Concepting
One
of the most important processes of designing a game is to concept
what you are going to create. It helps to develop an initial idea
into something that you can work with regardless of which area of the
team you are.
The most obvious is 3D modellers using artwork from the
concept artists to create the models. However the concept artists
have to get their ideas from somewhere else, they will collect images
and photographs and create mood boards before drawing out their
ideas, unless they just doodle ideas from their head. I also feel
that games with sequels can be used as concept for the newer games, a
good example of this is Skyrim. Most of the Elder Scrolls games have
references to the others, Skyrim has books in-game detailing the
history of Oblivion and Oblivion has books about Morrowind.
In
a way the old models from Morrowind can be described as concept for
Skyrim, as some of the same NPCs and props are used but have been
remodelled in Skyrim. Also the different races have been greatly
improved.
Personally
I am not great at concepting, I generally prefer to draw things from
life and find it difficult to create an idea from nothing. I have to
do a great deal of planning and collecting imagery before I can
create something “unique”.
Planning
Planning
is the first stage in the creative process of tackling a brief, and
the initial brief and final outcome can get messed up if sufficient
planning has not been put into place. An important part of planning
is knowing what you're going to do and how you're going to do it.
Making lists of what I need to do helps me get my work done, although
I am not very good at time keeping, and I hear that it's a good skill
to have, so I will try and focus on that this year! Some people use
timetables to help with their planning, but I feel that the time
spent on creating the timetable might overweight the actual project.
The final outcome of a project should be obtained by the development
of initial ideas. Planning and concepting will help to focus on the
initial idea and to not stray off into a random conclusion.
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