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Concept’s role in grayworlding (Part 3 of 4)

As mentioned in previous blogs, rapid game prototyping allows for flexibility and quick iteration in order to create the most exciting experience for the player. In this blog we will focus on the other side of the coin, the visual one. Here’s the final concept for the Forbidden Core, and our process for getting there.

forbiddencore_c_09.JPG

Everything starts with game play and design. The main goal is to entertain the player with an exciting game, anything else is secondary. The role of concept art is to take a great design, and emphasize it, using basic cinematic tools - shapes, volumes, light, textures, special FX - and turn it into a preview of what the area will look like once it goes through a full production cycle. It also allows validating, and predigesting any issues Production Art might encounter while creating assets. It is more economical to restart/modify a painting, than toss out a month of production…

For the Forbidden Core zone, let’s start with what Design provided us with: a great level to play through, and the twisted fiction behind it. Those two elements are the two feet on which concept art can stand up: the play-through validates the overall scale of the area, and the description gives us an emotion.

greyworld1.jpg

The mood, as it was described to us, should convey to the player various emotions including fear, darkness and gigantic scale. The fiction describes a station that is used to mine a strange energy, hidden at the core of a giant asteroid. Using screenshots of the grayworld environment to paint over, we start by deciding the overall colors. We begin with a simple complementary color base of red and green – this ensures the core will stand out, and will be easily recognized by the player. If the overall background is warm, the center being green should make it stand out in an obvious way. The decisions are about making it clear that an amazing power was necessary to split an asteroid in half.

forbiddencore_c_02.JPG

Now, the fun part is to turn the burger-like basic geometry into a rugged, broken asteroid. Aggressive shapes should stand out, creating nice silhouettes with the background and areas on which light will easily project. Even though we work for a 3 dimensional world, our medium is 2 dimensional, so silhouettes are very important.

forbiddencore_c_03.JPG

At that point getting into details is not necessary but, more importantly, we are looking for a good contrast and overall masses. I start adding light cracks, to make sure that if the player goes into areas that are not game play intensive, there will still be things interesting to fly around.

forbiddencore_c_05.JPG

Since the original grayworld image was at proper scale, I know right away that the station used for ground PVP is going to be tiny as opposed to the massive scale of the asteroid. This actually creates great drama, and I emphasize it with pipes coming out of the station, which at this distance look like tiny wires.

forbiddencore_c_07.JPG

To make sure the player is not going to be lost in the numerous floating asteroids, a remnant of the shockwave which split the asteroid in half is added. This creates a geometrical object in the level, which helps tremendously in defining perspective when flying in a 3D environment.

forbiddencore_c_08.JPG

At that point, I discuss the look with the other concept artists on the team, before I validate it for review with the other team directors. Peer review is very important when trying to get better, and helps defining the overall look of a game.

A validation session with programmers and 3D artists ensures the concept won’t need major redesign before it goes into production. It also helps define what technical issues might be faced while building the level.

forbiddencore_c_09.JPG

 

All in all, concepting can be extremely valuable when it comes to optimizing a production process. Up next, technology will show us how its all put together …

6 Responses to “Concept’s role in grayworlding (Part 3 of 4)”

  1. Concept’s role in greyworlding | Integral Concept Says:

    […] John Neff wrote an interesting post today onHere’s a quick excerptIn this blog we will focus on the other side of the coin, the visual one. Here’s the final concept for the Forbidden Core, and we’ll describe exactly how we got there in this blog. forbiddencore_c_09.JPG. (more…) […]

  2. Mogster Says:

    Wow thats gorgeous i love the idea of fighting inside an asteroid structure. the entire game and its style just blows me away looks nice and fast paced for a change. Definitly keeping a watch on this. :D

  3. Stewart Says:

    Stewart…

    This is great…

  4. Erin Says:

    Erin…

    Wow, nice blog….

  5. Corondev Says:

    I read in germany 4 people from Wing Commander works on it.
    That`s game can only be one thing…GREAT!

  6. saidatem Says:

    Thanks so much for the informative description behind the work!

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