3.3 - Delivering a Final Design
In this post we're going to be finishing off our mini Mesoamerican project by bringing our dagger design to completion and providing a final concept sheet. Our focus today is not so much about the design process, which we covered in the last two posts, but rather providing a concept that showcases ideas such as mechanics and functionality alongside the subject matter's visual appearance. Without wasting any time, let's jump in where we left off.
Producing A Final Render And Overcoming Hurdles
In our last post we more or less reached a final design for our dagger, with the caveat that it was still fine to make alterations at this late stage. The first task following on from this point was to produce a final render. Depending on the task and the client, the required level of finish for a final concept will vary, so I've tried to shoot for the middle ground of a pretty well rendered final concept for this demonstration. Let's have a look at a working capture of the dagger's final concept.
Final Concept WIP Document |
Previous Design Sketches |
Producing A Final Concept Sheet
So we now have a final render of our dagger, but what else do we need to consider in our final presentation of the concept? Oftentimes, concept art is about more than just detailing the way something looks - the way an item functions can also be an important thing for concept art to convey, and that's what we're going to be looking at now. We're going to start by making a list of the things we want to include in our final presentation of the concept, so first let's establish a description of our idea for the dagger:
- An ancient, unique weapon that is a fabled artefact
- Its blade charges up in combat (from dull to glowing)
- at full charge a successful strike will turn the target to stone, consuming the charge
- in game, also serves as a 'key' to unlock a bossfight - inserts into the guardian's head to awaken it
- primary render - charged blade
- secondary render - uncharged
- charging mechanic demo
- petrification mechanic demo
- bossfight activation demo
- description/lore
With that out of the way, let's take a look at the final sheet.
As you can see, I've brought over the final render from our working sheet, which showcases the blade in its charged state. Next to it is our secondary render, which showcases the uncharged state. We also have our demonstration of the charging and petrification mechanic, showing the progression of the blade's glow as it builds up with each attack. I've then provided a sketch of the guardian, our boss design from last post, in its dormant state with an indication of where the dagger is inserted to awaken it. The guardian's own final sheet would be the place to go into more depth for this, with a sequence of sketches like this one showcasing the awakening process as the dagger is inserted. Finally, our description gives a bit of background information on the dagger's owner, the dagger itself, and a hint at key events in the world history that relate to the dagger. I've tried to condense this information into a relatively short chunk of writing, because after all the art should be the star of the show; remember we aren't writing a book here!
Hopefully, this demonstration has given you an idea of some of the things you could think about including in your final presentation of concepts. I wouldn't recommend using the content of this sheet as an exact checklist for your own presentation - of course every concept is different and requires different breakdowns and information. However, things like alternate states/modes like we've shown here with our blade charging mechanic for example, are things that you should be providing indication of, if they are present in your designs.
Summary
Today we looked at the process of taking a (relatively) complete design, and presenting it in a way that communicates both the visual aesthetic, and any additional information that is central to the concept. Working in this way will add depth to your personal work by showcasing design thinking, which is ultimately just as important as artistic skill, and it's also just generally good practice for industry, as this is the sort of stuff that you're likely to do a bit of problem solving on as a professional concept artist.
This marks the end of our discussion on this project for now, as beginning with our next post we will be turning to the subject of collaborative work. Hopefully this past chapter's mini project has showcased the sorts of methodologies you can employ in design work, in order to reach an outcome that you (or your clients) are happy with.
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