1 00:00:24.149 --> 00:00:27.436 Hello, I am concept artist Sunghwa Jung 2 00:00:28.000 --> 00:00:31.475 I have been doing concept design for various game development 3 00:00:31.624 --> 00:00:33.535 and animation projects for 24 years 4 00:00:33.990 --> 00:00:37.960 Currently, I am teaching at Gachon University and ChungKang College of Cultural Industries 5 00:00:38.317 --> 00:00:41.069 While still actively working as a concept artist 6 00:00:41.069 --> 00:00:44.752 Today's lecture topic is "What is Concept Design?" 7 00:00:45.158 --> 00:00:47.584 First, let's take a look at the lecture outline for this session 8 00:00:48.059 --> 00:00:50.842 The first topic is Character Concept Design Techniques 9 00:00:50.842 --> 00:00:54.000 In fact, concept design is essential not only in games 10 00:00:54.000 --> 00:00:57.644 But also in the creation of products and various other types of content 11 00:00:57.644 --> 00:01:01.752 The easiest examples are concept designs that emerge 12 00:01:02.020 --> 00:01:04.723 When developing new models of cars or mobile phones 13 00:01:05.059 --> 00:01:09.545 You have likely heard about concepts or prototype images in various contexts 14 00:01:09.545 --> 00:01:13.050 However, today I will only introduce it within the scope of game development 15 00:01:13.337 --> 00:01:19.079 I will also explain the process of character concept design within the scope of game development 16 00:01:19.079 --> 00:01:21.970 The reason is that even within the confines of game development 17 00:01:22.455 --> 00:01:25.772 There are so many graphic assets that require concept design 18 00:01:26.020 --> 00:01:32.851 Enumerating each one, such as characters, worlds, monsters, architecture 19 00:01:32.851 --> 00:01:34.822 Dungeons, items, weapons, and so on, would be difficult 20 00:01:34.822 --> 00:01:39.634 The second topic is about item and object design 21 00:01:39.634 --> 00:01:44.129 In game development, all graphic resources are collectively referred to as assets 22 00:01:44.129 --> 00:01:49.000 Items and various objects are commonly referred to as props 23 00:01:49.208 --> 00:01:52.945 The third topic is a brief explanation of techniques 24 00:01:52.945 --> 00:01:54.663 For creating effects and animations 25 00:01:54.950 --> 00:01:58.713 Character Concept Design Techniques 26 00:01:59.109 --> 00:02:01.941 So, what exactly does concept design entail? 27 00:02:02.386 --> 00:02:06.757 I believe concept design is a creative process of visualizing abstract ideas 28 00:02:06.955 --> 00:02:08.921 From the mind of the storyteller 29 00:02:09.287 --> 00:02:12.090 As mentioned before 30 00:02:12.546 --> 00:02:15.040 Concept art is a broad and diverse field with a wide range of specialties 31 00:02:15.436 --> 00:02:18.333 Hence, explaining it comprehensively requires 32 00:02:18.650 --> 00:02:20.653 A significant amount of time and effort 33 00:02:21.059 --> 00:02:25.050 To introduce concept design within the given time 34 00:02:25.506 --> 00:02:26.911 Focus and selectivity are necessary 35 00:02:27.267 --> 00:02:31.426 The lecture will be more of an overview rather than an in-depth analysis 36 00:02:31.980 --> 00:02:35.178 First, I will explain the character design process 37 00:02:35.663 --> 00:02:39.564 This is because it is the most important area of focus for concept artists 38 00:02:39.822 --> 00:02:41.733 The preparation stage of the character concept process 39 00:02:42.119 --> 00:02:47.020 Game characters are the avatars of players within the game, representing their identities 40 00:02:47.614 --> 00:02:51.267 Therefore, the attractiveness of the character settings within a game is 41 00:02:51.703 --> 00:02:54.554 Crucially tied to the likability of the game itself 42 00:02:55.109 --> 00:02:58.168 The most common type of character is humanoid 43 00:02:58.604 --> 00:03:02.287 This is natural 44 00:03:02.594 --> 00:03:05.475 As creations made by humans naturally focus on people 45 00:03:05.832 --> 00:03:08.327 Even non-human characters often undergo anthropomorphization 46 00:03:08.554 --> 00:03:11.832 Making them relatable to players 47 00:03:12.257 --> 00:03:15.653 I will focus on humanoid character concept design in the presentation of the production process 48 00:03:16.228 --> 00:03:21.584 In fact, the field of game graphics requires a certain level of innate talent 49 00:03:22.149 --> 00:03:26.178 However, through effort, one can achieve high-quality results 50 00:03:26.535 --> 00:03:30.891 Through further explanation, it will be possible to understand how self-improvement as a concept artist can be achieved 51 00:03:31.178 --> 00:03:37.020 I have divided the preparation stage into three main parts: drawing, coloring, and tool proficiency 52 00:03:37.584 --> 00:03:40.693 Proficiency in tools and operating them is essential 53 00:03:41.089 --> 00:03:43.762 Most games under development 54 00:03:44.128 --> 00:03:46.020 are being made using computers 55 00:03:46.287 --> 00:03:48.741 Therefore, mastering graphic design tools is 56 00:03:49.256 --> 00:03:52.307 Essential for game concept design 57 00:03:52.772 --> 00:03:56.937 Representative graphic design tools include Adobe Photoshop, 58 00:03:57.689 --> 00:04:03.119 Clip Studio Paint by CELSYS, and Corel Painter by Corel 59 00:04:03.495 --> 00:04:06.899 Since each tool has its own strengths and weaknesses 60 00:04:07.314 --> 00:04:11.040 It's best to choose and utilize the one that suits your personal preference 61 00:04:11.644 --> 00:04:16.799 However, it's important to consider that Photoshop is 62 00:04:17.205 --> 00:04:18.743 The most widely used tool in game development studios 63 00:04:19.228 --> 00:04:23.896 During this session, we'll be using Photoshop 64 00:04:23.896 --> 00:04:26.228 Which is currently the most widely used tool in game development, for our lessons 65 00:04:26.782 --> 00:04:29.911 At its core, one of the fundamental skills you should possess is drawing 66 00:04:30.178 --> 00:04:33.525 Drawing is indeed crucial because 67 00:04:33.525 --> 00:04:36.257 It allows you to visually express the ideas in your mind 68 00:04:36.728 --> 00:04:38.708 Drawing, like any skill, requires practice 69 00:04:39.134 --> 00:04:42.906 To depict the images of characters used in games, technical skill is necessary 70 00:04:43.193 --> 00:04:45.005 Are you finding drawing difficult? 