For this module we are required to build a 3D scene using a piece of concept art. The scene has to be built in such a way that it could be played and therefore must take into consideration how a character would move around and interact with the environment, however the module itself does not require it to be literally playable. The concept art has not been given any restrictions, meaning we can use any form of media from film and TV, to books and game art. We have been given the choice of working in a team of two or on ourselves. I will be working with David Keymer, whereby my role in the team is the character and animation artist, and David's role is the environment artist.
As some people in my course are focusing on roles other than environment art, myself included, we were given the option to do rigging and animation under the condition that we also do the character art.
This module requires that we incorporate techniques and technology that we have not used before, thereby encouraging us to learn different methods that could better our understanding of the roles we are specialising in.
The final piece does not have to be the exact replica of the concept art, as we have been told that we can deviate from the original concept but only as to add to the scene in a way that compliments it, i.e. we should not deviate from it so much that it is unrecognisable, or have elements that could not be artistically justified in working with the original concept. This final piece will be a 30 to 60 seconds long cinematic.
David had already been looking into and blocking out a piece of concept art that was used for Tomb Raider: Underworld (Figure 1).
|
Fig.1 |
After conversing with him about how I could contribute to the piece using character art and animation we came to a rough conclusion about what we plan to do, which I will detail in my planning post. I was happy to work with David and I think the concept art he found has a lot of potential for both of us to produce some great work.