1 00:00:23.900 --> 00:00:27.480 Hello, this is Jung Sunghwa, a concept artist 2 00:00:27.480 --> 00:00:30.830 In the previous lecture, using silhouette concept art 3 00:00:30.830 --> 00:00:34.160 We could quickly visualize various ideas 4 00:00:34.160 --> 00:00:40.160 Now, let's look at adding volume and describing the details of a concept 5 00:00:40.160 --> 00:00:43.680 Where only the silhouette, that is, the outline, is visible 6 00:00:43.680 --> 00:00:47.639 The most important thing in expressing the sense of volume is light 7 00:00:47.639 --> 00:00:52.439 Light is the most difficult and essential element for all painters to master 8 00:00:52.439 --> 00:00:58.720 However, I will only provide minimal guidance in the basic-level lectures 9 00:00:58.720 --> 00:01:03.820 This is because when you are not familiar with the form of concept design required for game production 10 00:01:03.820 --> 00:01:09.239 Taking a too in-depth approach may be counterproductive 11 00:01:09.239 --> 00:01:12.189 Detailing character an item design is 12 00:01:12.189 --> 00:01:16.680 A process that is an extension of the silhouette concept art created in the last lecture 13 00:01:16.680 --> 00:01:22.320 In a moment, we will demonstrate the detailed work using the character from the last session 14 00:01:22.320 --> 00:01:25.320 Second, the game background concept design technique 15 00:01:25.320 --> 00:01:30.080 Explains the background asset design production process through perspective drawing 16 00:01:30.080 --> 00:01:34.699 Third, I will explain through effects and animation production examples 17 00:01:35.056 --> 00:01:38.856 Character & Item Design Detailing Technique 18 00:01:39.680 --> 00:01:43.080 This is the process of enhancing character and item design 19 00:01:43.080 --> 00:01:47.879 It is also called silhouette concept design and high concept design 20 00:01:47.879 --> 00:01:51.000 They are used as the same concept 21 00:01:51.000 --> 00:01:54.250 This completes the silhouette concept design created in the last lecture 22 00:01:54.250 --> 00:01:58.720 And moves it into the final draft through a detailed description and coloring 23 00:01:58.720 --> 00:02:00.239 The same goes for items 24 00:02:00.239 --> 00:02:03.160 But here is something that should not be overlooked 25 00:02:03.160 --> 00:02:07.910 You must understand the differences between game genres and platforms consider them thoroughly 26 00:02:07.910 --> 00:02:10.919 Then plan for the final result 27 00:02:10.919 --> 00:02:17.219 There are countless genres of games, such as RPG 28 00:02:17.219 --> 00:02:21.279 FPS, Racing, VS, Sports, etc. 29 00:02:21.279 --> 00:02:25.679 Platforms include PC, console, mobile, etc. 30 00:02:25.679 --> 00:02:29.160 There are also differences in design depending on age group 31 00:02:29.160 --> 00:02:31.720 You need to analyze preferences by age group 32 00:02:31.720 --> 00:02:37.559 There are indeed many things to consider when designing a concept 33 00:02:37.559 --> 00:02:40.960 However, it is also possible to design without these considerations 34 00:02:40.960 --> 00:02:45.119 You can understand this in theory as it exists 35 00:02:45.119 --> 00:02:47.119 Let's take a look at the demonstration together 36 00:02:47.119 --> 00:02:51.320 Using the silhouette concept art prepared in the last lecture 37 00:02:51.320 --> 00:02:55.679 We will look at the design details and advancement process 38 00:02:55.679 --> 00:02:58.080 Of course, coloring is also included 39 00:02:58.080 --> 00:03:05.240 Among the images I prepared, I chose design number 2 in the middle to enhance it 40 00:03:05.240 --> 00:03:11.119 The second character got the best reviews from the project manager 41 00:03:11.119 --> 00:03:15.000 And it was decided to improve the design through this part 42 00:03:15.000 --> 00:03:21.000 Let's put the rest of the designs aside for now 43 00:03:21.000 --> 00:03:24.479 And work on the second character 44 00:03:24.479 --> 00:03:27.320 Only work on the outer lines of the silhouette shape 45 00:03:27.320 --> 00:03:31.559 And inner details were set 46 00:03:31.559 --> 00:03:35.500 In a very rough, formal form 47 