71 00:04:45.282 --> 00:04:48.163 Don't worry too much; it's because you lack experience 72 00:04:48.302 --> 00:04:53.094 With enough practice, you can improve your drawing skills to a considerable extent 73 00:04:53.777 --> 00:04:57.262 Through a demonstration, let me briefly explain the basics of drawing 74 00:04:57.772 --> 00:05:00.742 Let's take a look at a drawing demonstration together 75 00:05:03.431 --> 00:05:07.035 I opened a new document and added a new layer 76 00:05:07.886 --> 00:05:14.686 Line is the most important aspect you need 77 00:05:15.072 --> 00:05:17.045 To practice when it comes to drawing 78 00:05:17.866 --> 00:05:25.708 It's important to emphasize different methods for practicing lines 79 00:05:27.371 --> 00:05:32.530 So that you can draw the types of lines you want 80 00:05:35.124 --> 00:05:38.064 I'm currently demonstrating 81 00:05:39.728 --> 00:05:43.183 The process of drawing lines using Photoshop, a digital tool 82 00:05:46.193 --> 00:05:52.213 Preparing by practicing regularly 83 00:05:52.530 --> 00:05:55.292 whether it's with a sketchbook or through manual methods 84 00:05:55.431 --> 00:05:57.837 Will enable you to draw lines freely and confidently 85 00:05:59.094 --> 00:06:02.985 Of course, achieving proficiency in a short period is not easy 86 00:06:10.114 --> 00:06:13.789 If you're prepared with your lines 87 00:06:16.175 --> 00:06:20.500 Let's say we're going to draw an apple 88 00:06:24.262 --> 00:06:27.174 That line, depending on how it's used 89 00:06:28.184 --> 00:06:34.500 Can elevate the sophistication and quality of the drawing with practice and skill 90 00:06:35.054 --> 00:06:41.589 In general, when people who are not prepared with lines try to draw a picture 91 00:06:43.767 --> 00:06:54.163 They end up creating a result that looks messy and disjointed 92 00:06:55.955 --> 00:06:59.450 And the overall quality of the drawing can appear significantly lower 93 00:06:59.450 --> 00:07:05.153 So, after practicing lines sufficiently, when drawing an apple 94 00:07:12.035 --> 00:07:16.705 You should consider the direction of light 95 00:07:22.884 --> 00:07:24.470 And prepare lines that can express these forms 96 00:07:27.312 --> 00:07:30.738 In this case, the light is coming from this direction 97 00:07:34.401 --> 00:07:35.371 I should ideally show you this back part 98 00:07:39.688 --> 00:07:44.540 In much more detail 99 00:07:46.035 --> 00:07:54.371 But due to time constraints, please refer to the simplified demonstration I've provided 100 00:07:56.936 --> 00:08:00.500 By utilizing brushes and erasers in Photoshop 101 00:08:00.906 --> 00:08:04.156 You can gradually remove unnecessary lines 102 00:08:04.661 --> 00:08:07.500 and shape your artwork 103 00:08:09.351 --> 00:08:12.728 into the desired form 104 00:08:13.223 --> 00:08:20.500 And Photoshop itself 105 00:08:21.500 --> 00:08:25.500 Comes with many basic brushes that are very useful 106 00:08:30.104 --> 00:08:32.777 You can utilize these brushes to create your artwork effectively 107 00:08:34.500 --> 00:08:37.010 You can take the time 108 00:08:39.416 --> 00:08:43.064 To carefully draw each pen stroke to express texture 109 00:08:43.302 --> 00:08:47.530 However, utilizing the brushes that are already available 110 00:08:50.639 --> 00:08:55.223 can be a faster way to express texture 111 00:08:57.163 --> 00:09:01.144 Let's use the airbrush tool that's already there 112 00:09:04.045 --> 00:09:05.708 To create a new airbrush 113 00:09:08.173 --> 00:09:08.787 From here 114 00:09:13.153 --> 00:09:13.688 To here 115 00:09:15.322 --> 00:09:18.005 Combine the previously drawn pen strokes by using the airbrush tool like this 116 00:09:22.124 --> 00:09:27.431 Then you can express the texture more quickly 117 00:09:31.926 --> 00:09:34.322 and select the eraser tool 118 00:09:39.163 --> 00:09:41.322 To highlight the brighter areas a bit more 119 00:09:42.688 --> 00:09:49.500 And then, tidy up the details in the pen strokes 120 00:10:05.748 --> 00:10:08.906 And finally, adding shadows 121 00:10:26.589 --> 00:10:34.183 You'll need to invest more time if you want to enhance the details further 122 00:10:34.718 --> 00:10:43.876 As you continue to invest more time and gradually refine the pen strokes 123 00:10:44.837 --> 00:10:47.015 The overall quality will improve 124 00:10:59.015 --> 00:11:03.698 And similarly, I've drawn an apple 125 00:11:04.074 --> 00:11:06.797 and I'll also illustrate a box 126 00:11:06.975 --> 00:11:14.017 Digital tools often have features 127 00:11:15.225 --> 00:11:17.807 That allow you to quickly create straight lines for objects like boxes 128 00:11:18.045 --> 00:11:19.312 You can use such features 129 00:11:20.480 --> 00:11:28.500 Practicing drawing lines without relying on tools 130 00:11:29.698 --> 00:11:31.558 and striving to recreate the desired line shapes is 131 00:11:32.172 --> 00:11:35.084 Crucial for improvement 132 00:11:38.361 --> 00:11:41.084 Similarly, set up the lighting 133 00:11:42.045 --> 00:11:51.045 Afterwards, using pen lines to gradually indicate the texture in areas untouched by light is 134 00:12:02.757 --> 00:12:07.351 A practice that helps in creating texture 135 00:12:17.332 --> 00:12:24.500 As you can see, the overlapping lines gradually decrease the texture intensity 136 00:12:25.639 --> 00:12:28.520 It allows for darker and more nuanced