Conceptual Art of the world view, which supports the "Demon body Psycho Break" comprehensively

Source: Internet
Author: User

Conceptual Art of the world view, which supports the "Demon body Psycho break" comprehensively Third, the real secretary of the supervision of the proposed, is to focus on the expression of the inner horror of which world view of the creation and unification made a great contribution to the concept of art.
Here's an example of the art he handles, to see the background of the rare art of horror.  
 About the art of being omnipotent.Demonic Possession"It was the horror game that was launched in October 2014, the Giants who developed the same type of game.three on the real Sishi ledTango GameWorks (hereafter abbreviatedTango). This is a work that pursues the spiritual horror of the movie and the original point of the game which can be said to be the 80 's horror golden period. From PS4 for the first time as the specification of the generation machine to do the real description and the unique atmosphere seeping in the picture, has been highly appraised at home and abroad. As the horror of the world view is very cleverly manifested in this work is a great task, isTango Interiorcombinedthe concept of art. As a concept art, the Japanese game development uses the company outside the expert to take the job the situation many,Tango attaches great importance to this position and has a dedicated person in charge within the company. Visualizing the important things is the three principles of supervision, the very broad visual elements that are handled by the conceptual artist, deepening the world view of this work. The approximate quantity has 1000 points above. Although the main work of the concept artist is to communicate the basic supervision and planning of the intended visual translation to various departments, but also add their own amendments to propose a new performance plan, can be in-depth gameplay and planning part to inspire the idea is alsothe character of Tango. "In order to make a good work, all the concepts can be done." Under this strong will, the concept of art can be said to support the foundation of the game, related to the evaluation of the work. Now in the 1th and 2nd releases of the DL in C, the concept of art-related proportion has become higher, I hope you can play to confirm the results. The work of Tango concept art is hereA simple introduction to the visual elements of Tango's concept art production. Whether it is a generalized conceptual art that represents the concept of a work, a drawing that prompts the embodiment of an impression through a design drawing and a set drawing, a storyboard of a series of processes that represents a scene performance, and the material used directly in the actual game, is a feature that maintains a very wide range of work. Also, here are just a few examples, the actual and other kinds of visual elements made.  creature (custodian) excellent element modification to generate new thingssymbolic of the core vision of this biological organism there are many opportunities to see, such as this "custodian", wearing a safe head is impressive, the design of this creature is a decision. The process of making,is athird, the supervision in the exploration can be linked to this thing, and the concept of fine arts in the village of Mei Yu sparked. The concept of this work is to produce a fear of a certain depth of field,Nakamura is to proofread the script at the time, hanging from the top of the "safe" the key words to come up with a safe on the head of the creature, draw a sketch to the three supervision look immediately after the passage. Although the design was approved by the supervision, the appearance caused a variety of internal discussions within the company. The United States headquarters has a strong impetus to this as a symbol of the role of the world view of the intention, and therefore become the representative of the living organisms to be published in the world. Just likeNakamura said that this design is the opportunity to draw. "It's hard for people to accept too new design, as horror style, in movies and gamesThere have been a variety of very good designs. To digest itself, to join the essence of his own school has produced a modified new design, it is easy to impress people, and have a strong sense of impact of things"(Nakamura-shi). Constantly deepening the attainments of horror works, it can be said thatNakamura has seized three of the key requirements of the supervision of the system made by the organism. Concept ArtBecause of the supervision of the requirements, the custodian of the role of the setting is nothing, Nakamura's own considerationthe virtual setting is alwaysThe change profession is now working at a butcher's shop and joining the butcher's design. Also, in-game attack requires a certain extent, without cutting the meat of the chopper but hand-held meat hammer. It can be said that this is in line with the game performance of the design strategy. CG RenderingThe concept art renders the finished picture based on the production CG model. You can see that the impression of conceptual art is faithfully reproduced. This portrait because it isthe use of press releasesprint, with high-resolution rendering, compared to the concept of art, increased metal rust and sticky rubber on the texture of the blood to give a sense of realism, deepen the role of brutal. the use of original brushesNakamura's main tool is the digital drawing board andPhotoshop, the basic tool itself has nothing to say, because the work content is multifaceted, all-round processing equipment will be stable. ThroughPhotoshop makes a rather special shape brush, which is used as a stamp save. For example, the production ofBarbed wire brushes are used to draw custodians. The use of special brushes to explore new strokes, it is said that in the drawing will be accidentally generated inspiration, etc., to obtain a variety of benefits. Environment "Mental Hospital"An effective way to convey impressionsIt is said that the symbol of the living creature is the custodian, then the symbol of this scene can be called a mental hospital. The story unfolds as well, starting with the protagonist's visit to a mental hospital and ending with a departure. This important scenario isNakamura's own plans and proposals to establish the results, and was adopted. At the stage prior to planning a mental hospital, there was no symbolic object scene, although there were also rough settings for the depth of field disease of each character, butConnectioncontains the relationship between the enemy's role gateStory ofThe place does not exist. This is done asthe central place where the characters gather,Nakamura thought out theis a mental institution. Because of this place, patients, using their villain role, the people involved in the incident, the role of the relationship between the good link. Of course, the combination of terror is also very good, because the maximum use of the concept of the whole work, given a symbol of the status of this scene.  