For my final presentation i wanted to create a space to look like a mini studio work space. Where i layout my completed designs as if i am presenting to my design team leader. I have included the 2 scene illustrations i have done as i feel that those pull the theme and feel of the game together to be presenting along with the designs i made. I think together they pull the aesthetics of the game together, also it creates a more studio like environment which is suitable for a concept art display.
Additionally i have submitted my works onto my online gallery on Deviantart: http://warb1rd.deviantart.com/gallery/
This will tie in with the idea of concept art as most artists submit their work online to make a digital portfolio.
Tuesday, October 29, 2013
Tuesday, October 22, 2013
Conclusion
http://warb1rd.deviantart.com/gallery/
for my final hand in i have added my works onto my online gallery on Deviantart, where i have been commissioned for works. Online gallery is also where most artists will get noticed and get contacted for works nowadays. Therefore to fit in with my area of work, i think it is appropriate to present my online gallery profile as part of my final hand in.
For this series of works i have intended to create 3 sets of uniforms for the game The Secret World online. I set out to create 3 sets of uniforms to suit and echo each faction's feel and style. In tribute for the up coming ingame update: Tokyo.Which i believe i have achieved, to the best of my ability. I looked at the popular Japanese anime and its fascinations with mechanical robots an armor as inspirations and references.
I have also practiced and tried to improve my techniques and drawing skills by pushing myself doing harder and more intense drawings to make myself want to improve. I think this was very useful for me as i did feel i have picked up some skills and also forced me to learn to be more efficient with my time. I have improved on drawing faster. The topic of designing for a game also made me look more in depth at the mentality behind the need for visual seduction for a virtual world. As it is meant to be as detached to reality, as much as possible. I learnt that the cybernetic social space is very much similar to real life, and game costuming plays a huge role in promoting the game as well as making players feel immersed in their own fantasy. Which is what makes the gaming industry is successful. I feel that this project have enabled me to not only understand concept art better technically, but also theoretically. This will help me to further advance my drawing skills and hopefully enable me to work towards my goal of working for a game company.
Tuesday, October 15, 2013
Finalising Templar layout
This is the final layout for the Templar designs, i kept the layout the same as the Illuminati, with the templar logo in the background. I think i like the color the best for this piece as the red look very vibrant, as i intended it to be. It have a nice eye flow with the red lighted areas on the armors.
I reworked the leg armor to give look it have more mobility and more fitting to the human figure as before it seemed to restrict movement.
Over all i am quite happy this turned out.
Wednesday, September 25, 2013
Final Dragon layout
Keeping to the Illuminati layout, i have constructed the dragon layout to be the same, with the dragon logo at the back. I think like the uniformed compositions of the pages as it creates a series, which would look well balanced for my final presentation.
I am happy how this eventually turned out, as there's alot more details and the design have been refined so much more than how i started with.
The colors work well together as well, and is now more eye catching. I am quite happy with the result.
Tuesday, September 17, 2013
collecting ideas for Dragon
Dragon is the 3rd faction in The Secret World and they are described to be very mysterious, with no real clear motives nor does many of the members of the Dragon are clear what exactly are the real goal of the faction or what they stand for. They believe in the chaos theory, by intercepting and changing a small detail of an event can cause a revolution. Therefore unlike the Illuminati and Templar that fight out in the open, Dragon keep quiet and take advantage from the two factions when possible. They are faction based in Asia, but its said their base have been changed many times, and they do not have a fixed location for long. currently, their base is in Seoul.
Dragons are very secretive, hidden away from the world. Therefore they keep their base hidden and humble. The style of the faction is very Asian inspired. e.g Ninja styled clothing, hoods, jackets etc. which reflects the architecture of their base. These are all qualities i need to take into consideration when i start my designs. The color theme for the faction are earthy tones: Green, brown and gold.
I started collecting images that inspires me for the stealthy futuristic ninja aesthetic i am after:
I want a body suit that hints the asian influenced aesthetic of a ninja warrior at the same time infused with hi-tech accents. Therefore i started pulling together some rough drafts.