expressions 137 00:12:28.837 --> 00:12:36.431 I've also demonstrated the use of lines in drawing 138 00:12:39.718 --> 00:12:43.411 Showing how shadows can be depicted to bring the drawing to a close 139 00:12:44.163 --> 00:12:48.589 This line work requires a significant amount of time to complete 140 00:12:48.589 --> 00:12:49.847 Many practices are necessary 141 00:12:49.847 --> 00:12:51.607 But with effort 142 00:12:52.271 --> 00:12:56.445 You can acquire the ability to draw pictures 143 00:12:56.514 --> 00:12:58.658 With a sufficient level of completion 144 00:12:59.500 --> 00:13:00.500 That's what I believe so 145 00:13:01.351 --> 00:13:05.995 After determining the character's shape through drawing, the next step is coloring the character 146 00:13:06.837 --> 00:13:10.500 Actually, color is a concept that depends on light 147 00:13:11.134 --> 00:13:15.856 Because everything we visually perceive is directly due to light 148 00:13:16.678 --> 00:13:20.173 Understanding light can make you a significant level of artist 149 00:13:20.589 --> 00:13:22.712 Because there is light, we can perceive 150 00:13:22.821 --> 00:13:25.767 The color and mass of objects 151 00:13:26.262 --> 00:13:30.054 However, for basic concept design required in games 152 00:13:30.510 --> 00:13:32.356 If you have drawing skills to accurately represent shapes and coloring skills 153 00:13:32.782 --> 00:13:35.728 You can accomplish the basic concept design 154 00:13:36.252 --> 00:13:40.615 By developing proficiency in color harmony and expressive techniques 155 00:13:40.872 --> 00:13:43.322 You can enhance the completeness of character concepts 156 00:13:44.193 --> 00:13:47.036 Once you have mastered the two aspects described above 157 00:13:47.462 --> 00:13:50.876 It seems you have attained the minimum preparation required for a character concept artist 158 00:13:51.559 --> 00:13:53.223 Let's look at a demonstration together 159 00:13:53.708 --> 00:13:57.558 I'll demonstrate the process of coloring 160 00:13:58.558 --> 00:14:01.500 Using the apple we drew during the drawing process 161 00:14:01.955 --> 00:14:05.955 There are various techniques for coloring 162 00:14:06.411 --> 00:14:11.441 However, due to limited time, I cannot introduce every technique 163 00:14:11.441 --> 00:14:17.391 So, we'll explore the simplest way to color today 164 00:14:17.510 --> 00:14:19.817 Think of it as a very traditional approach 165 00:14:21.678 --> 00:14:27.291 First, let's merge the layer containing the outline 166 00:14:27.291 --> 00:14:31.421 and the layer with the gradient for shading 167 00:14:32.589 --> 00:14:33.995 After emerging 168 00:14:37.708 --> 00:14:41.584 We'll fill in the color within a defined area 169 00:14:42.970 --> 00:14:46.520 On top of the merged layer 170 00:14:50.500 --> 00:14:54.916 I explained to you earlier about the aspect of observational skills 171 00:14:55.500 --> 00:15:01.104 Many people tend to think of apples as simply red 172 00:15:01.500 --> 00:15:04.104 But the surface of an apple actually contains various colors 173 00:15:04.104 --> 00:15:05.269 Observation is key to experiencing 174 00:15:05.824 --> 00:15:09.708 and understanding these aspects 175 00:15:11.827 --> 00:15:17.866 The surface of an apple can contain green hues as well 176 00:15:17.965 --> 00:15:22.866 and it can also include shades of orange, yellow, and more 177 00:15:23.312 --> 00:15:26.906 Paying close attention to those aspects would be helpful 178 00:15:29.005 --> 00:15:32.423 You'll often notice areas where the apple is slightly less ripe 179 00:15:32.423 --> 00:15:37.639 or where green hues are still present in certain parts 180 00:15:39.342 --> 00:15:43.065 So, I hope you'll pay closer attention to apples 181 00:15:43.857 --> 00:15:45.520 The next time you see one 182 00:15:48.342 --> 00:15:51.649 I first applied an overall red tone to the apple 183 00:15:52.530 --> 00:15:59.312 Then added shading to the apple to create volume, keeping in mind the direction of the light source 184 00:16:02.431 --> 00:16:08.164 I'll use varying degrees of darkness and lightness 185 00:16:09.708 --> 00:16:12.243 To accentuate the form and texture of the apple 186 00:16:16.500 --> 00:16:18.708 In the beginning, you can use bold colors 187 00:16:18.708 --> 00:16:23.134 In the later stages, you can always refine and tidy up 188 00:16:23.441 --> 00:16:31.807 So there's no need to be overly cautious and lose confidence in applying colors from the start 189 00:16:58.837 --> 00:17:03.609 Now, as I begin to subtly depict the reflections in the background 190 00:17:05.104 --> 00:17:10.510 You'll notice that the volume and form of the apple improve significantly 191 00:17:16.847 --> 00:17:26.084 Also add some details here and there in the middle of the apple 192 00:17:41.460 --> 00:17:45.960 When colors are layered in multiple stages like this 193 00:17:46.069 --> 00:17:50.203 It allows for a much more natural depiction of the apple 194 00:17:54.431 --> 00:18:01.262 Now in the final stage, the apple has a glossy feel on the surface 195 00:18:01.262 --> 00:18:03.580 In the part where the light comes in and highlights 196 00:18:04.135 --> 00:18:07.629 Peaks are formed like this 197 00:18:08.213 --> 00:18:15.886 Expressing these parts a little will make it look much more lively 198 00:18:22.342 --> 00:18:25.273 And when you want to express something fresher 199 00:18:26.620 --> 00:18:28.966 It would be nice to add things 200 00:18:35.500 --> 00:18:36.876 like leaves 201 00:18:56.332 --> 00:18:58.886 It's also okay to boldly use low-intensity colors 202 00:19:04.233 --> 00:19:06.957 To highlight the volume and contours of the apple 203 00:19:09.660 --> 00:19:14.351 By blending them in darker areas 204 00:19:22.917 --> 00:19:27.510 I've shown you an example of coloring 205 00:19:28.025 --> 00:19:29.609 Using this traditional approach 