00:03:35.500 --> 00:03:42.000 In this state, a process is necessary to express more detail and do coloring 48 00:03:42.000 --> 00:03:48.440 Create a layer above this state 49 00:03:48.440 --> 00:03:56.380 And apply a new layer mode 50 00:03:57.880 --> 00:04:07.020 To brighten the tone of the original shape of the original color at the bottom 51 00:04:08.320 --> 00:04:11.969 After that, with the layer mode changed to Multiply 52 00:04:13.919 --> 00:04:16.319 If you do brushing 53 00:04:16.819 --> 00:04:20.480 You can see the coloring like this 54 00:04:20.480 --> 00:04:25.600 This method is called the Digital Grazing Technique 55 00:04:25.600 --> 00:04:30.679 This method can also be used 56 00:04:30.679 --> 00:04:32.500 Because it's digital 57 00:04:32.500 --> 00:04:38.320 However, the method I will introduce today 58 00:04:38.320 --> 00:04:47.880 I think it will be done traditionally, like coloring apples 59 00:04:47.880 --> 00:04:55.480 First, I'll arrange the basic color 60 00:04:55.480 --> 00:04:59.470 Because it is a casual line and an RPG series 61 00:05:02.820 --> 00:05:07.480 The overall color saturation should be slightly high 62 00:05:08.880 --> 00:05:13.239 You need to decide what color to apply 63 00:05:13.239 --> 00:05:18.839 In that regard, you need to set the color space slightly high 64 00:05:18.839 --> 00:05:28.639 Below, I will try to express the details of the internal image better 65 00:05:31.239 --> 00:05:36.590 Likewise, I will do roughly 66 00:05:36.990 --> 00:05:41.319 You can draw roughly at first 67 00:05:54.119 --> 00:05:57.590 It would be good to add a little bit of hair like this 68 00:06:36.369 --> 00:06:42.740 It is said to be plate mail wearing armor of the Middle Ages 69 00:06:43.040 --> 00:06:51.980 I'm thinking of it as a knight wearing plate armor 70 00:07:07.880 --> 00:07:13.959 Since all the coloring needs to be included at the top anyway 71 00:07:13.959 --> 00:07:20.040 There is no need to put too much effort into the bottom sketch 72 00:07:47.309 --> 00:07:59.199 Correct the character's overall shape through outlines 73 00:07:59.449 --> 00:08:04.579 And draw the necessary parts 74 00:08:12.279 --> 00:08:16.239 It would be nice to have more data on plate armor 75 00:08:16.239 --> 00:08:20.239 If you are always interested 76 00:08:20.239 --> 00:08:26.040 In plate armor and already have information 77 00:08:30.040 --> 00:08:33.190 The completeness of the design will be much higher 78 00:08:49.440 --> 00:08:51.830 I'll draw the hand like this 79 00:09:07.080 --> 00:09:09.819 Also the sword design 80 00:09:36.619 --> 00:09:42.680 Slowly, the details of the character begin to emerge 81 00:09:54.630 --> 00:10:00.630 Currently, I am drawing with Pencil 82 00:10:00.630 --> 00:10:10.200 However, beginner designers who still have difficulty using lines 83 00:10:10.200 --> 00:10:16.510 Or those studying drawing can use the various functions provided by Photoshop 84 00:10:18.910 --> 00:10:25.359 To design characters in ways other than line drawing 85 00:10:25.359 --> 00:10:28.459 So, I hope you find that method as well 86 00:10:36.809 --> 00:10:46.630 Overall, finish like this 87 00:10:52.880 --> 00:10:56.629 Express the shield part 88 00:11:05.129 --> 00:11:11.679 And I will complete the overall design details in this way 89 00:11:11.679 --> 00:11:14.280 You may think like this 90 00:11:14.280 --> 00:11:17.640 Those highly skilled in drawing 91 00:11:17.640 --> 00:11:24.710 May skip this detailing process and proceed directly to the advanced work 92 00:11:27.460 --> 00:11:34.159 However, since these people are highly skilled 93 00:11:34.159 --> 00:11:40.469 I think it would be good for you 94 00:11:40.469 --> 00:11:43.359 To practice drawing these details 95 00:11:43.359 --> 00:11:45.730 I'm designing shoes 96 00:11:46.580 --> 00:11:53.559 Since it's the RPG character from the Middle Ages 97 00:11:53.559 --> 00:11:56.230 You can't wear modern shoes 98 00:12:00.080 --> 00:12:02.799 By referring to the design references of the design 99 00:12:02.799 --> 00:12:08.300 It is good to look for medieval shoes and use them as design elements 100 00:12:09.200 --> 00:12:14.090 The