Pro tips for designing a video game enemy

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Photographs in concept art
It’s important to make concepts credible.Using photographic elements is essential to give a credible boost to art concepts that incorporate realistic universes. There are two key requirements for this concept. We want to create a logical link between the robots, and save time during the concept art pipeline. Beyond the fact that it’ll focus the player’s attention, it also helps to tell the object’s history and function. Pre-conversion
The helper turns deadly.The starting point is the conversion of an android used to help people in their daily lives, into a deadly military bot. Words: Fred Augis
Fred has been a freelance concept artist, illustrator and art director since 2005. Between these two iterations we have many discussions with the artistic directors about the gameplay, the aesthetic, and the technical criteria of this robot in the game. 02. 05. The constraints of the game’s universe means that this concept art is set in the near future, so there has to be a clear connection with the present day. In fact, the first draft was a long away from the final version. The important thing is to create a unique design that’s wholly detached from its source. This article originally appeared in ImagineFX issue 103. The realisation of this kind of work is the fruit of a professional collaboration. Collaboration
The difference between the first and final draft.This concept takes a little time before we reach the final version. The game designers are looking for a weapon that’s capable of causing heavy damage to any characters caught in the blast radius, like the explosion from a tank round. This helps to dehumanise the Valet, because it’s unable to express itself via facial expressions. 04. Let’s see how we get on! Bulk it out
Getting heavy and aggressive.The last step is to give to the Nephilim a sense of heaviness and aggressiveness through the use of metallic materials and angular shapes. These characters are designed in close collaboration with the art directors. Recently, he worked for Dontnod Entertainment on the futuristic video game Remember Me. So it’s essential to give it more stature – although I’ll keep its slim waist and legs – and to remove the head. I’ll explain some steps of the creative process that I use for this enemy, who must stop our heroin Nilin during the fight stages. Here, the use of an explosion symbol hints at the bot’s deadly nature.

Updated: 14 ноября, 2014 — 7:56 дп