tackled this problem by ensuring that my tasks were spread out in my schedule depending on how much time I thought each task would take to complete. In some sections of my schedule, there are areas where it doesn't look as though I will be completing a lot in a week; but this is because it is a task that I think will take longer to complete than some others.