design has somewhat come out 101 00:12:14.640 --> 00:12:18.159 This is where coloring begins 102 00:12:18.159 --> 00:12:26.000 You can use a variety of brushes for coloring 103 00:12:26.000 --> 00:12:30.280 But we will use the brush most commonly used in Photoshop 104 00:12:30.280 --> 00:12:34.980 You can think of using the basic brush given as the default 105 00:12:39.580 --> 00:12:42.430 Like this 106 00:12:42.430 --> 00:12:45.069 Put a new layer 107 00:12:56.169 --> 00:13:00.410 The color of the armor was first considered a yellow tone 108 00:13:16.410 --> 00:13:20.919 Since this is a Medieval Age RPG character 109 00:13:20.919 --> 00:13:25.630 The skin tone should be slightly Caucasian 110 00:13:30.980 --> 00:13:38.110 For coloring, the first decide on the color on the surface 111 00:13:39.560 --> 00:13:47.089 And color it, considering where and what color will be placed 112 00:13:47.089 --> 00:13:52.719 I'm still drawing roughly 113 00:13:52.719 --> 00:13:57.000 There is no need to be too detailed and meticulous from the beginning 114 00:13:57.000 --> 00:14:02.569 This is because it is a process that can be advanced slowly, step by step 115 00:14:24.519 --> 00:14:30.470 I will color the hair red 116 00:14:33.670 --> 00:14:36.280 When painting and coloring 117 00:14:36.280 --> 00:14:41.249 You need to pay attention to color saturation 118 00:14:43.349 --> 00:14:49.440 Just as music has chords, color also has them 119 00:14:49.440 --> 00:14:55.200 When it breaks, it is visually very distressing to those who see it 120 00:14:55.200 --> 00:14:58.039 The biggest reason for such discomfort is 121 00:14:58.039 --> 00:15:01.269 The problem of saturation 122 00:15:02.669 --> 00:15:07.690 When colors of different saturations are spread 123 00:15:08.390 --> 00:15:11.679 Indiscriminately on one screen 124 00:15:11.679 --> 00:15:16.760 It feels visually difficult to see 125 00:15:16.760 --> 00:15:19.200 The same goes for songs 126 00:15:19.200 --> 00:15:23.190 It's the same thing that makes you not want to listen to a song when the chords are broken 127 00:15:23.190 --> 00:15:27.599 If you are well aware of the concept of the color saturation 128 00:15:27.599 --> 00:15:34.000 And study the parts related to saturation 129 00:15:34.000 --> 00:15:38.200 I think it will be of great help when painting next time 130 00:16:04.599 --> 00:16:09.840 In need, while working 131 00:16:09.840 --> 00:16:12.790 There may be times when you need to change the color 132 00:16:13.990 --> 00:16:18.679 In that regard, you can boldly change it 133 00:16:20.179 --> 00:16:25.350 You are responsible for this painting anyway 134 00:16:26.200 --> 00:16:30.849 Don't be afraid and take on the challenge boldly 135 00:16:32.599 --> 00:16:34.960 Since no one is good at drawing from the beginning 136 00:16:34.960 --> 00:16:38.919 The worst thing is not drawing, being scared 137 00:17:14.749 --> 00:17:17.510 Likewise, we need to express a sense of volume here as well 138 00:17:18.360 --> 00:17:20.919 Since there are parts where light enters 139 00:17:21.319 --> 00:17:24.560 And parts where light doesn't enter 140 00:17:24.560 --> 00:17:30.580 You must also consider the shadows created by the hair 141 00:17:35.380 --> 00:17:39.569 When expressing a shadow at the bottom 142 00:17:42.969 --> 00:17:48.380 The difference between adding and not adding a shadow is very large 143 00:17:49.580 --> 00:17:55.740 The shadow separates the colors 144 00:17:55.840 --> 00:17:58.560 And creates a sense of space 145 00:17:58.710 --> 00:18:03.149 That's why thinking about shadows is very important 146 00:18:39.780 --> 00:18:43.380 You need to understand metal 147 00:18:43.380 --> 00:18:47.040 And think about how best to express the material 148 00:19:00.790 --> 00:19:04.309 I'm currently working on virtualizing 149 00:19:08.009 --> 00:19:10.210 The light falling from the top 150 00:19:12.560 --> 00:19:15.940 In 3D, when creating light 151 00:19:15.940 --> 00:19:20.099 You can create light and provide 152 00:19:20.099 --> 00:19:22.499 Lighting directly in the 3D engine tool 153 00:19:22.599 --> 00:19:24.839 So the parts of creating light are 154 00:19:24.839 --> 00:19:27.280 Easier than in 2D 155 00:19:27.280 --> 00:19:30.920 However, when working in 2D 156 00:19:30.920 --> 00:19:33.479 And doing concept work like this in 2D 157 00:19:33.479 --> 00:19:38.839 Producing the light 158 00:19:38.839 --> 00:19:41.359 You have to produce the light 159 00:19:41.359 --> 00:19:46.599 Otherwise, you will suffer losses in all aspects 160 00:19:46.599 --> 00:19:48.479 Including the stage's overall atmosphere 161 00:19:48.479 --> 00:19:50.590 And the character's sense of volume 162 00:19:52.690 --> 00:19:57.009 So don't just use a directional light 163 00:19:58.459 --> 00:20:01.839 Also think about things like 164 00:20:01.839 --> 00:20:04.520 Auxiliary light coming from behind 165 00:20:45.009 --> 00:20:48.199 By detailing up 166 00:20:48.199 --> 00:20:58.079 Then, finalize the color again 167 00:20:58.079 --> 00:20:59.920 With color adjusting 168 00:20:59.920 --> 00:21:05.560 The final character 169 00:21:05.560 --> 00:21:07.839 That can be used as the main character in the game is 170 00:21:07.839 --> 00:21:09.480 Completed by going through those process 171 00:21:19.930 --> 00:21:24.479 Applying flat colors is not interesting 172 00:21:24.479 --> 00:21:29.479 So, if you work with color combinations like this 173 00:21:29.479 --> 00:21:31.359 It becomes a much more enjoyable drawing 174 00:21:56.889 --> 00:22:04.479 In this way, it is a process of upgrading one by one 175 00:22:06.700 --> 00:22:10.719 I showed you this intermediate process 176 00:22:10.719 --> 00:22:18.359 I will end the demonstration 177 00:22:18.359 --> 00:22:20.890 By looking at the final image 178 00:22:22.690 --> 00:22:27.690 Let's look at the image shown in the final step 179 00:22:27.840 --> 00:22:31.720 As this is completed 180 00:22:31.770 --> 00:22:37.089 Through material rendering 181 00:22:37.239 --> 00:22:45.380 It is said that rendering is done to create an image that determines the volume 182 00:22:45.380 --> 00:22:46.839 Or overall tone and manner 183 00:22:46.839 --> 00:22:49.959 This is the process of expressing rendering in this way 184 00:22:49.959 --> 00:22:53.100 And completing it into the final character 185 00:22:53.599 --> 00:22:57.499 Game Background Concept Design Technique 186 00:22:58.000 --> 00:23:01.800 Second, let's look at the background concept design 187 00:23:01.800 --> 00:23:07.160 It's commonly used as a background, world concept, environmen concept, etc. 188 00:23:07.160 --> 00:23:10.760 In this lecture, we will refer to it as the background concept 189 00:23:10.760 --> 00:23:14.599 Background and character concept design are 190 00:23:14.599 --> 00:23:17.599 The most important parts that determine the game's worldview 191 00:23:17.599 --> 00:23:24.280 The background concept design also includes landmarks, buildings, statues 192 00:23:24.280 --> 00:23:26.839 And various vehicles from the game world 193 00:23:26.839 --> 00:23:28.439 To design a background concept 194 00:23:28.439 --> 00:23:31.719 Understanding perspective drawing is a prerequisite 195 00:23:31.719 --> 00:23:34.160 Perspective drawing is an art technique 196 00:23:34.160 --> 00:23:38.280 Created to express the distortion of form according to the distance we perceive in reality 197 00:23:38.280 --> 00:23:41.040 In the last lecture, I briefly explained 198 00:23:41.040 --> 00:23:42.800 Background concept design 199 00:23:42.800 --> 00:23:46.680 In this lecture, we will learn through a simple demonstration 200 00:23:46.680 --> 00:23:50.239 Today, I would like to explain the two point perspective 201 00:23:50.239 --> 00:23:57.959 Perspective drawing methods include one point, two point, three point, five point perspective, and curved perspective 202 00:23:57.959 --> 00:24:00.000 But the most widely used in game development is 203 00:24:00.000 --> 00:24:02.319 Two point perspective 204 00:24:02.319 --> 00:24:05.119 Let's demonstrate perspective drawing together 205 00:24:05.119 --> 00:24:09.599 Let's look at how to design a building using 206 00:24:09.599 --> 00:24:14.479 A two point perspective, which is most commonly used in games 207 00:24:14.479 --> 00:24:17.599 The reason for using a