its 2013 can we please have headphones that last more than 2 months
its 2014 can we please have headphones that last more than 2 months
its 2015 can we please have a set of crab overlords that last more than two months
its 2016 can we please overthrow the crab empire people are suffering
Let’s Get Real About Concept Art by Anjin Anhut
We need to understand, that what is sold as concept art publicly rarely is representative of what concept artist actually have to do and how they do it. Concept art is not what you create and publish to hype already established visuals. Concept art is all the dirty work you have to do in order to establish the visuals to begin with.
…As long as we are creating designs for internal purposes – within the creative team – speed is more important than execution. Building a universe is a huge undertaking and incorporating the vision of everybody involved means producing huge volumes of designs – HUGE volumes – so that everybody can look at the same stuff, discuss it and eliminate ideas until only the strongest designs remain. It’s like mining – you have to eliminate rubble to get to the gold nuggets. This is the phase in which the most ideas get sorted out, so fleshing out an idea better not take too much time.
If you want to be a concept artist, get used to throwing a lot of work away. Concept art is a means to an end (exploration of a concept), not the end itself (game asset). Only the best stuff gets used, and to get there, you need to draw out many ideas. Much of what you see as “concept art” exists for promotional purposes and doesn’t reflect the game’s evolution.
Additionally, a LOT of shortcuts are used to save on time and this is not cheating. Overpainting 3D models, photographs, collage, pretty much anything is game as long as you can communicate the concept and make it very quickly. You should certainly know how to create beautiful illustrations from scratch, otherwise you won’t last too long, but that skill becomes one of many in your bag of tricks to churn out creative ideas for the team to build the game off of.
This is an essential read. I have had to explain this to a lot of people. Please read the whole article in the original link. Often when working professionals get asked how to get in the field or how to go about becoming a concept artist, you really have to first question what they perceive the job to be, which is in many cases what they do not envision it being. There has been so much hype and ‘false advertising’ to make being a concept artist a very desirable job, thinking that the job consists of mostly creating stunning, completed artworks ready to be printed on the next cover for a game magazine. This is not the case. Therefore, please read the article.
"Publishers and studios want to hype their release. Magazines and blogs want to generate views from the hype around the game. In order to fulfil these goals the art needs to represent the final key visuals of the game accurately, which means the art is either selected or created after the designs of the game have already been completely established and approved.Companies only release concept art when it is polished and final enough to represent the actual product. Nobody wants a design go viral, which is possibly later rejected and have customers imprint on a wrong key visual.
What gets released as concept art is actually promo art.”
My myth busting concept art article makes the rounds again. Always happy to see people get something out of it.
Tutorial: how to make a study schedule.
- Make a reference sheet with separate lists for each subject. This reference sheet is used to orient your daily studying.
- List the material you need to study for each subject. Be more specific than you would be on a study schedule and make sure you put down everything you need to go over.
- On your schedule, highlight the exam dates and deadlines and put down any relevant information.
- Using your reference sheet, assign certain material to go through each day.
- If you haven’t been working on study material throughout the semester; schedule days before your study leave to work on study sheets for revision, flash cards, summaries, whatever you use to study.
- Take a day to gather your study material before your study leave begins. Like the weekend classes end or so. This will save you a lot of time when you sit down to study every day.
- Schedule your studying so that you start studying for the last final first, and the first final last. Make sure you start this early enough to give yourself time to revise for the subjects you need to.
- If you have a day between each of your finals, take the night of the final off and revise for the next exam the day after. If not, take the couple of hours after your exam off then revise for the next one.
- Schedule the harder/heavier material in a subject first, so that you work on that material when you have more energy.
- If you’re taking subjects that you have difficulty with, or subjects with a heavy workload; schedule catch up days. However, don’t let that encourage you to slack off. Try to stick to your schedule and only rely on the catch up days if you really need to, and if you don’t; then it’s a day off!
- Also, schedule days off… a day or if you can’t afford it, half a day. I can’t stress how important it is to take time for yourself, it’ll help you avoid burnout.
Disclaimer: this is the way I’ve been making study schedules since I started college. By no means am I claiming it’s perfect or that everybody should follow it.
I’m sorry I’m posting this by the end of the year when a lot of people are already done with exams, but perhaps it’ll be helpful for people taking summer courses now? And also for next year :)