Hello, this is Jung Sunghwa, a concept artist
In the previous lecture, using silhouette concept art
We could quickly visualize various ideas
Now, let's look at adding volume and describing the details of a concept
Where only the silhouette, that is, the outline, is visible
The most important thing in expressing the sense of volume is light
Light is the most difficult and essential element for all painters to master
However, I will only provide minimal guidance in the basic-level lectures
This is because when you are not familiar with the form of concept design required for game production
Taking a too in-depth approach may be counterproductive
Detailing character an item design is
A process that is an extension of the silhouette concept art created in the last lecture
In a moment, we will demonstrate the detailed work using the character from the last session
Second, the game background concept design technique
Explains the background asset design production process through perspective drawing
Third, I will explain through effects and animation production examples
Character & Item Design Detailing Technique
This is the process of enhancing character and item design
It is also called silhouette concept design and high concept design
They are used as the same concept
This completes the silhouette concept design created in the last lecture
And moves it into the final draft through a detailed description and coloring
The same goes for items
But here is something that should not be overlooked
You must understand the differences between game genres and platforms consider them thoroughly
Then plan for the final result
There are countless genres of games, such as RPG
FPS, Racing, VS, Sports, etc.
Platforms include PC, console, mobile, etc.
There are also differences in design depending on age group
You need to analyze preferences by age group
There are indeed many things to consider when designing a concept
However, it is also possible to design without these considerations
You can understand this in theory as it exists
Let's take a look at the demonstration together
Using the silhouette concept art prepared in the last lecture
We will look at the design details and advancement process
Of course, coloring is also included
Among the images I prepared, I chose design number 2 in the middle to enhance it
The second character got the best reviews from the project manager
And it was decided to improve the design through this part
Let's put the rest of the designs aside for now
And work on the second character
Only work on the outer lines of the silhouette shape
And inner details were set
In a very rough, formal form
In this state, a process is necessary to express more detail and do coloring
Create a layer above this state
And apply a new layer mode
To brighten the tone of the original shape of the original color at the bottom
After that, with the layer mode changed to Multiply
If you do brushing
You can see the coloring like this
This method is called the Digital Grazing Technique
This method can also be used
Because it's digital
However, the method I will introduce today
I think it will be done traditionally, like coloring apples
First, I'll arrange the basic color
Because it is a casual line and an RPG series
The overall color saturation should be slightly high
You need to decide what color to apply
In that regard, you need to set the color space slightly high
Below, I will try to express the details of the internal image better
Likewise, I will do roughly
You can draw roughly at first
It would be good to add a little bit of hair like this
It is said to be plate mail wearing armor of the Middle Ages
I'm thinking of it as a knight wearing plate armor
Since all the coloring needs to be included at the top anyway
There is no need to put too much effort into the bottom sketch
Correct the character's overall shape through outlines
And draw the necessary parts
It would be nice to have more data on plate armor
If you are always interested
In plate armor and already have information
The completeness of the design will be much higher
I'll draw the hand like this
Also the sword design
Slowly, the details of the character begin to emerge
Currently, I am drawing with Pencil
However, beginner designers who still have difficulty using lines
Or those studying drawing can use the various functions provided by Photoshop
To design characters in ways other than line drawing
So, I hope you find that method as well
Overall, finish like this
Express the shield part
And I will complete the overall design details in this way
You may think like this
Those highly skilled in drawing
May skip this detailing process and proceed directly to the advanced work
However, since these people are highly skilled
I think it would be good for you
To practice drawing these details
I'm designing shoes
Since it's the RPG character from the Middle Ages
You can't wear modern shoes
By referring to the design references of the design
It is good to look for medieval shoes and use them as design elements
The design has somewhat come out
This is where coloring begins
You can use a variety of brushes for coloring
But we will use the brush most commonly used in Photoshop
You can think of using the basic brush given as the default
Like this
Put a new layer
The color of the armor was first considered a yellow tone
Since this is a Medieval Age RPG character
The skin tone should be slightly Caucasian
For coloring, the first decide on the color on the surface
And color it, considering where and what color will be placed
I'm still drawing roughly
There is no need to be too detailed and meticulous from the beginning
This is because it is a process that can be advanced slowly, step by step
I will color the hair red
When painting and coloring
You need to pay attention to color saturation
Just as music has chords, color also has them
When it breaks, it is visually very distressing to those who see it
The biggest reason for such discomfort is
The problem of saturation
When colors of different saturations are spread
Indiscriminately on one screen
It feels visually difficult to see
The same goes for songs
It's the same thing that makes you not want to listen to a song when the chords are broken
If you are well aware of the concept of the color saturation
And study the parts related to saturation
I think it will be of great help when painting next time
In need, while working
There may be times when you need to change the color
In that regard, you can boldly change it
You are responsible for this painting anyway
Don't be afraid and take on the challenge boldly
Since no one is good at drawing from the beginning
The worst thing is not drawing, being scared
Likewise, we need to express a sense of volume here as well
Since there are parts where light enters
And parts where light doesn't enter
You must also consider the shadows created by the hair
When expressing a shadow at the bottom
The difference between adding and not adding a shadow is very large
The shadow separates the colors
And creates a sense of space
That's why thinking about shadows is very important
You need to understand metal
And think about how best to express the material
I'm currently working on virtualizing
The light falling from the top
In 3D, when creating light
You can create light and provide
Lighting directly in the 3D engine tool
So the parts of creating light are
Easier than in 2D
However, when working in 2D
And doing concept work like this in 2D
Producing the light
You have to produce the light
Otherwise, you will suffer losses in all aspects
Including the stage's overall atmosphere
And the character's sense of volume
So don't just use a directional light
Also think about things like
Auxiliary light coming from behind
By detailing up
Then, finalize the color again
With color adjusting
The final character
That can be used as the main character in the game is
Completed by going through those process
Applying flat colors is not interesting
So, if you work with color combinations like this
It becomes a much more enjoyable drawing
In this way, it is a process of upgrading one by one
I showed you this intermediate process
I will end the demonstration
By looking at the final image
Let's look at the image shown in the final step
As this is completed
Through material rendering
It is said that rendering is done to create an image that determines the volume
Or overall tone and manner
This is the process of expressing rendering in this way
And completing it into the final character
Game Background Concept Design Technique
Second, let's look at the background concept design
It's commonly used as a background, world concept, environmen concept, etc.