For the Dragon models i will aim for an asian look, to compliment the essence of the faction. I developed a draft version of the body suit look i am after (on the right). I added the scarf in to give the overall aesthetic a more interesting detail, and also to hint the ninja themed costume appearance.
Dragons are very secretive, hidden away from the world. Therefore they keep their base hidden and humble. The style of the faction is very Asian inspired. e.g Ninja styled clothing, hoods, jackets etc. which reflects the architecture of their base. These are all qualities i need to take into consideration when i start my designs. The color theme for the faction are earthy tones: Green, brown and gold.
I started collecting images that inspires me for the stealthy futuristic ninja aesthetic i am after:
I want a body suit that hints the asian influenced aesthetic of a ninja warrior at the same time infused with hi-tech accents. Therefore i started pulling together some rough drafts.
For the Dragon models i will aim for an asian look, to compliment the essence of the faction. I developed a draft version of the body suit look i am after (on the right). I added the scarf in to give the overall aesthetic a more interesting detail, and also to hint the ninja themed costume appearance.
Saturday, September 14, 2013
Artist Research: Adrian Dadich
I came across Adrian Dadich's work as i was looking for visual inspirations for the Dragon faction design. Dadich's visual style resemble an influence from the Japanese anime aesthetic. The vibrant colors and exaggerated details are very eye catching, and pop art like. I was very attracted to some of the shapes and forms of outfits he have designed on the characters. They are very Cyber-punk styled, technology combined with mismatched clothing, with a hint of punk culture with the bright colored hair and makeup.
His designs hints a sense of cybernetic enhancement on human bodies, which is very visually fresh and interesting. Aesthetically to me Dadich's designs are very exciting to look at, as there are so many little details. there are areas that i am unsure what purpose they serve but still cool to look at and works well with the outfit.
His designs hints a sense of cybernetic enhancement on human bodies, which is very visually fresh and interesting. Aesthetically to me Dadich's designs are very exciting to look at, as there are so many little details. there are areas that i am unsure what purpose they serve but still cool to look at and works well with the outfit.
Monday, September 9, 2013
Cybernetic space
I came across this documentary about the allures of virtual community. I wanted to explore further the concept behind how games can impact real life and how the visual aspects can play a role for people.
Digital Ego explained that, “Every person who communicates in
virtual and social environments owns a virtual identity, which
sometimes may be identical to real identity. As mentioned before, our
lives are a stage on which we are playing out roles that we have
learnt from birth onwards. This virtual identity finds a way to
express itself by existing on the internet. Transferring feelings,
thoughts and links to online communities is important.” The
attraction of becoming a completely different person visually is a
large part of what drives the popularity of games in general. An
documentary on this issue with online identity and cybernetic social
space is: Wonderland: Virtual Adultery and Cyberspace Love. BBC.
Where a wife and a mother of 3 had an affair online with another
player in a online game chat room called “2nd Life”.
“It's about people who've cheated on their life partners and
risked losing everything, for the promise of a life that's so far
only been experienced in the pixels of a computer screen and the
dream world of their own fantasies.”
This
is where ingame clothing and costuming plays a huge role in
self expression. Clothing becomes a projection of your personality,
or the personality you want others to believe in. You are free to
choose the most unrealistic outfits that the game has to offer. As I
found through researching game design concepts, each game would have
a distinctive feel for their title and would have a particular style
of costumes. This shows that game fashion feeds off the ideal fantasy
of a what is believed a consequence free mentality of the
cyberspace. Therefore inorder to attract players, I need to
incorporate that unreal expectations or ingame clothing.
Tuesday, September 3, 2013
Refining the Dragon design
I have since my last post developed a male version of the outfit armor too. I feel that the colors were abit dull, with just green and black, and i wanted to make it more interesting visually and also make the armor more intricate and streamline to fit in with the sci-fi look. i have reworked the leg armor to balance the armor plating on the armors as before it look alittle top heavy.