According to the beginning, the proposal for planning isThe characteristics of Tango's conceptual art, the proposed approach to the mental hospital are also very fastidious. "Before, go to a mental hospital to start this kind of patient's file, use this as a carrier for the proposal (laughter)" (Nakamura)). As a basic visual material, it is like the file of a mentally ill person. has become a persuasive proposition that can easily make an impression. This can be said to be only the concept of painting artists have an effective proposal method. Proposal InformationA part of the proposal information made according to the actual mental patient's file. Very rigidly crafted, even with typewriter-typed text and the texture of filthy paper, the information itself became the content of the world view according to the work. The contents of this plan are recorded, as well as the drawing material of the storyboard and character photo. Level DesignNot only the visual elements of conceptual art,the internal structure of the mental hospital is also based onNakamura's level design to carry out. Because of the limitations of the level structure, artists who are unfamiliar with the 3D can also use intuitive tools to manipulate them. The concept of visual extension can also continue to maintain work, is onlyThe role of Tango as a concept artist. Concept ArtThe concept art of the environment, by the way,Environmentrefers to the background and the entire environment of the scene in which it contains the object that comes with it. Compared with the role, the environment of the concept of the number of art, is a more specific place of the impression board, similar to direct contact with the work of the world view of the decoration of the parts, especially try to design. Trap "Merry" design to support game specifications and WorldviewThe cue to visualize the visual intent of the supervision and planning of the performance is the main work of the concept art, and the inspection and correction of this work is very hard, Merry's design. According to the responsibleThe order in which the rough appearance is passed, the Tigui said, first"Restrict player movement" by pressing theThe intent of the associated part of the game specification, as well as "the trap of rotating in a wide space". In the back of the scene further the enemy's anomaly with the color concentration of the concept of the present, taking into account this is not able to give the scene a large trap of the heterogeneous impression of space, carried out based on the merry design. After this decision, because of the need to give reasons for why there is merry, the concept of art to consider with the previous scene can be properly connected to the story unfolds. And, what kind of institutions to limit the players to move the trap function, but also to match the work of the world view of the visual perspective to design.  "about the trap design before is through the 3D model to compose the level of the state to make a lot, and with the design to make, must carry on the real and the illusion of the addition and subtraction adjustment, the work is quite difficult"Well, said the Hanshin. In fact, the planning aspect is said to have repeated a considerable number of discussions, put forward the game specifications and visual integration of the corresponding design cases, remove the sense of mutual uncoordinated. The trap of following the world's worldview is complete. Grey Box & Waste caseFigure A is a gray box, gray box is a test of the rough model, by planning to provide a combination of good level design status, based on the design of the test. Figure B is a design sketch of the merry, figure C is the concept of the abandoned design of art diagram D is the blade design sketch E is the cutting edge of the scrap case, you can see the original considered a pretty handsome shape. Conceptual DesignThe concept art of the adopted design case, the upper part of the trap was suspended beneath the body-shaped object and the lowerthe respective rotationsof the blade and became a mixed organ. In the planning discussion, while the game specifications and the world view can not match the part of the way to hide, while retrieving the necessary elements, the final simple shape of the design is stable. DLC Scene Story Board "the assignment" to express the intention of the performance by the scene unitAbout the release of the physical version of the 2nd batch of DLC, is also based on the concept of the art of the storyboard made.The reason for this is that a lot of scenes are closely connected as horror games and stories, considering that it is not enough for the staff of the various parts to convey their intentions through a painting of the concept art, making a storyboard that specifically describes a sequence of processes. in the background, the concept of the art to show the spirit of terror, feeling about the story of the linkage in a sense is unable to complete the part,Well, said the Hanshin. "Just text-based scripts scattered throughout the conceptual arts,difficult tolet the scene as a whole look good to show the intention of supervision. Here, through a series of storyboards to make the performance intentions appear clear, so that the common understanding of the departments are unified ". When the storyboard is made, the supervisorImportant parts andCentralizedpart of the point of the performance of the details of the hearing, although only submitted to the original, but the camera angle and lighting to determine the status of the production, after the actual work of the play linkage game design tips, performance problems and so make a conclusion can help. Because of the existence of this storyboard, the quality of DLC and the development efficiency of both have been greatly evolved. Story BoardDLC is a part of the storyboard, the storyboard is shooting, in-game related to the entire entire to be made. Each frame is drawn in addition to the camera angle and illumination, which also contains the specified details of the motion mode of the screen design. The action instructions and stage instructions for the script are recorded in the minimum text that must be removed from the script. Concept Artand DLC'sThe Hanshin plot storyboard is parallel,Nakamura began the concept of environmental art and level design. This is a DLC that was made by adding a 3D model. This DLC, said to be a concerted effort to visualize the supervision and planning intent, through this, the success of the further improvement of the quality of the work.

Conceptual Art of the world view, which supports the "Demon body Psycho Break" comprehensively

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