Friday, 15 March 2013

As I had missed out on semester 2 of pitch, It was challenging to condense everything from that semester for crit and organize all the research and work I had accumulated.

The biggest progressions that I focused on presenting weer the development of a base concept, going into detail as to how I came to create the concept itself, the changes i'd made to it along the way and explaining how the core concept would be the driving point behind my designs

I then showed and explained the character concepts, not in as much detail as i'd hoped as I forgot to mention a few important design points in the presentation. Overall I was met with optimism and a lot of suggestions in where to take my research next.


Feedback summary.
Robin, Ryan, Brian:


Look at real world examples of world oppression 

My oppressive government:
How do they treat people 
What do they make them wear
How does the media deal with it

Expand an oppressive regime. 
“HG Wells Time Machine” Future society that provides everything.

Appendages for government class, how is it different from mining class?
-Identification + Affiliation (Focus on?)

Produce a range of characters for final (Flagged Twice)
-Where is the final design coming from?

More experimentation and iteration 


Look at - 
Logans Run. Film Study
Fashion, Vogue. 5th Element Fashion, Case Study?
Mass Effect fashion iteration. Talk about iteration and compare with games that do the same.
How Fashion is portrayed in games
Designing characters for ‘Urban Living’
1984 J 


I found that fashion design was an interesting and unexpected research topic to bring up and I will explore it into specifics and in what ways it can conjoin with concept design.
Another of the next major research points will be fleshing out the bones of the concept further, I feel the story and the background of the City and Government people would require a more focused, personal take on the design of a character rather than mass-designing a general style. 

Tuesday, 5 February 2013

City Citizens

The city citizens were the ones i've worried the most about designing. To properly envision them would mean taking the main setting of this concept, which is the large, polluted industrial city itself into account.

In the beginning I found it impossible to properly design a character without knowing the context of it's environment, so I did some sketches of what I felt the environment for both the government and city would look like.
But something was missing, and it was something I've touched lightly on in my previous concepts without even realizing. Culture.
To continue designing the city and it's people as I have been doing is to follow typical cliche and stereotype, which for the basis of this project is what I've tried to avoid.
As my project resides around designing characters for game worlds, the World is something i feel i need to focus on more.



Sometime before I had chosen a location for the concept, which was the sea of Okhotsk, which sometime in the future has dried up around it's shores. 

Reasons for this location where-
unconventional location
Out of the way from western civilization
 Relatively isolated, Civil conflict overlooked/unknown

But most importantly, the two countries Okhotsk sea lays on the borders of; Japan and Russia. 

Culturally these countries are massively contrasting, and in my future concepts I want to visually draw more from their cultures, be it one or the other, or both.




The above concept was a brain storm of sorts. I thought of splitting the City citizens into two categories, living and working. Because the city powers itself with fossil fuel mined from the Okhotsk seabed, someone is going to have to mine it. The concept began as general living class with plain clothing and hood in order to remain anonymous, but because of my love for things mechanical, this particular person is an amputee from an injury while mining underground, which, despite it's clunky appearance, is actually stronger than his original leg and in some cases allows him to perform better.

Bleh

  

Wednesday, 30 January 2013

Government Police Cont.

In this design I attempted to avoid using the continual cross design too much, as in the previous concept it made the character look too eastern and typically anime/manga. 
I traded 'sharp ballistic' for 'rounded ballistic' and in many aspects generally rounded of the edges of parts of the design, even though this works in opposite to the triangle evil and circle friendly design rule. 

Instead I incorporated straight edges into textures for the riot armor to compensate. This is probably the first time I've used textures in an illustration so i'm still working on how to make them look good. 





I felt it important to identify fabric and material textiles, as they can be associated with certain types of clothing. For militaristic clothing, Kevlar, plastics and webbing are materials most commonly used. 
Felt my drawing skills have improved as I go but my drawing perspective could do with improving. 

Though I've washed the blues out like I mentioned before, typical colors that are commonly associated with riot gear and police aren't working together either, I could do with looking into color theory to improve on this. Though I think aesthetically this concept is an improvement on the last.