Additionally, i have added the Dragon logo with the gold backlight to fit in with the gold accents on the arms and waist. To make the design more balanced.
I also designed the outfits with a holographic like goggles as i thought it would compliment with the gold lights. I think i will keep it for the finals as it seem complete the set.
Artist research: Jessie Lam
I came across Jessie Lam's work and what interested me was the cyber-punk style to her works. I have seen her gallery and noticed she share some of the same games i play, such as Mass effect. Therefore i can see where she have got some of her inspirations from.
The piece that caught my eye was the one in the middle, the girl with the swords. I was immediately reminded of the the Dragon faction due to the katana words, which is symbolic of the asian samurai aesthetic.
I am very intrigued by Lam's style as i can't quite figure out how she does the texuring of the materials. Her drawings have a glossy glow to them, which is very eye catching. At the same time give the garments/armor more of an embossed, more 3 dimensional. Especially looking at the body suit at the bottom right, the transparent glass look amazing. Which i need to experiment on how to texture to achieve a more in depth look to an illustration.
The piece that caught my eye was the one in the middle, the girl with the swords. I was immediately reminded of the the Dragon faction due to the katana words, which is symbolic of the asian samurai aesthetic.
I am very intrigued by Lam's style as i can't quite figure out how she does the texuring of the materials. Her drawings have a glossy glow to them, which is very eye catching. At the same time give the garments/armor more of an embossed, more 3 dimensional. Especially looking at the body suit at the bottom right, the transparent glass look amazing. Which i need to experiment on how to texture to achieve a more in depth look to an illustration.
Friday, August 30, 2013
Developing the Templar armor
I continued to develop the designs i have started last time, and i have played around with the background, solely for practice purposes, and this would not be used for my final presentation, as i want the 3 factions all presented the same. Therefore in the end i would keep the page layout for the factions the same.
I played around with the cape and tried hood option . I am quite happy with layout, as i feel that it is exactly what i was trying to achieve after looking through my visual researches. Although i like the hooded version, i think i would in the end choose the one without good. As it look more heroic, instead of hiding under the hood.
I then started to plan my next step which is to created a male version of this armor. I started by constructing a male model for the base.
Then i started to map out the shapes, in relation to the female version of the armor.
Once the model base is done, i began to piece the armor on. Then i started cleaning up and refine details for both versions to make them work well together. And this is a mock up of what the draft sets look like right now. And this would be eventually how i would the lay the figures out for my final.
Monday, August 19, 2013
Visual Research: Destiny and response drawings.
Destiny by Bungie was a game i have came across before and mentioned briefly in on my previous posts.
As i continue to gather ideas for the Templar costume, i looked closer at the still in development game and the concept art. Destiny is said to be a scifi fantasy game, combining the aesthetic and elements of the mystical magic with hi-tech weapons and armor. Therefore this game would be a great visual reference i can get inspired by for my project.
I was especially intrigued when i saw some of the newly released concept art to promote the game. As i see that they have concepts of knight like mechanical battle armors, similar to what i was imagining. With the elaborately decorated chest plate. Additionally, in many of the concepts i see the use of cape and hoods which i mentioned in the last entry, as something i would like to try.
These concept arts is very useful to give me ideas on how to combine fabric materials with hard armors. To pull my ideas together i did some quick drafts and sketches:
![](//1.bp.blogspot.com/-JofjgxcPJgQ/UnCwSyPM7qI/AAAAAAAAAPI/ht5tsQJZOGQ/s320/hgf.jpg)
i started putting shapes together to map out the plating and how i would incorporate the cape in. I did some reading and research into classic armors, and that's where i got the idea of the shoulder piece from. As it was described that gladiators would charge with that shoulder with the guard on.
I also started looking at how to also make the whole set more interesting and more balanced. Therefore i experimented with adding a banner to the belt which would hang at the back, with the Templar logo to portray their arrogance in their faction and what they stand for.
