Week 6 - Final Rapid Ideation Presentation #1
Updated: May 14
it is presentation week and I managed to finish my major project a day early to allow me time to create a presentation of all the work I had created over the past two weeks. I felt as though my presentation went well, I really enjoyed showing everyone what I had been working on and all the work that went into the final character. I wanted my project to reach a final polish that was good enough for my portfolio, I will leave that up to you, the reader, to decide whether I reached that goal or not.
To start off any game project you need a strong idea and good project management skills to finish the project to the best of your ability. "When figuring out how to come up with a game idea, you can iterate on an already-popular game (take a developed idea and tweak it so it feels new and exciting), incorporate innovative technology into old games (AI, VR, etc.), or come up with an idea from scratch (observe and brainstorm)" (Pluralsight, 2020) In fig.1 you see my mind map of the Dixit card and the Mash-up technique used for the Mount Etna eruption BBC article. You can see more about this process the week 4 blog. I also used the project management tool of a Kanban Board as you can see in fig.2 as well as a to do list app called Taskboard, you can find out more about my use of these in the week 4 blog too. in my opinion I felt like I didn't spend enough time on the mind mapping stage of the project as I felt like I could have pushed my idea much further and explored my creativity more. I also had trouble creating a new checklist every day on the Taskboard app, so I may try and create one long to do list next time.
"In conceptual art the idea or concept is the most important aspect of the work. When an artist uses a conceptual form of art, it means that all of the planning and decisions are made beforehand and the execution is a perfunctory affair." (Lewitt, 1967)
Creating a storyline was the next step to allow me to get an idea of how the characters should look and I did this through storyboarding and and thumbnailing multiple iterations of characters. "Thumbnails are truly versatile and a must-have in your concept art workflow." (Empire, 2021) Through this project I realised just how important sketches and thumbnails were in the concept art process as I felt like it helped me get all of my terrible ideas out and enable me to combine characteristics from multiple characters. I didn't quite get the character turnarounds nailed down this time, so I have joined Schoolism to take their gesture drawing course to help me create more dynamic poses for my characters.
The 3d world is a very new one to me as I only started learning the different software's around three months ago and there is so much to learn. That being said I based most of my project and time around creating a 3d game ready character. In reflection I should have created everything on the character first and then retopologised the object at the second to last stage as I ended up with very inconsistent retopology across character. I also learnt vast amounts about projecting details on to characters and how one should save as often as possible with multiple versions of the character. Marvellous Designer also took a full day to learn as I hadn't used it before, which left me behind for time slightly. However, I did find success coming from 2d art to 3d, I could use my anatomy knowledge to allow me to sculpt the body of the character with ease. I found a addon for rigging which helped me rig the character faster and more accurately.
I felt happiness, relief and a sense of pride in my work once I finished creating the characters. I knew that there could have been more done to my character at the end of it, but I was happy with how much I had learnt and improved. This project pushed me out of my comfort zone to learn new software such as photoshop painting and Marvellous designer. I had great discoveries and revelations from finding faster ways to do retopology to buying a pen tablet that rapidly increased my productivity and workflow for all software's. I also found out that most of my 2d skills were transferable to 3d such as painting for texture and anatomy for sculpting. I found I had times where I thought I would not finish, however I am currently reading a motivational book called "Feel the Fear and do it Anyway" by Susan Jeffers, which allowed me to create a positive environment for myself.
Fig.1Luke Morrisby. 2021. Mind map and sketches.
Fig.2 Luke Morrisby. 2021. A kanban board and the Taskboard app
Fig.3 Luke Morrisby. 2021. Character concepts and storyboard
Fig.4 Luke Morrisby. 2021. Character concepts
Fig.5 Luke Morrisby. 2021. 3d sculpting and renders
Fig.6 Luke Morrisby. 2021. Final 2d renders of characters
Fig.7 Luke Morrisby.2021. Final 3d render of Mercury character
Pluralsight, 2020. Coming up With an Idea for a Game Concept | Pluralsight. [online] Pluralsight.com Tech Blog. Available at: <https://www.pluralsight.com/blog/film-games/creating-game-concept-first-step-getting-game-ground> [Accessed 12 May 2021].
Lewitt, S., 1967. Paragraphs on conceptual art. pp.pp. 79-83.
Empire, C., 2021. Introduction To Thumbnailing And Quick Sketching. [online] Concept Art Empire. Available at: <https://conceptartempire.com/intro-to-thumbnail-sketching/> [Accessed 12 May 2021].