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LONG BLOG

From Concept to Art

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So we have been working for the past month with a great concept artist, Vincent Morin, who has had the difficult task of translating our vision of the game into beautiful artworks that are to be used to create 3D models.

Since many people around us wonder how he came up with these designs, I thought I would walk you through the design process for one of the characters.

If you are interested in the creative process that goes into character art, then read on!

It all began with a general idea on our side: we define what the general look of a character should be, talk about influences, what kind of game play will be associated with him, etc. We then started to assemble different images from across the web that reminded us of that character and created a form of mood board.




This would help Vincent get a feel for the character. In this case we were looking for something very industrial, something Caterpillar could be building in 50 years. We also sent him functionality and background descriptions so that he could get a general feeling for what we were looking for.

Vincent then sent us thumbnails for the character that would help us choose the direction for the character. These are quick drafts made to show the general shapes of the character, without going into any detail.




From there, even though in our mind one of the characters had a much stronger visual appeal, we chose two of the designs and asked him to refine them further. We really liked the last 2, so he went with these, and he designed a new one based on our thoughts.




These three were much more elaborate and could let us see the potential behind each of the characters. We loved all 3, but there was a clear winner in our mind, the middle armor. The next phase was a detailed sketch of that armor, so that we could have a glimpse at what the final character would look like.




Doesn’t he look tough, eh?

From there, we started looking at different helmets for him, and decided to go for a retro ‘welder helmet’ look that we liked, so he made a few propositions to fit that idea. We chose the first proposition and we knew we had the right one.




Next was a 3/4 front view sketch, that would let us see him in perspective glory.




Nothing much to say to him from this point, apart from: “WE WANT MOAR !!!!!!!!”, and after a few days work, he gave us this beauty.




So there you have it, this is how Vincent managed to go from a general idea to a bad ass armor, conveying exactly what we had in mind. It takes a great artist to manage to understand crazy French people, and translate that into art.

If you want to see a high res version of the character, check out our media page at www.braincandy.fr/media/

We have now started modeling and we should have stuff to show you in the weeks to come.

So what do you think ?
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About Brain Candyone of us since 3:48 AM on 04.20.2010

My Name is Alexandre, I am co-founder of Brain Candy and this is my personal dev/rant/random/QQ blog.

Brain Candy is an independent games studio from Paris, France and was founded by 3 industry passionates.

We strive to create great products for the gamer crowd and will always listen to the public's feedback, whether it is positive or negative (we'll just smack you in the face if we don't like what you're saying).


We hope you will enjoy interacting with us as much as we enjoy making games for you!

Some of my favorite games are:

XCom
The Half Life franchise
Final Fantasy 3/6 and Tactics
Wipeout 3 and HD
Secret of Mana
Fallout 1/2


Our Website: https://www.braincandy.fr/

Follow us:

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PSN ID:Yshaana


 

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