Monday, May 3, 2021

Week05 Recap

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.



Fishing village vignettes:
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.



Past student works: Raj and Krist





City thumbnail examples:
Creating a kit of building silhouettes (including light vs. shadow shapes) and using the kit to quickly generate mood paintings.











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