6. Design Brief
• Creative Input on final
Product Design
• Unification throughout
all Documents
• Consistency within
Product Vision
• Creative Control over
Product utilizing GDD
17. Concept Art Brief
• Research from existing
media
• Create and refine
visual concepts
• Overview 3D asset
Design
• Create a visually
appealing product
21. Concept Art
• Visual Style
• Constantly in Motion
• Wife in wedding dress
• Face hidden and
obscured
• Face revealed when
close
Antagonist
22. Concept Art
• Features subdued and
muted tones
• Grays and Blacks
• Powerful colours rarely
used
• Majority of scenes are
dark
Colour Palette
23. Concept Art
• Research
• Noir-esque
• Black and White
• Flashes of colour for
shock
– Blood
– Contrasting enemies
– Environmental visual
clues
Cutscenes
24. Concept Art
• Embody Protagonist’s
fears
• Transformation of
known NPCs
• Will have detrimental
effects on Protagonist
Enemies
30. Technical Art
• Assets created in 3D
• High Res H.U.D
• Render out High Res
3D Icons
• Fake Top-down
Camera Perspective
• Characters in 3D
• Render out animations
into FlatRedBall
Implementation
31. Technical Art
• Hotel Assets
• Research
• Reference
• Final Renders for Hotel
Assets
Assets: Hotel
32. Technical Art
• Bedroom Assets
• Research
• Reference
• Final Renders for
Bedroom Assets
Assets: Bedrooms
33. Technical Art
• Corridor Assets
• Research
• Reference
• Final Renders for
Corridor Assets
Assets: Corridors
34. Technical Art
• Lobby Assets
• Research
• Reference
• Final Renders for
Lobby Assets
Assets: Lobby
55. Production Brief
• Project Management
Methodologies
• Implementation
throughout Project
• Monitor & regulate
Workflow
• Maintain Development
Process
Possibly shift this + next slide to another location; will help consistency with topics covered. Characters (pro + ant) first, with enemies, then colour palette at the beginning.