I want the Templar models to appear prideful and heroic, in contrast to the Illuminati models bases. Again the this is not anyone in particular, but i do want to create a detailed illustrated face to work with the whole piece, worthy of final presentation.
At the moment i quite like the progress i am making. I will now work towards on creating a male model as well and also experiment with similar plating for the male version.
As i continue to gather ideas for the Templar costume, i looked closer at the still in development game and the concept art. Destiny is said to be a scifi fantasy game, combining the aesthetic and elements of the mystical magic with hi-tech weapons and armor. Therefore this game would be a great visual reference i can get inspired by for my project.
I was especially intrigued when i saw some of the newly released concept art to promote the game. As i see that they have concepts of knight like mechanical battle armors, similar to what i was imagining. With the elaborately decorated chest plate. Additionally, in many of the concepts i see the use of cape and hoods which i mentioned in the last entry, as something i would like to try.
These concept arts is very useful to give me ideas on how to combine fabric materials with hard armors. To pull my ideas together i did some quick drafts and sketches:
![](http://1.bp.blogspot.com/-JofjgxcPJgQ/UnCwSyPM7qI/AAAAAAAAAPI/ht5tsQJZOGQ/s320/hgf.jpg)
i started putting shapes together to map out the plating and how i would incorporate the cape in. I did some reading and research into classic armors, and that's where i got the idea of the shoulder piece from. As it was described that gladiators would charge with that shoulder with the guard on.
I also started looking at how to also make the whole set more interesting and more balanced. Therefore i experimented with adding a banner to the belt which would hang at the back, with the Templar logo to portray their arrogance in their faction and what they stand for.
I want the Templar models to appear prideful and heroic, in contrast to the Illuminati models bases. Again the this is not anyone in particular, but i do want to create a detailed illustrated face to work with the whole piece, worthy of final presentation.
At the moment i quite like the progress i am making. I will now work towards on creating a male model as well and also experiment with similar plating for the male version.
Wednesday, August 14, 2013
Gathering ideas for the Templars
In the Secret World, the Templars are seen as very proud of their traditions and their glory history. They believe they superior, and that they are holy fighters, saving the world. It is mentioned that the faction is no longer about religion but instead the belief that they are in the right, and that they are the good fighting the evil. The rivalry between the Templar and the Illuminati is very obviously and out in the open. As Illuminati is the image of dark and ruthless, and Templar is about being heroic and righteous. Looking at the inagme uniforms, it shows that they are very inspired by the traditional Templar knight attires. The costumes are very military looking and formal, almost arrogant.
From looking at the Templar base it also shows how much pride the Templars have. Great marbled halls, grand classical paintings etc. Very different to Illuminati's base that is hidden underground, the Templar base is out in the open and they are not afraid to show their power. Therefore the player get a sense of magnificence, almost noble. Color scheme of the Templar is mainly red, white and black. This is very traditional and true to the Templar historically. Thus this is the color palette i want to work with.
To get inspired, I started to gather imageries of traditional Templar knights. And i came across a game called Hellgate: London.
This is great inspiration for me, as it also incorporates scifi quality with the use of advanced technology and body armor, but combining the concept of traditional Templar knight armor, old magics and demons. This is very useful as reference for me, as i imagined what i would design would in a way echo this essence. I was to play around with more symbolic decorative garments like capes to push the idea of knights even further.
From looking at the Templar base it also shows how much pride the Templars have. Great marbled halls, grand classical paintings etc. Very different to Illuminati's base that is hidden underground, the Templar base is out in the open and they are not afraid to show their power. Therefore the player get a sense of magnificence, almost noble. Color scheme of the Templar is mainly red, white and black. This is very traditional and true to the Templar historically. Thus this is the color palette i want to work with.
To get inspired, I started to gather imageries of traditional Templar knights. And i came across a game called Hellgate: London.