two point perspective is that 208 00:24:17.599 --> 00:24:21.560 When the perspective becomes more than two point, one more axis appears 209 00:24:21.560 --> 00:24:24.439 So more distortion of the building's exterior occur 210 00:24:24.439 --> 00:24:30.239 So, when delivering the design to 3D modelers 211 00:24:30.239 --> 00:24:32.880 Some things can be misunderstood 212 00:24:32.880 --> 00:24:37.079 The two-point perspective uses only two vanishing points 213 00:24:37.079 --> 00:24:40.040 So there is no top-down distortion 214 00:24:40.040 --> 00:24:42.239 This part may be a bit complicated 215 00:24:42.239 --> 00:24:46.719 But next time when we have a chance to study the background perspective 216 00:24:46.719 --> 00:24:48.119 I think you will be able to understand 217 00:24:48.119 --> 00:24:51.000 What I just said a little better 218 00:24:51.000 --> 00:24:55.199 This is where horizontal and vertical lines have been drawn 219 00:24:55.199 --> 00:25:02.719 Two point perspective is a technique of drawing using two vanishing points 220 00:25:02.719 --> 00:25:08.800 As mentioned earlier, the reason for using two point perspective is that 221 00:25:08.800 --> 00:25:11.520 Distortion is eliminated 222 00:25:11.520 --> 00:25:15.079 And both sides can be seen together 223 00:25:15.079 --> 00:25:21.760 So that concept art can be done more three-dimensionally 224 00:25:21.760 --> 00:25:33.000 Therefore, a two point perspective is often used because it can show 225 00:25:33.000 --> 00:25:37.160 The three-dimensional parts of the concept art 226 00:25:37.160 --> 00:25:39.199 Likewise, a one point perspective is 227 00:25:42.949 --> 00:25:46.959 A perspective drawing that is difficult to express three-dimensionally 228 00:25:47.959 --> 00:25:53.069 I'm using two vanishing points 229 00:25:58.669 --> 00:26:06.599 To keep adding lines that meet this vertical line 230 00:26:06.749 --> 00:26:09.340 This is the perspective line 231 00:26:12.790 --> 00:26:15.460 Later, these perspective lines will be used 232 00:26:17.810 --> 00:26:21.219 To determine the shape of the building 233 00:26:29.269 --> 00:26:33.239 Now, let's add a new layer 234 00:26:33.239 --> 00:26:37.259 After that, the layer on top 235 00:26:38.359 --> 00:26:41.400 The two point vanishing point is called a perspective line 236 00:26:41.400 --> 00:26:44.800 The perspective lines are extracted like this 237 00:26:45.750 --> 00:26:47.859 So, I will change the color slightly 238 00:26:47.859 --> 00:26:50.199 So that it doesn't overlap with 239 00:26:50.199 --> 00:26:55.119 The image of the building drawn below 240 00:26:56.319 --> 00:26:58.839 I will change the color to red 241 00:26:58.839 --> 00:27:01.880 And modify it slightly to make it different 242 00:27:01.880 --> 00:27:05.239 From the image below 243 00:27:09.589 --> 00:27:17.949 Let's draw it using the blue color 244 00:27:18.099 --> 00:27:19.700 Below 245 00:27:19.800 --> 00:27:25.239 If you connect the points where these perspective lines coming out of 246 00:27:25.239 --> 00:27:29.230 The vanishing point above meets like this 247 00:27:31.680 --> 00:27:41.309 You will find the part where this rectangular shape meets the vertical line 248 00:27:42.959 --> 00:27:46.880 By doing this, one face is completed 249 00:27:46.880 --> 00:27:49.800 One face is completed 250 00:27:49.800 --> 00:27:57.599 And a perspective line is extracted from this line 251 00:27:57.599 --> 00:28:00.359 Toward the vanishing point on the left 252 00:28:00.359 --> 00:28:04.439 Here, draw a point that connects to the perspective point from the light 253 00:28:04.439 --> 00:28:07.239 Where it meets the vertical line 254 00:28:07.239 --> 00:28:11.920 If you connect the parts to the perspective line on the left 255 00:28:11.920 --> 00:28:14.319 Due to a vertical line here 256 00:28:14.319 --> 00:28:17.300 A new face will appear 257 00:28:18.800 --> 00:28:29.160 Let's remove the parts where vertical lines are drawn first 258 00:28:29.160 --> 00:28:35.680 As you can see, this kind of hexahedron shape will appear 259 00:28:35.680 --> 00:28:39.479 In this way, you can see 260 00:28:39.479 --> 00:28:41.760 What is called linear perspective 261 00:28:41.760 --> 00:28:44.479 A form of perspective drawing that allows you to express very accurately 262 00:28:44.479 --> 00:28:46.599 The distortion of buildings depending on the distance 263 00:28:46.599 --> 00:28:48.800 It's two point vanishing point 264 00:28:48.800 --> 00:28:50.160 Two vanishing points are used 265 00:28:50.160 --> 00:28:52.800 What is a three point perspective? 