- Concept art and where it comes from.
- New methods of creating concept art, new procedures, what could the industry look like 10/20+ years from now (Look at terrible 90's concept art).
- Alternate versions of the concept art pipeline -
- developed for VR.
- Hive - 3D painting program.
- Sparth - Artist - 3D concept design.
- Look at Pre-Vis, How things are supposed to move. Look at the watchmen graphic novels (animated).
- How to create ideas quick with these new methods.
- Look at 360-degree concept art.
- Concept art using cardboard VR headset.
- Origins in theatre and theme park design for example. At the base of the project, you are a DESIGNER.
- Think of effects of project for movies that are getting more and more unrealistic (Superman, for example) Benefits of other senses in getting across a concept.(VS Scottish cottage concept where a simple picture would do).
- Solving the problem of not being able to portray VR with current concept art/design process.
Lynn Notes:
- Look at pipelines - Animated, graphic novels, concept art, world building.
- Look at pipeline processes for games and film, decide which you would rather develop for (processes are very different)
- Media tests - (move/animate work that was not designed to move vs stuff that is/was, see how processes compare).
- Set tasks per week, schedule time. In a week do a reading task, making task, reflecting task and a case study.
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