ART LEAD - REALISING A VISION

 
 

Defining Rendering Style

Going into this project I knew I wanted to steer it towards being more 'stylised'. As art lead I worked on outlining a vision for the rendering, level of stylisation and setting for the game.

This was the first rendering experimentation I presented to the team. Although we dropped the cel shading, it set the tone for the project.

Form and texture detail

Defining an effective game art style requires looking at a subject matter and considering what a needs to be present on screen for it to be convincing. An amateur draws what they see, a professional draws what needs to be seen. This was my mindset when defining the art style. 

I made this example asset in a day to demonstrate an illustrative approach to 3D.

Character guidance

As art lead I often did feedback paintovers to guide the artists in the right direction. These paintovers became a regular occurrence as the team responded well to them, combined with oral feedback, my vision was easily understood. Below is the process of feedback and iteration which led to our main character, Emily.

Sketches by Kai Helsen

Sketches by Kai Helsen

Character by Madalina Naniu

Character by Madalina Naniu