266 00:28:52.800 --> 00:28:59.079 By adding a point to the vertical line, top or bottom 267 00:28:59.079 --> 00:29:03.280 You find a perspective line toward that direction 268 00:29:03.280 --> 00:29:09.199 And draw the shape of this building through that perspective line 269 00:29:09.199 --> 00:29:14.119 As you can see, there is no distortion at the top or bottom of this two point vanishing point 270 00:29:14.119 --> 00:29:16.800 Distortion occurs to the left and right 271 00:29:16.800 --> 00:29:18.760 However, since there is no distortion up and down 272 00:29:18.760 --> 00:29:25.119 Many misunderstandings can be eliminated when doing 3D modeling 273 00:29:25.119 --> 00:29:30.160 However, in the case of 3D projection 274 00:29:30.160 --> 00:29:31.880 It is a technique 275 00:29:31.880 --> 00:29:37.280 Often used to expand and maximize the sense of space 276 00:29:37.280 --> 00:29:38.880 When doing illustrations 277 00:29:38.880 --> 00:29:45.819 The three point perspective is also not widely used in producing actual game data 278 00:29:47.719 --> 00:29:49.239 Like this 279 00:29:49.239 --> 00:29:55.880 At the bottom, we use the shape of the hexahedron 280 00:29:55.880 --> 00:30:00.040 Obtained through this perspective drawing 281 00:30:00.040 --> 00:30:06.760 And draw the necessary drawings on top of it 282 00:30:06.760 --> 00:30:11.160 Now that the shape of the building is ready 283 00:30:11.160 --> 00:30:16.540 I will erect the pillars one by one like this 284 00:30:23.640 --> 00:30:30.300 If you want to make it a 2nd floor, find the middle line in the middle 285 00:30:30.400 --> 00:30:32.880 And divide it to make the second floor 286 00:30:37.280 --> 00:30:41.370 Make the pillars like this 287 00:30:48.920 --> 00:30:54.479 If you want to understand the background concept of a building well 288 00:30:54.479 --> 00:31:00.729 You need to study the structure of the building, etc. 289 00:31:03.079 --> 00:31:07.400 If you look at people working without knowledge of the building 290 00:31:07.400 --> 00:31:12.400 There are many cases where the pillars on the exterior wall are barely visible 291 00:31:12.400 --> 00:31:17.520 A building cannot be used without pillars on the outside 292 00:31:17.520 --> 00:31:20.959 But if these parts are overlooked and not expressed 293 00:31:20.959 --> 00:31:25.020 The building itself will look awkward 294 00:31:30.520 --> 00:31:36.800 The closer the two vanishing points are, the greater the distortion of the building 295 00:31:36.800 --> 00:31:41.519 So, if you want to reduce the distortion of the building 296 00:31:42.719 --> 00:31:47.520 Make the vanishing point as far away as possible 297 00:31:47.520 --> 00:31:53.280 Then, you can stably draw the shape of the building 298 00:31:53.280 --> 00:31:56.959 With significantly less distortion 299 00:31:57.319 --> 00:32:06.290 I am now showing how to design a building in the form of American wooden buildings 300 00:32:10.140 --> 00:32:18.040 All the frames should be on the outline side one by one 301 00:32:18.040 --> 00:32:26.000 The frames are created, and things like window frames are 302 00:32:26.000 --> 00:32:32.199 Made as decoration or because they are necessary parts for the function of the building 303 00:32:32.199 --> 00:32:43.260 Create a door into the house at the bottom 304 00:32:48.910 --> 00:32:53.609 You'll need a window on the second floor too 305 00:33:04.959 --> 00:33:09.520 The window distortion can also be done by following this perspective drawing 306 00:33:09.520 --> 00:33:15.469 You can easily get a guide if you draw 307 00:33:18.119 --> 00:33:20.280 A perspective line like this 308 00:34:06.320 --> 00:34:09.399 I am designing the second floor 309 00:34:10.099 --> 00:34:14.500 Suppose you find