In this blog post, I want to introduce the fundamentals of concept art. But before doing so, I want to define what concept art is. I took the definition from wikipedia and adapted it to my own understanding of the job:
Concept art is a discipline of visual arts which aims to develop and communicate an idea for use in films, video games, animation, comic books, or other media before it is put into the final product.
Concept art involves a mix of problem solving, design, fine art and digital art. It is developed in several iterations to facilitate team interactions. The concept artist tries several designs based on an initial brief, which are filtered and refined in stages to narrow down the options.
Concept art is not only used to develop the work, but also to show the project's progress to decision-making crews, clients and investors.
I know I probably nailed it enough, but note how this definition doesn't mention anything about the craft (that is the technique) of concept art. That's because craft and art are interlinked but different.
When it comes to concept art, the craft you choose is your own concern: You can sculpt in clay, in 3D or in synthetic wax. You can paint in gouache, digitally, use photobashing or paint over 3D. You can build worlds with miniatures and use photography. You can draw with pencils or charcoals. You can even do paper cuts or think of something completely crazy!
Here's my advice: Do not let the art industry shapes you, shape it. Be a creative asset for your employers, clients and colleagues, bring your own vision of the world.
So, let's move on to the fundamentals of concept art as I understand it.Read More