206 00:19:31.045 --> 00:19:33.817 We will move on to entering the character concept process phase 207 00:19:34.381 --> 00:19:36.322 The first step is creativity 208 00:19:36.856 --> 00:19:40.599 Creativity is the most important elements for concept artists 209 00:19:40.896 --> 00:19:42.936 The second is observational skills 210 00:19:43.500 --> 00:19:44.762 Having a habit of constant observation is crucial 211 00:19:45.158 --> 00:19:48.203 For enhancing the completeness of design 212 00:19:48.639 --> 00:19:52.262 Consideration of design psychology is essential as well 213 00:19:52.856 --> 00:19:58.084 It involves leveraging the aesthetic cognition that people possess, whether consciously or unconsciously 214 00:19:58.431 --> 00:20:00.955 First, you need to practice to enhance your creativity 215 00:20:01.401 --> 00:20:04.332 The purpose of concept design, as mentioned earlier is 216 00:20:04.559 --> 00:20:06.678 For game designers, who are product managers 217 00:20:06.876 --> 00:20:10.642 Visualizing abstract concepts 218 00:20:10.929 --> 00:20:13.163 That are not yet fleshed out in the game design of a product manager 219 00:20:13.668 --> 00:20:17.153 Therefore, it's a job that requires considerable creative ability 220 00:20:18.064 --> 00:20:22.530 It requires a lot of practice and effort to develop creative ability 221 00:20:23.163 --> 00:20:28.589 For example, if you have knowledge about armor through research 222 00:20:29.134 --> 00:20:30.680 Understanding its function and form, when there's a related concept in a project 223 00:20:30.967 --> 00:20:34.658 You can quickly come up with a convincing design 224 00:20:35.302 --> 00:20:38.985 Games often require us to visualize imaginary world and experiences 225 00:20:39.500 --> 00:20:43.906 That we haven't encountered before, unlike movies or dramas 226 00:20:44.678 --> 00:20:46.143 Practicing creativity often begins with 227 00:20:46.677 --> 00:20:49.599 Letting go of preconceived notions and biases 228 00:20:50.342 --> 00:20:55.421 I recommend letting go of any preconceived notions that have developed unknowingly over time 229 00:20:55.965 --> 00:20:57.916 and trying new approaches 230 00:20:58.678 --> 00:21:01.698 Indeed, creative ability is often considered the most essential skill and challenge 231 00:21:01.856 --> 00:21:04.510 For concept artists 232 00:21:04.866 --> 00:21:09.488 Amidst the vast array of game art, it's the creativity that makes game art stand out 233 00:21:09.934 --> 00:21:12.302 Capturing the attention of users 234 00:21:12.639 --> 00:21:16.742 You can create a new character using images of a cat and a knight 235 00:21:17.019 --> 00:21:18.837 Like the one shown in the next image 236 00:21:19.223 --> 00:21:22.015 Observing objects closely is necessary in everyday life 237 00:21:22.559 --> 00:21:24.361 Many things often go unnoticed as we pass by them 238 00:21:24.866 --> 00:21:27.364 However, I believe that by taking a closer look 239 00:21:27.741 --> 00:21:31.035 We can experience more artistically 240 00:21:31.817 --> 00:21:33.315 It's true even just by looking at a single tree-lined street 241 00:21:33.573 --> 00:21:36.381 or observing the common weeds growing around us 242 00:21:36.856 --> 00:21:39.810 People generally have aesthetic sensibilities and preferences 243 00:21:40.315 --> 00:21:42.847 For visual idioms that resonate with them 244 00:21:43.579 --> 00:21:49.361 Therefore, leveraging the visual idioms that people have can enhance persuasiveness 245 00:21:49.985 --> 00:21:53.738 How should I adjust the proportions to make my character look more realistic? 246 00:21:54.500 --> 00:21:56.916 How can I make it look cuter? 247 00:21:57.332 --> 00:22:00.490 or how can I make it look like a cool hero? 248 00:22:01.361 --> 00:22:05.847 In design psychology, there are many elements such as 249 00:22:06.302 --> 00:22:08.530 Proportion, composition, lighting arrangement, and mise-en-scène 250 00:22:09.371 --> 00:22:13.579 These are the areas you can explore further through in-depth study 251 00:22:14.134 --> 00:22:15.609 I will provide few examples 252 00:22:16.619 --> 00:22:20.134 In general, everyone possesses some degree of aesthetic sensibility 253 00:22:21.005 --> 00:22:26.757 But due to the inability to express those sentiments themselves 254 00:22:27.054 --> 00:22:29.629 They may lack confidence in drawing 255 00:22:30.847 --> 00:22:34.434 Generally, what are some ways we try 256 00:22:34.692 --> 00:22:38.460 To make characters appear younger/youthful? 257 00:22:38.639 --> 00:22:41.163 Or how can we make them feel cuter? 258 00:22:41.906 --> 00:22:46.587 These aspects are of great interest to developers 259 00:22:47.003 --> 00:22:50.946 Creating casual characters or fancy characters 260 00:22:51.035 --> 00:22:53.035 Prompting them to put in a lot of effort to achieve those qualities 261 00:22:54.381 --> 00:22:59.431 For instance, one common way to make a character appear younger is 262 00:23:00.995 --> 00:23:06.035 By giving them a slightly oval-shaped face, as humans generally have 263 00:23:06.559 --> 00:23:11.332 If you draw a horizontal line down the middle of the face 264 00:23:12.411 --> 00:23:15.203 and then add a vertical Iine 265 00:23:15.658 --> 00:23:23.302 Then, you can define the forehead where the hairline begins 266 00:23:24.876 --> 00:23:28.500 By focusing on the area between the central line and the rest of the face 267 00:23:29.074 --> 00:23:35.282 And from here to this point, you divide this distance into three equal parts 268 00:23:35.728 --> 00:23:39.658 Typically, from here, you would draw the eyebrows 269 00:23:41.500 --> 00:23:43.292 Let's take a look again 270 00:23:47.322 --> 00:23:49.896 I'll try to explain on the left and draw on the right 271 00:23:51.361 --> 00:24:00.124 At this stage, dividing the distance to the chin into three equal parts 272 00:24:01.074 --> 00:24:07.163 If each segments is in a 1:1:1 ratio 273 00:24:07.530 --> 00:24:12.223 What people consider the most beautiful is the way people look at them 274 00:24:12.490 --> 00:24:16.252 There are some prejudices about aesthetic composition 275 00:24:16.252 --> 00:24:21.797 How can we make it look more younger/youthful while maintaining the aesthetically pleasing proportion? 