it uninteresting to keep going horizontally 310 00:34:16.400 --> 00:34:19.000 To create a connecting part at the top 311 00:34:19.000 --> 00:34:26.080 In that case, you can express the decoration differently 312 00:34:26.080 --> 00:34:29.439 By placing boards vertically like this 313 00:34:34.439 --> 00:34:39.760 Adding a little thickness to this shape 314 00:34:39.760 --> 00:34:44.409 Will give the building more depth 315 00:34:50.159 --> 00:34:53.280 If you look at the prcess 316 00:34:53.280 --> 00:34:55.959 How to draw it 317 00:34:55.959 --> 00:35:00.199 How to compose it 318 00:35:00.199 --> 00:35:07.159 And how to approach the building 319 00:35:07.159 --> 00:35:11.679 In a certain way so that the exterior parts of the building are 320 00:35:11.679 --> 00:35:15.399 Not distorted in the perspective drawing 321 00:35:15.399 --> 00:35:17.200 I think you might have seen those 322 00:35:18.300 --> 00:35:25.700 Let's see what happens if we give it more light 323 00:35:25.850 --> 00:35:28.210 And volume here 324 00:35:28.260 --> 00:35:30.640 It's a tool called the Lasso Tool 325 00:35:33.840 --> 00:35:36.760 I would like to make the sides a little darker 326 00:35:36.760 --> 00:35:41.320 Then, after changing the selection ring like this 327 00:35:41.320 --> 00:35:47.399 I'll put it in a grayscale instead of adding color 328 00:35:51.199 --> 00:35:55.190 The tone could be slightly darker if you put it in like this 329 00:35:56.840 --> 00:36:03.860 In this case, you can see that the light comes in like this 330 00:36:05.360 --> 00:36:08.360 You can think of the light coming from this side 331 00:36:36.790 --> 00:36:42.879 Just doing this gives the building some volume 332 00:36:42.879 --> 00:36:49.320 If you add a little more volume 333 00:36:49.320 --> 00:36:56.240 You can see that the quality of the picture becomes richer 334 00:37:02.040 --> 00:37:08.369 Just draw while distinguishing between the parts that are reached by light and those that are not 335 00:37:13.719 --> 00:37:22.840 To this extent, we have looked at how to use perspective drawing for an overall sense of volume 336 00:37:22.840 --> 00:37:26.360 You now have the basic knowledge of background concept design 337 00:37:26.360 --> 00:37:32.479 Although we may design the world in a broad scope and require different level designs for each level 338 00:37:32.479 --> 00:37:37.040 Today, we will narrow it down and use buildings attached to the world as an example 339 00:37:37.040 --> 00:37:39.800 The first image has a deeply angled roof 340 00:37:39.800 --> 00:37:43.919 This would suit regional settings with a lot of rain or snow 341 00:37:43.919 --> 00:37:48.239 Conversely, in the second image, the angles of the roof are flat 342 00:37:48.239 --> 00:37:51.600 This design is suitable for settings in areas where there is little rain 343 00:37:51.600 --> 00:37:53.879 It's probably like a desert area 344 00:37:53.879 --> 00:37:55.560 It's not unconditional 345 00:37:55.560 --> 00:37:58.840 But it will be easier to persuade players 346 00:37:58.840 --> 00:38:01.069 If you create a plausible design for the setting 347 00:38:01.336 --> 00:38:05.286 Effect and Animation Production 348 00:38:05.719 --> 00:38:11.159 Third, I will talk about animation, effects, and illustration 349 00:38:11.159 --> 00:38:13.679 First of all, game animation 350 00:38:13.679 --> 00:38:19.959 Animation is the process of bringing life to game characters, which has been confirmed through the concept design process 351 00:38:19.959 --> 00:38:24.840 It breathes, walks, runs, attacks, and defends 352 00:38:24.840 --> 00:38:28.320 Well-produced animations tailored to each character's personality 353 00:38:28.320 --> 00:38:31.159 Provide users with a greater sense of immersion 354 00:38:31.159 --> 00:38:34.439 When applying animation to 2D data 355 00:38:34.439 --> 00:38:38.280 The sprite and skeleton methods are representative 356 00:38:38.280 --> 00:38:39.520 The image you see is 357 00:38:39.520 --> 00:38:43.679 The production of a skeleton animation creation tool called Spine 358 00:38:43.679 --> 00:38:47.199 When applied to 3D data, it is produced using a skeleton