In this lecture, we will refer to it as the background concept
Background and character concept design are
The most important parts that determine the game's worldview
The background concept design also includes landmarks, buildings, statues
And various vehicles from the game world
To design a background concept
Understanding perspective drawing is a prerequisite
Perspective drawing is an art technique
Created to express the distortion of form according to the distance we perceive in reality
In the last lecture, I briefly explained
Background concept design
In this lecture, we will learn through a simple demonstration
Today, I would like to explain the two point perspective
Perspective drawing methods include one point, two point, three point, five point perspective, and curved perspective
But the most widely used in game development is
Two point perspective
Let's demonstrate perspective drawing together
Let's look at how to design a building using
A two point perspective, which is most commonly used in games
The reason for using a two point perspective is that
When the perspective becomes more than two point, one more axis appears
So more distortion of the building's exterior occur
So, when delivering the design to 3D modelers
Some things can be misunderstood
The two-point perspective uses only two vanishing points
So there is no top-down distortion
This part may be a bit complicated
But next time when we have a chance to study the background perspective
I think you will be able to understand
What I just said a little better
This is where horizontal and vertical lines have been drawn
Two point perspective is a technique of drawing using two vanishing points
As mentioned earlier, the reason for using two point perspective is that
Distortion is eliminated
And both sides can be seen together
So that concept art can be done more three-dimensionally
Therefore, a two point perspective is often used because it can show
The three-dimensional parts of the concept art
Likewise, a one point perspective is
A perspective drawing that is difficult to express three-dimensionally
I'm using two vanishing points
To keep adding lines that meet this vertical line
This is the perspective line
Later, these perspective lines will be used
To determine the shape of the building
Now, let's add a new layer
After that, the layer on top
The two point vanishing point is called a perspective line
The perspective lines are extracted like this
So, I will change the color slightly
So that it doesn't overlap with
The image of the building drawn below
I will change the color to red
And modify it slightly to make it different
From the image below
Let's draw it using the blue color
Below
If you connect the points where these perspective lines coming out of
The vanishing point above meets like this
You will find the part where this rectangular shape meets the vertical line
By doing this, one face is completed
One face is completed
And a perspective line is extracted from this line
Toward the vanishing point on the left
Here, draw a point that connects to the perspective point from the light
Where it meets the vertical line
If you connect the parts to the perspective line on the left
Due to a vertical line here
A new face will appear
Let's remove the parts where vertical lines are drawn first
As you can see, this kind of hexahedron shape will appear
In this way, you can see
What is called linear perspective
A form of perspective drawing that allows you to express very accurately
The distortion of buildings depending on the distance
It's two point vanishing point
Two vanishing points are used
What is a three point perspective?
By adding a point to the vertical line, top or bottom
You find a perspective line toward that direction
And draw the shape of this building through that perspective line
As you can see, there is no distortion at the top or bottom of this two point vanishing point
Distortion occurs to the left and right
However, since there is no distortion up and down
Many misunderstandings can be eliminated when doing 3D modeling
However, in the case of 3D projection
It is a technique
Often used to expand and maximize the sense of space
When doing illustrations
The three point perspective is also not widely used in producing actual game data
Like this
At the bottom, we use the shape of the hexahedron
Obtained through this perspective drawing
And draw the necessary drawings on top of it
Now that the shape of the building is ready
I will erect the pillars one by one like this
If you want to make it a 2nd floor, find the middle line in the middle
And divide it to make the second floor
Make the pillars like this
If you want to understand the background concept of a building well
You need to study the structure of the building, etc.
