[Course]conceptartist,joofoot Details
In-Depth Look
- SECTION 01
Orientation
01. Introduction- Meet your instructor and learn about the overview of this class
- SECTION 02
Intro to Appealing Design
02. What Makes a Character Appealing?- Key principles: drawing fundamentals, personality, silhouette - Case studies from successful games
03. Genre & Archetype Breakdown- Character roles: tank, DPS, support, mage, scout, etc - Archetypes: hero, antihero, trickster, brute, villain, waifu/husbando - Genre specifics: MOBA / RPG / Shooter / Casual
- SECTION 03
The Fun in Fundamentals
04. Anatomy Fundamentals- Understanding human basic shapes - Drawing and thinking in 3D space
05.Drawing Different Body Types- Understanding the achetypes' visual representation - Posing different body types
06. Drawing the Head & Facial Expressions- Learning how to draw the head features - Working with different expressions - Drawing the head and face from many angles in 3D space - Importance of realistic understanding before stylization
07. Drawing Hands and Feet- Breaking complex organic shapes - Common poses in concept art - Emotions with hands (and feet)
08. Force in Motion- Drawing interesting dynamic poses - High energy and low energy poses - Storytelling through poses
09. C3: Colors Crash Course Part 1- Blocking out your drawing with flat colors - Understanding values and color hierarchy
10. C3: Colors Crash Course Part 2- Volumetric rendering: the lazy way - bringing your flats to life - Painting light and shadow - Treating various materials
11. Bonus 1 - Zoom Out: Avoiding Over-Rendering- Coloring and rendering just enough - Handling your expectation
12. Bonus 2 - The Magic of Gradient Map- Coloring with values - Creating your own maps
- SECTION 04
Ideating Your Character
13. Thumbnails & Shape Language- Understanding and keeping the brief in mind - Developing a visual "hook" through sketch iterations - Using shapes to communicate archetype and attitude - How to iterate quickly with clarity
14. Principles of Design- Touching on the 7 principles of design: emphasis, balance and alignment, contrast, repetition, proportion, rhythm and space
15. Costumes and Gear Part 1- Designing clothing to support gameplay roles - Materials, patterns, and cultural inspiration
16. Costumes and Gear Part 2- Weapons and props as storytelling tools - Building and thinking of your character's persona and narrative
17. Iconography and Accessories- Iconography in concept art, particularly in costuming - Conveying narrative, cultural context and meaning
18. Faces, Hair & Expressions- Creating emotionally readable faces - Visual shorthand for age, ethnicity, personality - Hair as an expressive silhouette tool
19. Stylization & Consistency- Choosing a stylization level - Tips to match an existing IP's art style - Avoiding the "uncanny valley" in stylized work
20. Color & Rendering Part 1- Color theory applied to game characters - Iterating values and color palettes
21. Color & Rendering Part 2- Rendering from Flats - Rendering tips for showing materials cleanly
22. Head-Turning Turnaround- Creating alt views of your character - Understanding production needs and examples
23. Movement Studies and VFX- Breathing final life into your characters with movement studies, action or idle gestures - Exploring the need of VFX work
24. Bonus 3 - Research and Mood Boarding with PureRef- Documenting your ideas and train of thought through moodboard and references
25. Bonus 4 - Creature Design- Tips on designing creature(s) in your lineup
- SECTION 05
Stylization and Cohesion
26. Part 1: Developing a Lineup (Visual Variety)- Sketching and expanding your character roster - Making a team of characters look cohesive but distinct - Body type & height variation - Expanding narrative through character variety
27. Part 2: Developing a Lineup (Visual Variety)- Avoiding repetition across characters - Thematic cohesion pass through design details and color palette
28. Final Concept Presentation Techniques- Front/back views, callouts, expressions - How to format for production or portfolio - Layered PSD organization tips
29. Bonus 5 - Basics of Graphic Design for Your Portfolio- Space, balance and typography - Layout for your characters
30. Case Study: Breaking Down a Pro Design- A full walkthrough of your own past character concept - Discuss design choices, failures, and final polish
31. Final Project & Student Challenge- Students design a character based on a provided prompt - Tips for critiquing your own work
- SECTION 06
Outro
32. Keep Going / Thoughts About the Industry- Practices and consistent portfolio building - Chasing your goals - Industry realities