This is great inspiration for me, as it also incorporates scifi quality with the use of advanced technology and body armor, but combining the concept of traditional Templar knight armor, old magics and demons. This is very useful as reference for me, as i imagined what i would design would in a way echo this essence. I was to play around with more symbolic decorative garments like capes to push the idea of knights even further.
Friday, August 9, 2013
Refining drafts for Illuminati
With more experiments and alterations i have developed the Illuminati armor for the male and female to resemble each other.
This is my first faction set, and i am quite happy how it turned out. As i think i balanced the fantasy aspect with the idea of armor. The change i made the most is on the female set, as i felt that it was too much like the mmo example i used before (Tera online), and i did not find that style very interesting, as it's almost alittle too generic. Therefore i created more armor for her, but kept the cutting to hint the flamboyant feel of the Illuminati faction.
I then moved onto laying out background rendering ideas. Referring to my researches. i chose to have the gradient to be darker at the top and light towards the bottom, as it brings out the faces.
I have also added the logo of the Illuminati from the game into the background to represent the faction, also it make the illustration look more finalized for presentation. Over all i am satisfied with how this turned out. I also feel like i am improving, style wise.
Monday, August 5, 2013
The game fantasy of dressing and costuming
As i continue to research game costume designs and looking through many concepts arts i begin to ask myself what is the role of costuming in the game industry. As a gamer myself i note myself attracted to the aesthetic designs of games, which present the essence of a game and ofcause visually artistic and satisfying to look at during gameplay. As a huge part of gaming is about fulfilling an unrealistic fantasy of being in another world, to immerse yourself into the world mentally and visually. This is why stereotypically games are believed to be made by men for men. By making women dress less in battle, and men in full body armor to express masculinity.
The above is an example of how differently male and female are presented in the majority of popular massive multiplayer online games these days. Visually stunning graphics and very intricate armor details. However the differences in the amount of armor and the way genders are portrayed is interestingly very subjective. Along with the unrealistic armor, the style of the figures were also made to look like something straight out of fantasy. The unnatural curve of the spine, unreal proportions, are just some of the characteristics of the fantasy game world. To study images like this it is clear the most designs actually serve no real practical or protection purposes. Instead most of it are there just to look good for the viewers.
Which again ties in with the unreal aspect of gaming and its society. While a player can achieve and do anything in a game they choose, they can also choose to dress their avatars just the way they like. This enables a player to take on a whole different identity that is an extension of their real life identity. Players would judge eachother depending the portion of personality they get to see in the game world as well as the way they stylise their characters. Interestingly very similar to how the real world functions.
As a gamer myself i have personally witnessed complete strangers, countries apart, upsetting eachother or pursue one another for a relationship, from the attraction they feel for the other's avatar in this cybernetic social space.
Therefore in a way, i feel that the visual deigns of a game, mainly the costumes, serves a large purpose in self expression online. Which is exactly as how fahsion functions in the real world.
One interestin article i found: Gender Comparisons within Reenactment costume describes:
" Fantasy is a topic of interest not only to scholars in the clothing field but also to professionals interested in the role that fantasy plays in individuals' lives. Fantasy and daydreams are believed to play important functions by reflecting current concerns, regulating moods, organizing experiences, providing self-relevant information, facilitating learning, and stimulating decision making (Klinger, 1990; Singer, 1983). Klinger (1971) defined fantasy as all-mental activity, as we come to know it through participants' verbal reports, except for instrumental problem solving and the processes involved in the scanning of external stimuli. The element that distinguishes problem solving from fantasy is that during problem solving, participants experience a sense of effort, whereas fantasy feels spontaneous. A person's level of fantasyproneness has been studied by researchers interested in predicting the occurrence of imagery, imagination, hypnosis, and creativity (Lynn & Rhue, 1986; Wilson & Barber, 1983). Fantasy-proneness is defined as participants' ability to "set the theme, and then an imaginative scenario unfolds that has some of the characteristics of a dream and some of a motion picture" (Wilson & Barber, 1983, p. 342). Perhaps those who are involved in reenactments look forward to weekends when they can shed their workday dress and indulge in serious play acting. Currently, research in clothing and textiles cannot help scholars explain the role that dress plays in allowing people to escape their everyday lives and explore less serious parts of the self"
http://wesclark.com/jw/costume.html
This reinforces on what i mentioned about the detachment from the real world and practicality. Therefore for my own project, my designs and ideas are not restricted to reality.
