Thursday 24 November 2011

Concept Art (A 1000 shades of grey)

Here is an update on the concept art for Pulse, there are still quite a few more images to come, they are currently still being worked on in Photoshop, for now though these are what have been finished recently.

Hopefully they convey a general feel for the universe of the game and what can be expected in terms of art direction and what direction the 3D modelling side will be going towards.

These are all potential concepts for final designs and for each I have tried to explain how they could be used effectively according to the way that they are designed.


This is one of my main ship concept for the Player. I have a few more that are still in development for final painting but currently this is my personal favourate of the selection of player ships that I have designed. It hails towards the decommisioned shuttle in a sense, except with wings, pulse generators (star engines), a good scope and agile design with enough visible cargo space for the player to feel a realistic sense of scale when ferrying goods between places in the game.

There are multiple hardpoints for weapons while not being overloaded with them, making it, in my opinion, an ideal starter ship for a player in this type of game.


 The above is a painted concept for a shipyard to be included as an asset within the game, for interaction with and to also help create a believable world within which the game operates.
It is proposed that a player can get repairs/upgrades by flying into the large hangar section through it's middle portion prompting a quick and easy solution to a damaged vessel.


Here is one of many space station concepts in a stage that should convey a reasonable amount of information about having interesting assets within the level. What makes this design quite unique is the large biome placed above the space station. I feel this adds a very unusual element to the vista's of space and would create a very different scope for the player to see when traversing the game.

 With this space station concept I have tried to give a much more industrial impression to the player. It is clear this space station has been operational for quite some time in the sector, perhaps operating as a mining outpost in a rather distant quadrant.

 Another space station concept that I have tried to mix something quite industrial with something unusual (the pyramid-shaped biome) that rest's on top of the station. This is could quite easily be active as a trade-port near a bustling trade route or as part of a group of stations that serve various needs for travellers and military-based organistations that are within it's established sector.
 
There are some more concepts to follow shortly and once they are also brought to a similar stage as those above, I will make some final decisions on my chosen asset designs and then begin the modelling stage with due prompt! I am fairly confident of 'what' I am making now. The general look and feel of the world is becoming much clearer.

Soon to follow, after being further developed in Photoshop (in terms of concept art):
- A few more 'Player' ship designs
- Capital Ship designs (to be used as large asset within the game)
- Enemy Ship designs (Fighter and Bomber class)
- Planet / Asteroid viewscapes (Environment designs for the game)

In terms of the environment designs, I have some fairly standard ideas that would be quite effective but I also have some ideas that may be difficult to implement. I will try to get these designed in a way that conveys my intention and can give me an appropriate indication as to the feasibility of them.

Stay tuned!

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