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Features

Building
Character: An Analysis of Character Creation
Concept
Art: Initial Design
Unless
your character is a first-person POV character, or unless you've
decided to eschew any hope of profitability and write a text adventure,
a big part of characterization will be creating the character's
physical appearance. And that means working with a concept artist.
Maybe
you're thinking that your modeling artists are good enough to create
without benefit of concept art. Maybe you're thinking that you don't
have time in the schedule or dollars in the budget to afford concept
art. Well if you're thinking that, think again. Concept art will
save you time and money, big time. It's a lot faster, easier, and
more painless to work out everything at the concept art stage. It
doesn't mean that you'll never end up creating finished art that
you have to throw away or redo, but it'll happen a lot less. And
a good concept artist will bring a unique vision to the realization
of the character that will, in many cases, be far more interesting
and exciting than what you were picturing in your own mind and trying
to articulate to the rest of the team.
Here's
how this phase of concept art might go. This sequence is from a
game that my development company, Boffo Games, was working on for
Time-Warner Interactive about 5 years ago, a game that was never
completed after TWI was reorganized out of existence. The working
title was Reverse Alien, about a human who lands on a planet
where the natural objects, the building materials, and the native
race are all so fragile, that the human is to them as the monster
in the Alien movies is to humans. The native race were called the
Feebies, and I started by drawing this sketch:
As
you can see, some of us need a concept artist more than others do.
I'm like the ancient Egyptians I never discovered perspective.
This sketch, along with supporting text documents, went to the concept
artist for the game, Les Nelken, who's currently an artist at Turbine
Games.
Les
produced a whole batch of sketches, variations on this theme. From
those, I selected the head (right) and the body (left) that I thought
worked the best:
Les
took that and produced a new generation of sketches:
These
then went to the art house that was doing the final art, a very
talented company in San Jose called Dub Media. And here's a still
from one of the few animations of a Feebie that was created before
the project was consigned to that big hard disk in the sky:
Right
after the Reverse Alien disappointment, I entered Concept
Art heaven. The next project that we did at Boffo was an adventure
game called The Space Bar, funded by Rocket Science. The
concept art for the game was done by Ron Cobb, who was a founder
of Rocket Science, and who had done art direction for numerous games
and movies. Working with him still ranks as one of the big thrills
of my career. The Space Bar was set in a spaceport
bar filled with all kinds of pretty wild alien races, so we weren't
just creating new characters every week, but entirely new races.
One such race was a race of mobile plants, called the Vedj. Again,
we started with one of my superb sketches:
Ron
then produced this piece of concept art, which we decided wasn't
"plant-like enough". A round or two later, he came back
with a second image, which was perfect:
As
you can see, with each go-round, the sketches get more and more
detailed as you realize you're getting closer to the final form
of the character. And here's an image from the game itself of a
Vedj, named Seedrot, seated at a table by the dance floor in the
bar:
Now,
sometimes the evolution of a character isn't dictated by creative
reasons but marketing reasons. Here's an example from a platform
game, for the Playstation 2, that we started working on for THQ
when I worked at a THQ-owned developer called GameFX:
The
game, with a working title of Smartacus, was about a 12-year
old super-genius with an evil bent, his 6-year-old tomboyish sister
and their adventures through space and time. The concept artists
for Smartacus, was Richard Sullivan.
THQ
decided that the target users of PS2s, at least during its first
year, wouldn't be interested in a 6-year-old girl, even if she was
only a secondary character, and even if she could beat up grizzly
bears without breaking a sweat.
But
to no avail; THQ killed the project at this point.
Now,
just to show that the initial design phase of concept art is not
necessarily a long process, here's one of many examples of getting
it right the first time. Again, I turn to The Space Bar and
the art of Ron Cobb. In the bar, serving as a fairly minor humorous
diversion, was a race called the Fruufnids. They were less than
a foot tall, stood on a table in the bar, and strongly resembled
Polynesian drinks, when in fact they were high-level ambassadors
from a very powerful planet. They were constantly being picked up
by patrons, mistaking them for drinks, and were completely clueless
why it was happening, and wildly indignant about it.
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