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NothingLikeit
11-16-2005, 07:46 PM
Okay so I'm not much of an artist but I've been forced to do it since I don't have much of a team yet. So how much concept art is enough? The way I think is that if I can communicate the idea without too many questions that's enough.

So when do you think you have enough concept/design art?

I guess the ultimate question is when can you look at your sketches and say "okay it's time to the real art assets" ?

Reactor
11-16-2005, 10:25 PM
It depends on who the concept art is for, and how you want to use it. For example, is it being done for yourself, or other team members? Are they artists, or do they have some other role? Is the concept art being used to convey an idea or vision to someone, or is it being used to develop (or build on) already existing ideas? There's no law that says you have to have concept art, but if there's no other way to... say, help someone see what you have in mind, you'll need to draw something which helps them understand. (or get them to draw something to see if you're thinking along the same lines) If you need something like previously mentioned, create some concept art until you have the understanding you need.

If you feel you have it, don't use, or stop creating concept art. Concept art is one of those "If there's no need for it, don't use it." things. And, the best way to find out if you need it, is to develop something, hit a problem, and then say, "Aha! Some concept art would have helped here."

I hope above rambling is clear ;)

Ronkes
11-17-2005, 12:59 AM
What's the goal of your concept art? Is it to show the artist what graphical style you want? Is it to show the 3D artist exactly how your models should look? Is it to make your game idea clear to the programmer? Or is it a starting point for yourself to work from?

Also, what type of game are you making?

NothingLikeit
11-17-2005, 07:09 AM
@ Reactor: Sadly your rabbling is quite clear :) I guess great cluttered minds can understand each other.

To answer your question the concept art started off being for me so I drew what I wanted my units and characters to look like.

Oh its a Real Time Strategy game btw.

But when I started adding team member's they'd ask questions like what's the art style of the game? What's the emotion? etc.

The problem I have is that I know what i want my models to look like but those working sketches don't seem to convey the feeling that's describe in my design doc. I've looked at refference materials that resemble the genre i'm going for. (Big robot/anime) but those end up looking like copies.

Also I'm mainly creating this art for a graphic designer who wants to make promo materials for her portfolio (yeah i know it's early but it's mainly for her port and who can say no to a pretty girl?) I'm also trying to convey the emotion to a composer friend of mine who wants to score the game.

The modelers so far seem to be cool with just the sketches

Reactor
11-17-2005, 08:09 AM
It sounds like you have a lot of conveying to do ;)

Sometimes concept art isn't the right thing to use. In your case, because you're working with friends and the like, expect them to take a fair amount of license in what they produce (ie: not what you had in mind). Because of this, you might find it easier to outline (in writing) what you feel are the key areas of importance... seperate from your design doc, such as the emotion you'd like to feel from the music, and how your vision of the graphics looks in your mind. Also, a good thing to do would be to go over the things you'd like to see avoided.

Then, let them produce for you examples of what they have in mind, which you can in turn compare to your original vision, and comment on. Once you get a feeling they're heading in the right direction, let them do what they must :)

NothingLikeit
11-17-2005, 08:21 AM
I did tell them to draw like hell not really worrying too much about style. I wanted to see what they came up with on thier own. we're supposed to compare our work this weekend but now i'm wondering if that was too lenient because I havent seen anything yet. I'm not sure if they're even workin on it or not.

Nauris
11-17-2005, 12:36 PM
we're supposed to compare our work this weekend but now i'm wondering if that was too lenient because I havent seen anything yet. I'm not sure if they're even workin on it or not.

Sounds like you have other problems than just a question whether or not you need concept art.

NothingLikeit
11-17-2005, 01:14 PM
Yeah well.... I don't fault them. we're all students and they do have other obligations. I'm not going to waste my energy forcing them to participate. If neccessary I'll go it alone until I find really hungry people.

I just don't know why its so hard to motivate people. at the begining people are all like heck yeah but when real work bears its head people stop answering thier emails. I don't know what it's going to take for them to be self sustaining.

I guess now would be a good time to ask how everyone managed thier first team and/or how you kept your project going.

rioka
11-17-2005, 04:43 PM
The most direct way of getting volunteers motivated, imo, is having each one put up their results in a forum or website every x day or so. It keeps motivation up and gives a sense of accomplishment and progression of the game.

Another way is to work on a short game. Short games are a good test of who can last through a project and who can't.

NothingLikeit
11-17-2005, 05:15 PM
hmmm good idea.... I do have another idea for a project that could be done sooner.

Ronkes
11-18-2005, 02:24 AM
If you want to convey the style of your game and you think you lack artistic skills, then drawing concept art is probably not the best way to reach your goal. What I usually do is find games, movies, paintings, music or whatever that are close to what I want to achieve and then I give that to the artist.

After that, I just let them run with it a bit. A good artist will sometimes come up with a style that I like even more than the one I had originally in mind and is still close enough to my first idea to fit the game. Giving you artists freedom also helps keep them motivated.

ManuelMarino
11-18-2005, 07:05 PM
Thanks god we don't have such problems in music. A well written score and some suggestions on how to play it are enough to have the performers do exactly what you have in your mind.

What about changing job? ;) lol