276 00:24:22.530 --> 00:24:27.252 What defines looking younger/youthful is the angle here 277 00:24:28.045 --> 00:24:31.797 and the first line going up to the eyebrows 278 00:24:32.124 --> 00:24:35.480 Mark up to the glabella 279 00:24:36.381 --> 00:24:40.262 and then the second line is the nose 280 00:24:41.262 --> 00:24:44.668 The shorter the distance from the top of the nose to the end of the nose 281 00:24:44.985 --> 00:24:54.975 The more it appears younger 282 00:24:55.450 --> 00:24:59.163 When this distance is shortened, it appears more young 283 00:24:59.777 --> 00:25:01.282 Let's give it a try 284 00:25:08.589 --> 00:25:11.550 Remove certain lines here 285 00:25:33.252 --> 00:25:38.906 Maintaining the 1:1:1 ratio as a reference for the character's facial expression 286 00:25:39.629 --> 00:25:44.569 But I'll try extending the distance from the nose tip to the chin 287 00:25:45.431 --> 00:25:49.480 When extending it downward like this 288 00:25:54.668 --> 00:25:55.728 Shall we compare it to the previous one? 289 00:25:56.946 --> 00:25:59.292 Let's create another one separately and compare them 290 00:26:07.421 --> 00:26:12.421 When extended like this, having a longer lower face 291 00:26:13.797 --> 00:26:16.094 It makes you look a little older 292 00:26:17.104 --> 00:26:21.926 So if we look at the cause separately 293 00:26:23.183 --> 00:26:25.490 When you have a face like this 294 00:26:33.847 --> 00:26:37.292 You place the eyes along the middle line 295 00:26:39.649 --> 00:26:47.569 The height of the eyes often contributes to the perception of youthfulness 296 00:26:50.114 --> 00:26:51.371 It would be the same above 297 00:26:51.371 --> 00:26:56.272 It's because when the lower face becomes longer, the overall eye height rises 298 00:26:56.272 --> 00:26:58.223 Above the midline compared to the length 299 00:27:01.183 --> 00:27:03.708 I will simplify it a bit more 300 00:27:09.876 --> 00:27:15.678 If your raise the irises above the midline in this situation 301 00:27:16.153 --> 00:27:24.153 You'll get a different feel when you move the position of the eyes 302 00:27:25.500 --> 00:27:26.381 I will make a comparison 303 00:27:27.197 --> 00:27:27.861 Here and here 304 00:27:51.332 --> 00:27:53.540 With these adjustments 305 00:27:56.866 --> 00:28:02.292 The character on the right looks much younger 306 00:28:03.599 --> 00:28:08.495 These are the same facial proportion differences 307 00:28:08.831 --> 00:28:11.550 That occur naturally as people grow and age 308 00:28:11.916 --> 00:28:16.678 As people age, the positioning of the eyes shift from being lower in the face towards being more centered 309 00:28:16.678 --> 00:28:22.312 Which contributes to the adult appearance gradually taking shape 310 00:28:22.718 --> 00:28:27.351 Even though it's a natural phenomenon 311 00:28:27.351 --> 00:28:30.307 People tend to associate certain facial features 312 00:28:30.505 --> 00:28:34.064 With youthfulness or aging 313 00:28:34.896 --> 00:28:38.559 It's a natural process that leads to such perceptions 314 00:28:41.767 --> 00:28:46.286 And using these two aspects 315 00:28:46.840 --> 00:28:53.322 We develop characters in comics or games as hero types and regular types 316 00:28:54.223 --> 00:29:02.649 Which are commonly known as NPCs, or non-player characters 317 00:29:03.054 --> 00:29:07.094 When designing typical characters 318 00:29:07.500 --> 00:29:15.748 The overall facial shape of a hero is typically represented by an oval 319 00:29:17.975 --> 00:29:25.975 And in general cases, drawing a bit closer to a circular shape gives 320 00:29:26.649 --> 00:29:32.876 A stronger impression of the hero when compared to an oval shape 321 00:29:33.460 --> 00:29:34.361 Let me give you an example 322 00:29:41.500 --> 00:29:43.153 This is a very large oval right now 323 00:29:44.688 --> 00:29:45.757 You first draw a circle 324 00:29:49.926 --> 00:29:50.757 and express it like this 325 00:29:53.787 --> 00:29:56.163 Then you need to think about the overall composition 326 00:29:56.262 --> 00:30:02.015 Even if the face is not oval-shaped and is depicted in a more typical, normal way 327 00:30:03.678 --> 00:30:10.906 Using things like hair, accessories, hats, or helmets 328 00:30:11.302 --> 00:30:15.902 To shape the overall look 329 00:30:16.971 --> 00:30:19.668 and outline it in an oval shape 330 00:30:20.282 --> 00:30:23.757 It gives more a heroic appearance and affects people's perception accordingly 331 00:30:24.500 --> 00:30:27.817 Of course, factors like height and proportion play a role as well 332 00:30:28.262 --> 00:30:32.496 Proportions like the golden ratio (9:1) or the eight-head figure 333 00:30:33.377 --> 00:30:37.223 Often contribute to a heroic perception 334 00:30:37.748 --> 00:30:41.332 It's because these proportions are not commonly observed in real life, which adds to the sense of heroism 335 00:30:42.144 --> 00:30:49.104 When depicting characters like this here 336 00:30:54.460 --> 00:31:00.322 We represent the face in a more ordinary form 337 00:31:03.540 --> 00:31:06.817 Then, by using forms like helmets 338 00:31:11.371 --> 00:31:19.510 We shape the overall character to fit into an oval 339 00:31:21.946 --> 00:31:28.233 Giving the impression of heroism to ordinary people 340 00:31:30.837 --> 00:31:35.342 So, when we look at ancient generals or warriors with helmets, for example 341 00:31:35.946 --> 00:31:42.757 They often wore helmets 342 00:31:42.856 --> 