3 Short Facts About Concept Art & Why It’s Trending Even NOW?

This is a sponsored post by retrostylegames.com

Hi there! I’ve been doing concept art for more than 5 years, and I want to chat about what game concept art is and maybe inspire someone to enter the same industry. 

So, game concept art is like the first pictures artists make to figure out how a video game will look. They decide on the style, characters, and the environment. 

Here are three quick facts about this video game art form:

  1. Game concept art drawing has its roots in cinema, where artists created concepts for films. This translates into the gaming world, where concept art is an important element, inspiring the entire creative process.
  2. Concept art can be older than you think. Ancient cave paintings depicting hunting scenes can be considered early forms of concept art, visualizing strategies and potential outcomes.
  3. To make concept art is like participating in a visual brainstorm. It explores various ideas, moods, and functionalities, often through multiple iterations and sketches. While movies and games often are the most famous media that include concept art in their development, it’s also crucial for everyday products! From smartphones to comfy chairs, concept artists help designers to make these items before manufacturing.

As you already understand, concept art has become super important in game development. It started as simple drawings and now uses tech to create cool visuals. This art has a big impact on how you see a game. It decides how characters, worlds, and levels look, giving each game its own special style. 

If you find concept art interesting, check out blogs from skilled game developers. They share their experiences and how they come up with concept design art. It’s a great way to learn how to make concept art for games and get inspired.

Why does any good game need a concept, dammit? 

Why, in fact, does any good game need a concept? 

Firstly, a game concept serves not only as advertising but also as an additional source of merchandising. Some developers successfully sell items like magazines with concept art game designs, even on platforms like Steam in the form of downloadable content (DLC). This creates additional revenue and maintains interest in the game.

Secondly, for developers, artists, and those responsible for the script writing and quests, concept art is a crucial tool. By reviewing the concept, they gain a better understanding of how to translate ideas into a real product.

In the case of independent studios or those seeking funding, concept art becomes a key element in the project presentation. It visually demonstrates the game’s potential and contributes to attracting investments.

A game doesn’t just appear like thunder from the clear sky. There needs to be an understanding of what to aim for and how it should look, at least roughly. This is where concepts come in. However, the final result usually differs from the initial ideas, but the concept serves as an essential guide throughout development.

Why does a good game need solid drawing concepts? Well, part of the reason it becomes popular is because of awesome concept art.

For instance, Frostpunk is the game about gloomy stuff like death and despair, but it still looks cool, especially the pictures you see as the game’s story unfolds. The unique look of Frostpunk is thanks to talented people who worked on the pictures and ideas behind the game. It wasn’t easy – they spent a lot of time and effort creating the dark, gritty, and cold world of Frostpunk. 

The concept art book of Frostpunk is still available on Steam for anyone who wants to appreciate the work.

An example of a poorly executed game and excellent concept art can be seen in Watch Dogs 1. 

Based on user reviews in 2014, people expected a gloomy story with dark, energetic and deep characters, an unforgettable plot and a unique graphics style but unfortunately, the graphics in the game turned out to be too monotonous, dull, and lacking soul, with a corresponding yellow-brown color palette of that time. 

Currently, the game’s rating has risen due to the unsuccessful second part, making the first one appear more engaging by comparison.

What and where to learn about concept art

If you want to learn about concept art, there are cool places to check out:

  1. Websites like Udemy and Skillshare have courses taught by experienced artists. Look for ones that focus on techniques and the creative process.
  1. Look for a good conceptual art blog on social media. YouTube has lots of tutorials from skilled artists. Check out channels like FZD School, Adam Duff (Lucidpixul), REIQ and so on for tips and tricks.
  2. Grab books like Scott Robertson’s “How to Draw”, “Human Anatomy for Artists: The Elements of Form” by Eliot Goldfinger, and Bold Visions: A Digital Painting Bible by Gary Tonge for in-depth knowledge of composition and design principles.
  3. Join communities on ArtStation or Reddit’s ConceptArt subreddit. Share your work, get feedback, and learn from others.
  4. Attend concept art tutorials like Concept Art Association to learn directly from pros.

Remember to practice and experiment with different styles. Learning from others and trying things out will help you grow in the exciting world of concept art.

A real-life case, or how I almost fucked everything up

Let me share a real-life story about a project where I almost messed things up:

I was the concept artist for a city-building game that aimed to mix futuristic architecture with advanced societal ideas. My designs were cool, featuring tall eco-friendly skyscrapers and a world where tech and nature coexisted. Everyone loved the first sketches.

But here’s where it got tricky. My vision was too big, needing high-tech stuff and a lot of money. I ignored worries from the team about it and insisted on my original idea, thinking I knew best.

As we kept working, problems started popping up. The cool graphics I wanted were too much for our computers, causing delays. The team had trouble turning my fancy designs into the game, leading to fights and issues. We missed deadlines, and the money we needed shot up.

Talking to the team, I saw I had to make things simpler. I toned down my ideas, used simpler designs like low-poly, and stuff like that.

In the end, I learned to balance my ideas with what was possible. I also realized it’s okay to get inspiration from other games – in our case, we got some ideas from a game called SuperCity. This whole experience taught me to be practical and learn from successful projects. 

If you’re interested in isometric buildings, check out the portfolio page with Supercity game buildings

What have I learned from all this? 

I’ve learned a lot. The main takeaway is that being able to bounce back and adapt to unexpected things is super important. Life doesn’t always go the way you plan. 

I’ve also realized that learning never really stops. Whether things go well or not, there’s always a chance to grow and figure out more about yourself. Being open to change and new ideas has become something I value.

And, of course, people matter. Building good relationships is not just about making life better for yourself, but it also creates a sense of community and shared experiences.

In a nutshell, I’ve learned that being tough, staying curious, and connecting with others are the things that really count. It’s not just about where you’re going but how you grow and learn along the way.

This is a sponsored post by retrostylegames.com

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