If you look at people working without knowledge of the building
There are many cases where the pillars on the exterior wall are barely visible
A building cannot be used without pillars on the outside
But if these parts are overlooked and not expressed
The building itself will look awkward
The closer the two vanishing points are, the greater the distortion of the building
So, if you want to reduce the distortion of the building
Make the vanishing point as far away as possible
Then, you can stably draw the shape of the building
With significantly less distortion
I am now showing how to design a building in the form of American wooden buildings
All the frames should be on the outline side one by one
The frames are created, and things like window frames are
Made as decoration or because they are necessary parts for the function of the building
Create a door into the house at the bottom
You'll need a window on the second floor too
The window distortion can also be done by following this perspective drawing
You can easily get a guide if you draw
A perspective line like this
I am designing the second floor
Suppose you find it uninteresting to keep going horizontally
To create a connecting part at the top
In that case, you can express the decoration differently
By placing boards vertically like this
Adding a little thickness to this shape
Will give the building more depth
If you look at the prcess
How to draw it
How to compose it
And how to approach the building
In a certain way so that the exterior parts of the building are
Not distorted in the perspective drawing
I think you might have seen those
Let's see what happens if we give it more light
And volume here
It's a tool called the Lasso Tool
I would like to make the sides a little darker
Then, after changing the selection ring like this
I'll put it in a grayscale instead of adding color
The tone could be slightly darker if you put it in like this
In this case, you can see that the light comes in like this
You can think of the light coming from this side
Just doing this gives the building some volume
If you add a little more volume
You can see that the quality of the picture becomes richer
Just draw while distinguishing between the parts that are reached by light and those that are not
To this extent, we have looked at how to use perspective drawing for an overall sense of volume
You now have the basic knowledge of background concept design
Although we may design the world in a broad scope and require different level designs for each level
Today, we will narrow it down and use buildings attached to the world as an example
The first image has a deeply angled roof
This would suit regional settings with a lot of rain or snow
Conversely, in the second image, the angles of the roof are flat
This design is suitable for settings in areas where there is little rain
It's probably like a desert area
It's not unconditional
But it will be easier to persuade players
If you create a plausible design for the setting
Effect and Animation Production
Third, I will talk about animation, effects, and illustration
First of all, game animation
Animation is the process of bringing life to game characters, which has been confirmed through the concept design process
It breathes, walks, runs, attacks, and defends
Well-produced animations tailored to each character's personality
Provide users with a greater sense of immersion
When applying animation to 2D data
The sprite and skeleton methods are representative
The image you see is
The production of a skeleton animation creation tool called Spine
When applied to 3D data, it is produced using a skeleton method
The following is a description of the effect
Effects are assets that affect user immersion
Through the pleasure of continuous rewards as the game progresses, the hitting sensation of the character being played
And the synchronization rate
The images you see are 14 sprite images used when creating effects
The explosion effect shown next is the result
The image you are seeing now is created using a tool called a Particle system
And as you can see, it is produced in 3D
Next, let's take a look at the illustrations
Illustrations are commonly used to create bridge cuts
Title pages and promotional images used when loading are required
During the game or when explaining the game's story
The production is done by concept artists within the development team
And sometimes, it is produced through outsourcing
Rather than drawing characters or buildings piecemeal
By expressing the background, characters, worldview, and game characteristics on one page
To make users look forward to the game
And used as a marketing element
Finally, I will conclude the lecture by explaining resource integration
In game engines
Concept artists are most often required
To create assets for 2D games
The engines most frequently used by game developers nowadays include
Unreal Engine and Unity Engine
Therefore, assets created by concept artists
Have to be delivered as resources to these two engines
Basically, the background must be removed
And if they are delivered as PNG format files, which have less loss than the compression rate
There are no restrictions on using them in the engine
We have learned about the roles of concept artists
Thank you for following the long lecture
I hope this will be of some help in your understanding of game development
Thank you
Character and Item Design Detailing Work to increase the density and sophistication of the design using high concept design (silhouette concept design)
Things to Consider when Designing a Concept Game genres include RPG, FPS, Racing, VS, Sports, etc. Platform type, including PC, console, mobile, etc. Preferences by age group
Game Background Concept Design Commonly used as background concept, world concept, environment concept, etc.
A key part that determines the game worldview along with character concept design Includes landmarks, buildings, statues, and various vehicles from the game world
Perspective Drawing Art technique to express distortion of form according to distance felt in reality There are one-point perspective, two-point perspective, three-point perspective, five-point perspective, curved perspective, etc.
Effect and Animation Product Animation
The process of bringing life to a game character is confirmed through the concept design process Sprite and skeleton methods represent 2D data applications, and skeleton methods are used for 3D data applications
Effect An asset that affects user immersion through the continuous reward pleasure and the impact and synchronization of the character being played
Illustration Producing bridge cuts, title pages, and promotional images used in loading the game or explaining the game story
Produced by concept artists within the development team or outsourced It is used as a marketing element to create users' expectations for the game by expressing the background, characters, and game worldview and characteristics within one page