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[IGC2018] 산타모니카스튜디오 에이브 타라키 - 게임의 컨셉 디자인과 세계를 만드는 법

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[IGC2018] 산타모니카스튜디오 에이브 타라키 - 게임의 컨셉 디자인과 세계를 만드는 법

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[IGC2018] 산타모니카스튜디오 에이브 타라키 - 게임의 컨셉 디자인과 세계를 만드는 법

  1. 1. Abe Taraky Concept Design For Triple AAA World Building
  2. 2. Abe Taraky I‘m a Concept Artist working in the game, film and animation industries
  3. 3. Housekeeping
  4. 4. WHAT makes a character design iconic? Titles that play to win the biggest jackpot
  5. 5. The division between these classifications was much more cut and dry back then.
  6. 6. Small Teams
  7. 7. So as we can see, quality and success are not is not exclusive to triple AAA games, however…
  8. 8. Being produced and distributed by midsized to major development studios The titles are often associated with high economic risk
  9. 9. So let’s get into it
  10. 10. 8 years, 8 titles
  11. 11. Old New
  12. 12. Reference Deep Dive
  13. 13. Poems ArtifactFolk stories
  14. 14. Our goal now involves two very different variables.
  15. 15. Bringing it all together.
  16. 16. Putting it into Practice
  17. 17. Viking Box Brooch
  18. 18. The Well of Urd
  19. 19. Rinse and repeat many times over.
  20. 20. Reverse Engineering your Reference
  21. 21. From the get go we knew that Vikings were not craftsman.
  22. 22. Scale
  23. 23. Statue of Thor
  24. 24. Final Thoughts
  25. 25. Diving deep into your reference Reverse engineering your source material
  26. 26. Thank you for your time!
  27. 27. Questions ?

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