I stopped working on this guy and decided to start on a new one. Where this guy failed:
- Detail distribution
- Silhouette read
- Value read
Starcraft struck gold by imitating the Alien with zerg, and adding an exciting horror element into their game, on top of the sci-fi run-of-the-mill conspiracy/rebellion plot lines and themes that go along with the Terran campaign. Protoss are probably the race with the least character, and I was never really invested in what they had to say when I played the campaign, though their visual and gameplay design was solid. Their biggest thematic achievement is probably being the indians to the Terran cowboys. My guess is they were trying too hard to conceptualize a real alien race, which felt too foreign and weird.
Blizzard is the game industry Valhalla. You go there once you have proven your worth in battle.
I realized recently why a few of my pieces were ions beyond anything else I was doing at the time (see the Samurai). It's that "artistic" aspect of concept art shining through, coming from your subconscious. When people are hit with "inspiration" or whatever you want to call it, your brain produces better work, and that's what happened. However there's still no way to logically predict when it will happen again, or how to cause it to do so.
Ideally, all the pieces that go in your portfolio are ones that were made with inspiration.
Oh yeah, I also did some studies hoping they would help me with materials etc. They did. But it didn't save me in the end.
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