Knowledge &
Understanding
1. Demonstrate a critical understanding of business aspects of
working as a concept artist including copyright issues pricing, and the rights
of an artist.
Allot of studios make you sign NDAs (non disclosure agreements) These documents are written up to prevent the artist creating content for that particular company from talking about the work created there or any other aspect of the project. This is very important in a highly competitive industry such as games, movies and other media.
While in contrast some studios/individuals are very happy for you to show your work in your personal portfolio. The reasons for this can be about publicity, if enough people see the work being created by your artists and it gets them hungering for more it increases the numbers of people willing to buy the game. Using public domain media outlets such as YouTube. Vivo and other sites a company can muster a great following long before the game is even released, if they deliver what looks to be a promising product.
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2. Demonstrate a comprehensive knowledge and understanding of concepts,
information and techniques at the forefront of Concept Art.
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Cognitive &
Intellectual Skills
3. Synthesise complex concepts and professional practice into
the production of original imagery.
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4. Demonstrate a critical understanding of the key issues relating
to Concept Art practice.
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Practical &
Professional Skills
5. Demonstrate a professional and effective approach to the
specialist area of 'Pitch Presentations'.
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6. Analyse and interpret challenging client briefs and produce
relevant and original work in response.
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7. Demonstrate critical understanding of specialist techniques
relevant to Concept Art.
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8. Explore and evaluate a range of visual responses to a brief.
9. Reflect on practice and recognise and critically appraise
strengths and weaknesses
My weakest brief was DreamWorks this was made abundantly clear during my presentation as it was clear I lacked direction and narrative concerning my character.
I should have caught myself at an early stage and realized that I was struggling with my current approach and to try something different instead of stubbornly trying to make it a reality.
However I did feel the character herself was interesting and compelling. Personally I think more research might have helped me ground the concept a little more as I felt quiet nebulas in the aspect of where this character lived who she interacted with and who she was as a person.
Atom Hawks brief encouraged me to explore painting with tone and making an atmospheric and cinematic environment rather than worrying over the small details such as perspective, scale and distance.
However I felt my character was very successful especially the final piece the only criticism which i admit I am very guilty off is over complication of a design. I personally find myself drawn to complexity especially extremely busy complexity with lots of mini scenarios all battling to grab your attention. However this level of complexity is not usually suitable or desirable for character or environmental design for games and other media.
I feel my Ubisoft brief was successful all round however It was pointed out in the presentation that I lacked consistency in my design methodology. This is a problem I am beginning to notice more and more and I think it stems from me being a perfectionist. I am never satisfied with anything I produce so I always try to enhance or expand upon the character, prop or environment in the next concept I produce. This is something I am going to have to look out for in future and strive for consistency in my artistic design.












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