method 359 00:38:47.199 --> 00:38:49.919 The following is a description of the effect 360 00:38:49.919 --> 00:38:52.439 Effects are assets that affect user immersion 361 00:38:52.439 --> 00:38:58.439 Through the pleasure of continuous rewards as the game progresses, the hitting sensation of the character being played 362 00:38:58.439 --> 00:39:00.879 And the synchronization rate 363 00:39:00.879 --> 00:39:05.840 The images you see are 14 sprite images used when creating effects 364 00:39:05.840 --> 00:39:09.159 The explosion effect shown next is the result 365 00:39:09.159 --> 00:39:13.600 The image you are seeing now is created using a tool called a Particle system 366 00:39:13.600 --> 00:39:17.439 And as you can see, it is produced in 3D 367 00:39:17.439 --> 00:39:21.000 Next, let's take a look at the illustrations 368 00:39:21.000 --> 00:39:25.280 Illustrations are commonly used to create bridge cuts 369 00:39:25.280 --> 00:39:29.760 Title pages and promotional images used when loading are required 370 00:39:29.760 --> 00:39:34.280 During the game or when explaining the game's story 371 00:39:34.280 --> 00:39:37.919 The production is done by concept artists within the development team 372 00:39:37.919 --> 00:39:40.080 And sometimes, it is produced through outsourcing 373 00:39:40.080 --> 00:39:44.679 Rather than drawing characters or buildings piecemeal 374 00:39:44.679 --> 00:39:50.239 By expressing the background, characters, worldview, and game characteristics on one page 375 00:39:50.239 --> 00:39:53.760 To make users look forward to the game 376 00:39:53.760 --> 00:39:56.199 And used as a marketing element 377 00:39:56.199 --> 00:40:00.360 Finally, I will conclude the lecture by explaining resource integration 378 00:40:00.360 --> 00:40:01.879 In game engines 379 00:40:01.879 --> 00:40:05.919 Concept artists are most often required 380 00:40:05.919 --> 00:40:08.719 To create assets for 2D games 381 00:40:08.719 --> 00:40:12.679 The engines most frequently used by game developers nowadays include 382 00:40:12.679 --> 00:40:15.399 Unreal Engine and Unity Engine 383 00:40:15.399 --> 00:40:18.840 Therefore, assets created by concept artists 384 00:40:18.840 --> 00:40:22.159 Have to be delivered as resources to these two engines 385 00:40:22.159 --> 00:40:24.520 Basically, the background must be removed 386 00:40:24.520 --> 00:40:29.959 And if they are delivered as PNG format files, which have less loss than the compression rate 387 00:40:29.959 --> 00:40:32.719 There are no restrictions on using them in the engine 388 00:40:32.719 --> 00:40:37.120 We have learned about the roles of concept artists 389 00:40:37.120 --> 00:40:39.840 Thank you for following the long lecture 390 00:40:39.840 --> 00:40:43.520 I hope this will be of some help in your understanding of game development 391 00:40:43.520 --> 00:40:44.520 Thank you 392 00:40:44.887 --> 00:40:47.337 Character and Item Design Detailing Work to increase the density and sophistication of the design using high concept design (silhouette concept design) 393 00:40:47.337 --> 00:40:49.787 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 394 00:40:49.788 --> 00:40:51.338 Game Background Concept Design Commonly used as background concept, world concept, environment concept, etc. 395 00:40:51.338 --> 00:40:52.988 A key part that determines the game worldview along with character concept design Includes landmarks, buildings, statues, and various vehicles from the game world 396 00:40:52.988 --> 00:40:54.819 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. 397 00:40:54.820 --> 00:40:55.470 Effect and Animation Product Animation 398 00:40:55.470 --> 00:40:56.070 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 399 00:40:56.070 --> 00:40:57.270 Effect An asset that affects user immersion through the continuous reward pleasure and the impact and synchronization of the character being played 400 00:40:57.270 --> 00:40:58.470 Illustration Producing bridge cuts, title pages, and promotional images used in loading the game or explaining the game story 401 00:40:58.470 --> 00:40:59.703 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