Chimeric_gnosis
June 26th, 2008, 01:35 PM
Hello. I am currently a senior at Pratt Institute. As some of you professionals or art school aficionados may know, Pratt’s Illustration curriculum concentrates on teaching within the confines of the print and editorial side of the industry, and has little to do with entertainment and conceptual art. As a senior, I am trying to rectify this problem by designing my own curriculum with an emphasis on concept art so that once I leave school I can hit the ground running with a strong portfolio. What I need help with is getting a better understanding of the business and terminology so that I can plan my thesis accordingly. For instance, after talking with some cats at Xbox, they advised that I should bulk up on environmental designs, vehicle design and speed painting. How would I approach designing a vehicle or an environment? What are things to think about when approaching conceptual design? Any particular scale or dimensions that are an industry standard. Of the wide variety of traditional and digital tools, any in particular that are favored by the industry? What are some of the terminology that is used in the business that would apply? (I hear the terms “Orthographic” and “Isometric” tossed around a fair amount, what is that all about?) Should I be aware of other categories other than environmental, industrial, creature and character design? Ideally, by the end of this project I want to design one vehicle, one character (a maquette, fully painted), and one environment. Is this too ambitious for a 6-month project? Any insight into the business, or how I should approach this project will be of great help.
Thank you.
Thank you.