Another function is the pleasure of customizing and being different. There are many games that do not stick to the less armor is more mold. Such as my favourite game Mass effect.
Women can be just as well protected just as men are in Mass effect. And its the sleek, science fictionly rich designs that is the allure for many fans of Mass effect. As it visually seduces players.
However even with full body armor, players take in great pleasure of changing their armor colors, patterns, helmet or no helm. Therefore the costomization options are still there to satisfy the want to be an indivual and different.What is different of games like Mass effect and the ones such as Tera Online, is the fact that Mass effect is story driven and it is single console. Meaning that the player go through the story by themselves. Tera Online or any other massive online multiplayer games are player community driven. The story side of the games gets toned down, with very shallow back stories. Players play for the community and with eachother to make the game fun. Therefore visually, games like these need to be part of the main focus for attracting players wanting to continue playing and spend money on buying the latest fashion from store. Which is part of the main income source for the developers.
Which led me to come back to my own project on The Secret World. The Secret World is also an massive multiplayer online title. Very different style to games such as Tera Online, but concept wise similar. Players are still attracted to what is avaliable to wear in the game, and how they can dress themsevles. Many ingame prizes or achievements for defeating certain bosses are clothing items. Which would drive players to play just to get a certain outfit.
For me to make works to fit the game i need to consider what are the aspects of The Secret World that is visually unique, that make people want to be part of this virtual world. Such as the feel of the game, the concept of old magic and technology coming together in a modern setting is mentally and visually interesting. And this is the idea i want to explore with my works, creating designs that is a combination of the old, the modern and the futuristic which would reflect the essence and style of the game.
Tuesday, July 30, 2013
Art research - Mass effect
Mass effect series was one of my favorite games i have played. It is science fiction themed with aliens and artificial intelligence. Therefore it is a great game to look into the designs for my project. I really like Mass effect's sleek futuristic designs. The armors look almost wearable and aesthetically they are very tidy. The cuts and lines of the costumes are very streamline and well balanced. Such as the last character sheet, the coat is very much like a blazer, which we have. But it have been reworked and altered to be fitting and part of the bodysuit. The shoulders have been added with armored details, with a simplified collar. All these elements creates a very "space-age" looking suit. Yet it is designed to fit our fashion taste, as it resembles to what we have as a tailored suit. So i should be looking at how i can alter what we consider as good fashion or aesthetically appealing into something different. At the same time familiar.
I am mainly looking for ideas and inspirations for details and how armors patch and pieces together. How armor joined bend with limbs so i can get some idea on how to make the cuts in the drawings. Mass effect had many armor designs, therefore it is a great resource for inspirations. Such as the 3D model sheets shown above. They show how the armor clips onto the body form and how where everything joins up. Where to add plating and how to fit the pieces together.
I noticed that there are very different types of armors that depends on what sort of look i am after. There are heavy armor with very thick and bulky plating. Which is designed to take alot of damage. Then there are medium armors and the last would be light armor which hint more ability to move and agility. All these ideas would be interesting and included into consideration when im designing for the three different factions of The Secret World, as each faction have a different moral that display as certain character about the members of the faction. This would show through their uniforms, portraying what they represent.
I would be constantly looking back at Mass Effect's designs for ideas and inspirations as the series have a large range of armors and styles for both men and women. I also really like the art style of Mass effect, everything is very stylish and detailed. which fits the concept of the future perfectly.
Additionally, it is always helpful to look at how the professionals render the artworks, which would enable me to think of ways to improve my drawing and style.
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