00:31:47.774 That were designed to appear more imposing 343 00:31:48.220 --> 00:31:49.975 By raising them upwards like this 344 00:31:52.312 --> 00:31:57.361 That, too, is an image they created 345 00:31:57.500 --> 00:32:02.411 To emphasize the appearance of a hero 346 00:32:02.748 --> 00:32:06.995 or the awe that people generally feel 347 00:32:11.134 --> 00:32:13.975 And in the same situation 348 00:32:18.817 --> 00:32:22.460 When comparing 349 00:32:25.193 --> 00:32:32.213 I will change then style to a more rounded shape on the right side 350 00:32:52.153 --> 00:32:56.035 We also need to stretch the shape a bit sideways to achieve a rounder look 351 00:32:59.252 --> 00:33:02.559 Let me draw the guidelines for the rounded shape like this 352 00:33:12.124 --> 00:33:15.371 Perhaps even a bit rounder would be better 353 00:33:32.847 --> 00:33:36.361 Similarly, the process of growing a height of 9 or 8 heads tall is 354 00:33:37.411 --> 00:33:38.906 Quite similar to human growth 355 00:33:39.569 --> 00:33:43.748 Human babies are initially about 3 heads tall when they are born 356 00:33:44.322 --> 00:33:50.629 But as they grow, they eventually reach a height of around 7 or 6.5 heads tall 357 00:33:51.233 --> 00:33:54.036 Typically, proportions of 8 heads or more, such as 9 heads are 358 00:33:54.452 --> 00:33:56.777 Less common in the real world 359 00:33:56.955 --> 00:34:01.421 That's why many people perceive characters with such proportions as heroic 360 00:34:02.500 --> 00:34:06.035 This kind of character design aligns with 361 00:34:06.035 --> 00:34:09.837 The basic aesthetic conventions that people have 362 00:34:09.837 --> 00:34:11.886 Indeed, leveraging these aesthetic conventions can 363 00:34:12.144 --> 00:34:15.423 Greatly enhance 364 00:34:15.423 --> 00:34:17.678 The appeal of the artwork one is creating 365 00:34:17.787 --> 00:34:22.381 So, regarding these asepcts 366 00:34:22.381 --> 00:34:24.901 There are elements like aesthetic conventions, design psychology 367 00:34:25.287 --> 00:34:29.787 Proportions of the subject, composition, as well as lighting and staging 368 00:34:30.035 --> 00:34:35.411 By utilizing these elements 369 00:34:35.757 --> 00:34:38.163 We can effectively express the aspects we want to portray 370 00:34:38.856 --> 00:34:41.953 Now, let's utilize the concepts we discussed earlier 371 00:34:42.369 --> 00:34:44.005 To create some concept designs 372 00:34:44.777 --> 00:34:48.441 First, we'll start by creating concept designs using silhouettes 373 00:34:49.371 --> 00:34:51.248 Concept design using silhouettes is 374 00:34:51.950 --> 00:34:56.104 The most suitable design approach for game development, so I'll introduce it during this session 375 00:34:56.639 --> 00:35:01.738 When developing, character and world design are created based not the product manager/game designer's concept proposal 376 00:35:02.431 --> 00:35:05.688 During this process, you'll collaborate closely with the product manager 377 00:35:06.064 --> 00:35:11.262 Early on, you'll use silhouette art to quickly and diversely generate ideas 378 00:35:11.668 --> 00:35:15.292 And converge towards final designs through collaboration with the manager 379 00:35:16.193 --> 00:35:18.738 I'll explain the production process through a simple demonstration 380 00:35:19.500 --> 00:35:23.589 I'll show you the process of creating concept art using silhouette 381 00:35:24.153 --> 00:35:29.579 As you know, silhouette art, as I mentioned earlier 382 00:35:30.144 --> 00:35:34.457 Silhouette art is a crucial concept design method in game development 383 00:35:34.933 --> 00:35:36.639 Because of the necessity for close collaboration 384 00:35:37.153 --> 00:35:40.213 Between design and planning stages 385 00:35:40.965 --> 00:35:45.649 When a person looks at an object 386 00:35:46.005 --> 00:35:48.748 The first thing they typically perceive is its outline of the object 387 00:35:49.233 --> 00:35:51.328 Since shape is the first ting to be perceived 388 00:35:51.685 --> 00:35:56.371 Inspired by the fact that shapes are perceived first 389 00:35:56.708 --> 00:35:59.994 This process involves quickly sketching the outline of the character at the roughest stage 390 00:36:00.251 --> 00:36:04.243 When conceptualizing character concepts 391 00:36:04.490 --> 00:36:08.688 The demonstration I'm about to show you will cover themes like casual 392 00:36:13.351 --> 00:36:22.361 RPG, and knight characters 393 00:36:22.579 --> 00:36:26.074 Among the brushes provided by default 394 00:36:26.342 --> 00:36:32.684 You can choose a solid brush 395 00:36:33.645 --> 00:36:39.169 With a sharp edge 396 00:36:39.169 --> 00:36:43.015 Which creates a solid outline with a sharp and defined edge 397 00:36:44.351 --> 00:36:45.461 It doesn't matter what form it takes 398 00:36:45.847 --> 00:36:48.361 You can work very roughly 399 00:36:48.688 --> 00:36:51.609 Because we'll organize everything later 400 00:36:52.332 --> 00:36:57.401 Even though it may seem like I'm just applying black paint randomly 401 00:36:58.411 --> 00:37:02.392 In my mind, I'm drawing the picture while keeping in mind 402 00:37:03.867 --> 00:37:08.619 Some of the details of the character inside 403 00:37:10.124 --> 00:37:18.213 In a little while, once everything is tidied up 404 00:37:18.946 --> 00:37:26.077 I'll also try to express some internal details 405 00:37:26.681 --> 00:37:30.787 While showing you what I'm envisioning in my mind as I work roughly like this 406 00:37:33.401 --> 00:37:37.718 Since it's a casual line 407 00:37:39.401 --> 00:37:45.035 The character's proportions can be divided using head size to human scale 408 00:37:45.639 --> 00:37:53.411 In casual lines, SD characters, or Super Deformed character, are used 409 00:37:53.559 --> 00:37:56.168 "Deformed" here means that they have been significantly altered 410 00:37:56.495 --> 