academy of art character and creature design notes_ creature design for video games
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8/10/2019 Academy of Art Character and Creature Design Notes_ Creature Design for Video Games
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1/9/2014 Academy of Art Character and Creature Design Notes: Creature Design for Video Games
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Discussion, inspiration, notes and links for online AAU students
cademy of Art Character andCreature Design Notes
Saturday, February 19, 2011
Creature Design for Video Games
As the technology in video games continues to develop and expand, the possibilities of what
concept artists are capable of producing also becomes open to a broader range of detail and
functions. Still, even as far as video games have come since the days of Super Nintendo and
Sega, the In-Game design and models fall short to the fluid m ovement and amount of detail
you may see in live action films (where anything is possible but they need to more strictly
obey the laws of nature based upon the subject matter).
A few key elements of design to keep in mind for game designs are a strong silhouette,
recognizable color schemes for the creature or character and distinct proportions in anatomy.It's just as important to know the basics of animal and human anatomy when designing a
creature for a video game as it would be for anything else, so you still need to study real
world animals whether from life or photos. I would recommend visiting local Zoos or even pet
shops, studying your own pets and animals outside as well as watching documentaries on
TV and picking up photo reference books. A few books I recommend for animal reference
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are the Smithsonian Institution - Animal: The Definitive Visual Guide to the World's Wildlife &
Natural History (Smithsonian) The Ultimate Visual Guide to Everything on Earth. While you're
at it, pick up a volume or two on human anatomy as well. Those containing photos and one
that is hand drawn and capable of showing the musculature, skeletal and organ systems
such as Classic Human Anatomy: The Artist's Guide to Form, Function, and Movement .
Human and Animal anatomy go hand in hand when molding and transforming animals,
humans, creatures, humanoids and everything beyond and in between.
The primary difference you need to keep in mind when designing for a video game is that
there are more limitations as to the amount of functions and fluid movement or details that
will be visible to the gamer. With that in mind, you need to utilize other ways to make a strong
impact on the gamer even if the creature is seen from afar or only at a quick glance. Game
designs especially if it's a fast paced action shooter or an isometric RPG are all about
"Concept" and iconic designs rather than fully rendered and polished drawings with tiny
details since most of that won't even get a chance to be seen, or in the case of an isometric
RPG the model will be so small it wouldn't be worth including certain details as it would go to
waste. In an isometric game, details such as fur and hair are often just painted into the bump
and texture maps as well as a lot of other fine details that would take up too many poly's to
bother modeling at such small scales.Take the game series Monster Hunter for example. This is a Platform RPG.
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Some of the better designs are those with unique body structures and proportions that may
look awkward if they existed in a live action film, but they leave the biggest impact on
gamers. So the anatomy of creatures in video games provides a lot more leeway and
freedom for creativity, since less adherence to the laws of nature is expected in a game
world. You're less likely to question why a creature with the body structure of a hippo can fly
with wings the size of a hawk because you know it's "just a game" and you're more willing tosuspend your disbelief than if it were a live action film. This opens up a huge array of
possibilities and ways to design a unique creature without having to explain too much about
the function of design choices.
A lot of this comes down to pure aesthetic and eye candy over plausible design. St ill, even
then it's important to know the basics of anatomy and how your design is intended to function
in the game. You'll often work back and forth with the CG modeler to fix mistakes, or explain
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Posted by Mike Corriero at 7:08 PM
Labels: Creature Design, Mike Corriero, video gaming
Guest blogger Mike Corrierois a character, creature, and conceptual designer and
illustrator living in New Jersey. Since graduating from Pratt Institute in 2003, Mike's client list
has included Breakaway Games, Fantasy Flight Games, Allied Studios, Kingsisle
Entertainment, Radical entertainment/ Vivendi Universal Games, Liquid Development, Zynga
Inc, Challenge Games, Paizo Publishing and Hasbro Inc, among others.Mike's book
"PLANET to PLANET creatures and strange worlds" includes hundreds of his sketches of
creatures, robots, alien life forms and their environments. I recommend it for students
focusing on visual development for games, or anyone who loves creature design. -J. G. O
Recommend this on Google
4 comments:
Thitaya (Tee) Pahsukkul February 19, 2011 at 10:30 PM
Thank you!
Reply
DreeH February 20, 2011 at 7:56 AM
Awesome man, I loved the examples !! I totally agree that one thing who impact
players it's be free from the laws like anatomy, it's even better (in my case) when you
draw free from it because you can get "high" in your ideas . Great Post !!
Reply
takeshi007 December 26, 2012 at 7:48 PM
The most important in creating game is creating good characters and creatures
especially monsters.
Play zombie games
Reply
Wally H April 20, 2013 at 1:45 PM
Wow, these designs are simply amazing.
Reply
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