Concept art is an illustration that conveys the mood and the idea of a future game before it takes the shape of the final product. The term "concept" in the early 20th century began to be used by automotive designers, then picked up by the genius cartoonist Walt Disney.
Concept art is commonly spoken of as part of the process of working in the media (film production, game development, comics), but the work of concept artists is invested in the creation of the environment. Not a single mode of transport, interior object, urban location, or notebook is created from a single sketch. A game concept art company https://ilogos.biz/concept-game-art-services/ prepares dozens of drawings, of which only a few go to work.
What does the artist
Rough sketches are made first to see where to go. Quick contour drawing without fillings, or, conversely, the work "of the spot," gives a rough idea of the silhouette and scale of the object - you can understand whether it meets the requirements.
At this stage, it's easiest to make major corrections, so there's no need to limit yourself - you can redo everything from scratch.
Having defined the silhouette, the artist breaks the object into "masses" and outlines the general design and big iconic elements, be it a cape or a short jacket, high boots or boots, a bald head, or a plait to the waist.
Then the artist moves on to sketching, going into detail, highlighting materials and tone, and setting individual accents.
Terms of Reference
Detailed terms of reference for the artist will save a lot of time and money. Some novice developers forget about it and then have to completely redraw the concepts, which is unacceptable in terms of a limited budget.
How to write terms of reference for the artist:
- Detail the setting. If you don't have any ready-made mud-boards, concepts, or UIs - attach links to similar projects and draw the artist's attention to their style;
- If there's already some concept art and models for the project - still show examples to reference;
- Describe all the characteristics of the characters, including behavior and future animations. If the character is involved in combat, describe his style and his role in the game;
- Specify any technical nuances of objects that may arise. If it's an interactive Sci-Fi chest with an unusual shape, the concept should reflect how it opens. If the object interacts with the interface - you need to explain how exactly;
- Specify the size of the objects;
- Already have a modeler? Great. Ask him how many angles and what level of rendering is enough to make a finished 3D model. Ask if you need to specify some elements and the principles of their work. Add everything to the terms of reference;
- If the project is existing objects - for example, specific models of aircraft or weapons - be sure to attach their photos (preferably several), and even drawings to the terms of reference;
- Specify deadlines, but be aware that they may move.
Where to look for artists, and how much do the cost of their services
One price for the services of artists does not exist, so you have to start with the amount of time it will take to work. Then it all depends on the artist's demands and your ability to negotiate with him.
Developing a concept of one character or unit on the freelance market takes an average of about 36 hours. If we talk about the concept of a location for a 2D quest, the time will depend on the amount of content in the scene - count on 5-15 days. For games of the genre, Hidden Object time increases to three weeks: two for drawing the background and the rest - for the objects. Although here, too, you can fit in 14 days if you use photo textures.
Another option - negotiate piece-rate payment for a set of sketches or individual concept art. More expensive - does not always mean better, so evaluate the artists by portfolio and look for a compromise of price and quality.
The company ilogos.biz offers quality services from experienced professionals who will give you professional artists with a portfolio, their work, and several sketches for you.