Deconstruction of a typical environment concept:
The concept artwork is usually arranged to display and sell a key landmark and to describe the assets/shape language/mood of a given area or biome. You can think of it as a whole made of these essential parts: a main landmark (Cool Tower), supporting structures (more plain buildings and office towers surrounding the Cool Tower), large framing elements (distant mountain, clouds, very close up buildings, etc) and small props/decos (cars, trees, garbage bins, hot dog stands, etc). The concept piece should communicate the design of these elements and show how they can be put together as a kit.
Shape transition theory:
In most environment, there is a tension between a mostly flat ground plane and a mostly vertical landmark. Supporting vertical structures, small props and a gradation of ground textures (large>medium>small>empty flat ground) can help with this jarring tension and make the space feel more harmonious.
Supporting elements and props can be used to contrast the unique shape language and characteristics of the main landmark element. For ex: wide, low house vs tall, long tree trunk.
Game screenshots shown in class:
Notice the various elements of the "kit" used for these environment. Notice their contrasting shape language.
City thumbnail examples:
Past student works: Raj and Krist
Creating a kit of building silhouettes (including light vs. shadow shapes) and using the kit to quickly generate mood paintings.
















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