Creating Concept Art.

So, first things first, starting with creating concept art that would be appropriate to the given era and setting of the game.

The game document we chose, as a group, was ‘Burn Witch, Burn’ and was set in the heart of Scotland around the 16th century when witches were still at large.

For the first week, among other tasks, I took the task of creating concept art for the setting of our game. This began by researching different aspects of life at this time to help influence any choices regarding the design, such as; castles, buildings,clothing, lanterns/torches and even trees. This helped to gain an insight into the possibilities of the culture and environment of the time.

Within the game design document there were three main areas for the setting of the game, A castle, The woods/village and the antagonists home. I wanted to try and incorporate all these scenes into one image therefore I created a landscape with all of the above. The castle on the brow of a hill, for strategical defence purposes, the woods surrounding the hill and with the cabin in the woods which would orchestrate the antagonists dwelling.

As it would be the main focal point in the setting I wanted to focus on the different aspects of the castle. The majority of the castles I found to be useful whilst researching had these cone shaped roofing at the top of turrets or towers. I then created an outer wall and incorporated these ‘cones’ into this final piece. With many housing and other buildings there was a distinct pattern of having a stone ground floor but then greeted by wooden-clad first and second floors. I couldn’t find any reasoning behind them being built this way but I felt they would be fitting if I could include them into my castle or the surrounding building within the castle walls.

With this only being concept art I didn’t want to put an extensive time into drawing every single tree but I mainly concentrated on using temperature and hue shifts to create an interesting and appealing setting. I also emphasised the light from the moon glowing onto the canopy.

As a whole I feel I portrayed a strong setting for the group to work around and help influence any of the work that they might be working towards. Below is the final piece that I designed after said research and thinking of possible directions of the game’s aesthetics.

 

concept-coloring
Setting Concept Art.

About Benjamin Lockwood

2016 Graphics