We're taking a big ol' swan dive into character design and concept art on this week's episode, and so we're SUPER lucky to have Ashley (formerly a Concept Artist on The Last of Us: Left Behind, and since then she's worked on Uncharted 4: A Thief's End as Lead Character Concept Artist, as well as the upcoming The Last of Us Part II) and Claire (formerly an Artist and Associate Production Designer for Microsoft Studios, where she worked on a bunch of Kinect games, Fable Legends, Sunset Overdrive, Powerstar Golf, and more. She also was the Production Designer for Westworld VR, and currently works as the Art Director on In the Valley of Gods for Campo Santo/Valve) joining us to talk about the misconceptions around what a concept artist does, how they each approach character design, what they want from the writers/creative director when they're starting out with designing one, working for the project instead of yourself, how they know when they're done, the importance of taking breaks and having personal projects, how to achieve good storytelling and character work through costuming, how "real" you can push things before it becomes so novel for players that they're distracted by it, cloth sims: the final frontier of video game character design, making art for VR, major influences, how to create characters that are lifelike and not superficial, the secret to navigating creative disagreements successfully, the importance of failing and making mistakes, which game stories they've responded to recently, and MORE!
Our Guests on the Internet
Stuff We Talked About
Art and Fear: Observations on the Perils (and Rewards) of Artmaking by David Bayles & Ted Orland