so i'am a student in graphic design, but i want to have a job in concept design for game, so what do i need for develop my design skill? what exercise do i need to take to design some concept? is it necessary to draw the subject from real life before i can designing something ?
Get the "Visual Literacy" book. That will teach you a lot about composition and conveying ideas.
Yes, it is necessary to draw from real life. Where else would you learn how everything works and looks?
There is no single "exercise" to take. Just learn to draw and paint. Real well.
go search for principles and elements of design. investigate those terms through experimentation, reading, looking at design stuff (usual suspects like cars, clothing, paintings, everyday tools, and such). should keep you busy for the next couple of centuries .
and maybe do some of those... http://conceptart.org/forums/showthr...sitions-100-!! or similar.
there i disagree with arenhaus... drawing stuff from real life might teach you something if it comes to design, but not neccessarily... first and foremost it just teaches you drawing from life. if youre about design, study design.
concept -> needs good design. ive seen so many beautifully rendered concept art pieces that completely lack on the design front. and ive seen alot of crudely drawn concepts that were really well designed and contained a lot of information.
 good design is good design (shapelanguage, rythmn, balance, etc) no matter if its 3d or 2d, used to inform an abstract composition, or a representational figure. you can draw from life all your life without remotely becoming a good designer. you cant spend 30 minutes studying design without becoming a better designer than you were. easy choice for me.
Last edited by sone_one; January 25th, 2013 at 05:33 PM.
Scott Robertson's videos may be of help
his reading list mentioned in video above
edit to add
A couple of sites that may help turn on the light switch.
Last edited by Charlie D; January 25th, 2013 at 06:22 PM.
Learning to see
"...the ideas are what matter most" Doug Chiang
sadly i don't have enough money...
@arenhaus thx bro , but when do i need to learn the design? do i have wait several month before i can design something?or i start doing design while i'am do some draw from real life?
@sone_one i've learn that in my graphic design school about rhythm and composition in my first year in indonesia it's called "nirmana dwimatra"..
Last edited by skykeeper66; January 25th, 2013 at 11:02 PM.
Start whenever you want, the sooner the better. No one can promise you'll be able to design it well at first, but if you don't try to design stuff, you won't learn to.
In addition to being able to draw and paint, you'll need to know how and why things work. So you can design them to look like they do their job - ideally, so that they could actually do it. LoTR team made real swords, and Nolan's Batman reboot uses actual working Batmobile... and Cameron had a new type of hardhat diving helmet designed for "The Abyss", which is used in real practice now. These are the extremes, but that's also why they work so well visually: they are functional for real.
having a graphic design education under my belt aswell, i wouldnt say it has zero to do with concepts for games, but certainly most of those graphic design (at least mine) educations are overrated and filled with alot of bs. any industrial design (or achitect) major seems to be better at transporting design knowledge.
It may depend on the school, though... Some schools lump illustration under "Graphic Design", and illustration should be good preparation for going into concept art... (I know some people in European schools who are basically studying illustration and/or cartooning, but under the label of "Graphic Design". And some schools have vague labels like "Communication Arts", and who knows what that means exactly.)
But if a graphic design major really means strictly graphic design, then yeah, that's not great preparation for a career in concept art. Unless you can manage to include plenty of drawing classes within that major, which depends on the school...
(In my school people went into "Illustration" if they wanted to draw, and they went into "Communication Arts" if they wanted to work with typography.)
Becoming a good concept artist requires the skill of an illustrator/fine artist and the mind of inventor/innovator which need sciences knowledge and "how thing work", know one thing is tough enough.
My good sir, maybe because I've worked as one of concept artists around so I hold a great pride about that, or maybe I'm talking about how concept design affect the society in many ways more than game and film, but all of "problem solving" "good research skills and an ability to extrapolate" is what functioning in mind of inventor, isn't? Look at Syd Mead's design, they are almost can be manufactured, and how many people get into NASA and AirForce because they was inspired by StarWars designs during childhood? I'm not trying to make it look big and scary but again concept design is about inspiring, not just a mere visual pieces of cool stuffs. And anyone who want to join in but dont know about its capabilities and know about their responsibility then they only can be average at best.
plus, being a designer frees you from a lot of teenage artist block crap. you know what needs to be done; the brief spells it out. and if youre blank for ideas, do studies and thumbnails. then you just have to solve the puzzle, pick the most interesting and appropriate solutions, render it as comprehensibly as you can and kick it out the door BAM!
(then make some changes for the AD, then kick it out the door, BAM!)
sb most art copied to page 1
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