00:38:00.005 So think of them as highly transformed 411 00:38:00.173 --> 00:38:07.371 I'm currently designing a 3-head tall character 412 00:38:08.064 --> 00:38:10.540 Which is often used for creating cute characters 413 00:38:14.530 --> 00:38:16.490 You can go even shorter than that 414 00:38:16.490 --> 00:38:20.074 You can even go for 2 or 2.5 heads tall if you like 415 00:38:24.619 --> 00:38:31.500 Thinking about the proportions of the character, I proceed with styling in mind 416 00:38:36.896 --> 00:38:39.886 Considering what form would best suit the character's basic style 417 00:38:41.332 --> 00:38:49.579 It seems like the outlines are starting to take shape now with the character holding a knife 418 00:38:52.134 --> 00:38:59.611 Since it's supposed to be a cute character 419 00:38:59.611 --> 00:39:03.817 It's holding a knife with a slightly cute feel rather than something too sharp or violent 420 00:39:06.144 --> 00:39:09.462 I'll also add a shoe here 421 00:39:10.809 --> 00:39:14.976 Actually, the first thing to do when working on such concept designs is 422 00:39:15.104 --> 00:39:17.936 To gather references 423 00:39:18.837 --> 00:39:22.906 You can collect various materials needed for your character design through 424 00:39:25.074 --> 00:39:30.015 Google search or other sources 425 00:39:30.500 --> 00:39:36.465 And after thoroughly familiarizing yourself with the collected materials and digesting them 426 00:39:37.564 --> 00:39:44.431 Designing your character will be much more effective 427 00:39:45.084 --> 00:39:54.243 Without doing so, there's a high likelihood of ending up with a design 428 00:39:54.629 --> 00:39:57.827 That feels outdated or lacks persuasive power 429 00:39:59.450 --> 00:40:12.629 You can establish a focus this way 430 00:40:15.520 --> 00:40:18.569 First, one character has already been created 431 00:40:23.074 --> 00:40:25.510 And we just copy paste this one 432 00:40:25.886 --> 00:40:32.262 Let me copy and paste this 433 00:40:32.490 --> 00:40:34.876 Then show some detailed sketches on top of the design 434 00:40:36.906 --> 00:40:40.322 We worked on in the beginning 435 00:40:40.322 --> 00:40:44.422 I'll show you the process of detailing in the next session 436 00:40:45.303 --> 00:40:47.906 But for now, let's just roughly sketch out the details 437 00:40:48.450 --> 00:40:50.579 If I show you a rough version now 438 00:40:51.183 --> 00:41:00.902 At this stage, picking up slightly brighter colors from the back 439 00:41:02.269 --> 00:41:05.965 And roughly representing the image I have in my mind 440 00:41:12.223 --> 00:41:13.599 The hair is also a bit there 441 00:41:18.401 --> 00:41:26.450 and this part resembles the shape of the hats worn in medieval times 442 00:41:27.163 --> 00:41:34.530 And let's try to make the character's face look cute like this 443 00:41:43.401 --> 00:41:48.223 You should roughly aim for this kind of feeling when drawing 444 00:42:13.213 --> 00:42:17.541 So, can you roughly see what I had in mind 445 00:42:18.967 --> 00:42:21.094 While working on this silhouette? 446 00:42:21.342 --> 00:42:24.856 I imagined a shield-like structure for the back 447 00:42:28.500 --> 00:42:32.064 You can quickly come up with an idea 448 00:42:32.629 --> 00:42:38.826 and quickly spread another design like the one you just saw 449 00:42:39.688 --> 00:42:42.094 To create another design 450 00:42:42.688 --> 00:42:43.385 Let's take a look 451 00:42:44.118 --> 00:42:47.570 I wanted to express the character wearing a cute hat 452 00:42:48.065 --> 00:42:50.807 More like a knight 453 00:42:51.064 --> 00:42:54.431 So I'm going to draw it in armor style 454 00:42:55.827 --> 00:43:00.419 Later, when I work on the details 455 00:43:00.766 --> 00:43:04.550 You'll get a sense of how the armor will be represented 456 00:43:21.658 --> 00:43:26.801 From this rough sketch, you might already have a rough idea of 457 00:43:27.326 --> 00:43:30.391 What the image will look like 458 00:43:32.193 --> 00:43:36.193 I'll try to depict the crest on top of the helmet a bit 459 00:43:36.946 --> 00:43:43.787 And I'm envisioning the shield at the back 460 00:43:48.807 --> 00:43:51.856 Being held forward like a shield 461 00:43:52.639 --> 00:44:00.312 So you can see how a silhouette of a shield like this would be included here, right? 462 00:44:03.936 --> 00:44:07.500 You can boldly and crisply sketch it out 463 00:44:07.500 --> 00:44:14.505 Details can be refined later by removing unnecessary parts 464 00:44:14.782 --> 00:44:16.272 and adding necessary ones 465 00:44:16.272 --> 00:44:21.401 Through this process of detailing up, improvements can be made as needed 466 00:44:23.163 --> 00:44:28.094 If you're too cautious from the start because of fears like not being able to fix or make mistakes 467 00:44:28.926 --> 00:44:32.252 Time will just keep passing by 468 00:44:34.698 --> 00:44:38.945 And the cute sword in front 469 00:44:40.063 --> 00:44:47.995 Can be made into a form more suitable for combat 470 00:44:48.500 --> 00:44:54.520 Let's try to make it a bit sharper 471 00:44:54.520 --> 00:44:57.540 To add a different image 472 00:45:35.718 --> 00:45:38.578 To make the legs appear longer 473 00:45:39.152 --> 00:45:42.054 Extend them downward a bit more 474 00:45:45.167 --> 00:45:45.821 Here 475 00:45:53.322 --> 00:46:01.203 I'll give the character leather boots reminiscent of those worn by ancient knights 476 00:46:14.391 --> 00:46:16.827 Now that the outlines are done 477 00:46:17.372 --> 00:46:23.223 Let's see together how these outlines will transform into the final design 478 00:46:24.460 --> 00:46:30.168 Let's sketch out how we plan to render this lightly 479 00:46:30.842 --> 00:46:33.015 To see how we've drawn it so far 480 00:46:46.005 --> 00:46:49.200 At this level of representation 481 00:46:49.745 --> 00:46:52.619 This is the most fundamental form of silhouette concept art 482 00:46:53.579 --> 00:47:00.649 As you saw, I quickly copied the first design and moved it over, right? 