LAFS PREPRO Session 6 - Concept Art

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GAME ART Session 6 David Mullich Concept Workshop - Game PreProduction The Los Angeles Film School

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Game Design Lecture for Session 6 of The Los Angeles Film School's Game PreProduction course.

Transcript of LAFS PREPRO Session 6 - Concept Art

  • 1. Session 6 David Mullich Concept Workshop - Game PreProduction The Los Angeles Film School

2. Color Palette A color palette is predefined set of colors based on specific rules. Traditional color palettes generally consist of five colors within a specific scheme, but this is more of a guideline than a rule. In game design, color palettes can consist of any number of colors as long as they all follow your predefined set of rules. 3. Color Schemes Analogous color palettes consist of colors that are adjacent to each other on the color wheel. Complementary color palettes are made up of colors that are opposite to each other on the color wheel. 4. Color Schemes Monochromatic color palettes are different shades or tints of a single color. Custom color palettes can consist of any color, but are restricted to specific shades or tints: that is, they occupy the same ring on the color wheel. 5. Color Palettes Based on Themes Not all color schemes are going to look visually appealing with every single game's theme. A color scheme should be used to strengthen the mood you are trying to convey. Picture a horror movie: the scariest scenes all take place in a dark environment or at night. That's because dark colors convey a feeling of unease. So if you were to make a horror game, you probably wouldn't pick hot pink as the dominant color of your game; you would most likely choose a monochromatic or custom color palette consisting of dark colors. 6. Color Palette Generator 7. Mood Board A Mood Board is a type of collage that may consist of images and text that graphic designers use to visually illustrate the style they are pursuing. Mood boards can also be used to visually explain a style of writing, or an imaginary setting for a storyline. They serve as a visual tool to quickly inform others of the overall "feel" (or "flow") that a designer is trying to achieve. 8. Concept Art Helps define the game's artistic vision Artists can revise assets on paper before too much time is spent on creating actual assets 9. Create pages in your Concept PowerPoint for: Mood Board Screen Mock-Up Environment Player Character Enemy Characters User Interface Elements (as per your wireframe) PowerPoint 10. Create the following pages in your Wiki Art Document: Color Palette Mood Board Environments (one for each level) Characters (player, boss, enemies, others) Props (weapons, tools, power-ups) Wiki