483 00:47:00.856 --> 00:47:02.389 I moved it, and the second one appeared 484 00:47:02.557 --> 00:47:05.916 When the second one comes out, you can use the first one again 485 00:47:06.064 --> 00:47:10.982 Pulling out the first one again 486 00:47:12.200 --> 00:47:16.460 You can use it to change the image in a different way 487 00:47:17.401 --> 00:47:22.094 Here, previously the character was wearing a hat, but now I'll remove it 488 00:47:22.332 --> 00:47:29.371 After removing the hat, I'll use the hair to recreate the silhouette 489 00:47:30.104 --> 00:47:31.054 The overall appearance 490 00:47:33.797 --> 00:47:35.441 By shaping it like this 491 00:47:40.401 --> 00:47:46.203 You create another form for the character's appearance 492 00:47:46.381 --> 00:47:51.252 And then, erase the image that was used as a shield earlier 493 00:47:51.995 --> 00:47:55.899 I'll make a bag that looks like 494 00:47:56.225 --> 00:47:59.658 It's meant for a long journey somewhere far away 495 00:48:04.569 --> 00:48:09.183 You can also see that between 10 to 15 minutes 496 00:48:11.361 --> 00:48:17.124 Three other characters were created 497 00:48:19.946 --> 00:48:25.072 Visualizing the images in the mind of the product manager in this way 498 00:48:25.587 --> 00:48:28.411 and after the meeting, if the manager favors the second one 499 00:48:29.045 --> 00:48:34.121 Then the silhouette concept work will be based on the second one 500 00:48:34.200 --> 00:48:37.182 Ultimately, it's the process of finalizing the character design 501 00:48:37.291 --> 00:48:39.015 with the approval of the manager 502 00:48:39.870 --> 00:48:43.524 Item and Object(Props) Design 503 00:48:43.936 --> 00:48:48.629 Next, let's explore item and props design within the game 504 00:48:49.361 --> 00:48:51.852 Due to time constraints 505 00:48:52.258 --> 00:48:55.084 I'll provide a brief overview of the following sections 506 00:48:56.064 --> 00:48:58.144 First, let's talk about item design 507 00:48:58.847 --> 00:49:03.064 This refers to all the objects that players can acquire and use within the game 508 00:49:04.045 --> 00:49:08.567 Items serve various purposes, such as empowering or enhancing the abilities of players in combat 509 00:49:09.200 --> 00:49:12.946 or decorating the appearance of in-game characters 510 00:49:13.490 --> 00:49:17.421 Additionally, various in-game assets such as gems, potions, and 511 00:49:18.054 --> 00:49:20.655 All assets used in the user interface (UI) 512 00:49:20.804 --> 00:49:22.748 Can also be considered part of item design 513 00:49:23.045 --> 00:49:27.606 Objects refer to various buildings, vehicles, landmarks, and 514 00:49:28.131 --> 00:49:30.925 Other elements used to construct the game world 515 00:49:31.222 --> 00:49:34.074 This area also falls within the purview of designers 516 00:49:34.667 --> 00:49:38.499 Techniques for Creating Effects and Animations 517 00:49:39.025 --> 00:49:40.562 The animation and effects part is a bit different 518 00:49:40.562 --> 00:49:43.094 From concept design in practice 519 00:49:43.599 --> 00:49:46.450 The animation and effects part are so separate and operate independently 520 00:49:47.114 --> 00:49:50.646 However, animations and effects play a significant role in the impact 521 00:49:50.972 --> 00:49:54.015 and immersion of players within the game 522 00:49:54.599 --> 00:49:58.376 If animations feel awkward, no matter how cool the character is 523 00:49:58.653 --> 00:50:00.916 It can significantly diminish the overall quality of the game 524 00:50:01.579 --> 00:50:05.980 The effective application of effects enhances gameplay satisfaction 525 00:50:06.247 --> 00:50:09.698 and makes special moments feel more spectacular 526 00:50:10.183 --> 00:50:12.739 In the second lecture 527 00:50:12.898 --> 00:50:15.847 I'll provide more detailed explanations on animations and effects 528 00:50:16.351 --> 00:50:19.357 Above, we've explored the preparation and production process 529 00:50:19.357 --> 00:50:21.411 For character concept creation 530 00:50:21.411 --> 00:50:24.342 and also introduced animations and effects 531 00:50:24.342 --> 00:50:26.145 It's unfortunate that due to the short lecture time 532 00:50:26.145 --> 00:50:30.084 We couldn't delve deeper into the explanations 533 00:50:30.579 --> 00:50:34.163 In the next lecture, I'll aim to provide more comprehensive explanations 534 00:50:34.163 --> 00:50:36.144 So please refer to the video for further details 535 00:50:36.144 --> 00:50:38.797 Thank you for staying with me through this lengthy lecture 536 00:50:39.395 --> 00:50:41.687 Character Concept Design Techniques Concept Design Creative process of visualizing abstract ideas from the mind of the storyteller Character Concept Process Preparation stage Tool: Proficiency in operating tools is required 537 00:50:41.687 --> 00:50:44.199 Drawing: Fundamental skill set required Coloring: applying colors to characters Entry Stage: Creativity, observation, design psychology Mature Stage: Silhouette concept art 538 00:50:44.199 --> 00:50:46.365 Utilizing silhouette art to quickly and diversely shape ideas and converge them into final concepts through collaboration with product managers 539 00:50:46.365 --> 00:50:50.315 Item and Object (Props) Design Item Objects that players can acquire and use within the game Object Various buildings, vehicles, landmarks, and other elements that compose the game world 540 00:50:50.315 --> 00:50:52.829 Techniques for Creating Effects and Animations Animation and effects They greatly influence the sense of impact within the game and enhance player immersion 541 00:50:52.829 --> 00:50:54.256 Effects elevate the enjoyment of gameplay and make special moments even more spectacular