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Контент предоставлен Max Folkman and Nick Folkman. Весь контент подкастов, включая эпизоды, графику и описания подкастов, загружается и предоставляется непосредственно компанией Max Folkman and Nick Folkman или ее партнером по платформе подкастов. Если вы считаете, что кто-то использует вашу работу, защищенную авторским правом, без вашего разрешения, вы можете выполнить процедуру, описанную здесь https://ru.player.fm/legal.
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Ashley Swidowski & Claire Hummel

1:40:23
 
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Manage episode 221075424 series 1401827
Контент предоставлен Max Folkman and Nick Folkman. Весь контент подкастов, включая эпизоды, графику и описания подкастов, загружается и предоставляется непосредственно компанией Max Folkman and Nick Folkman или ее партнером по платформе подкастов. Если вы считаете, что кто-то использует вашу работу, защищенную авторским правом, без вашего разрешения, вы можете выполнить процедуру, описанную здесь https://ru.player.fm/legal.

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

Ashley on Twitter and Instagram.

Claire on Twitter and her Website.

Stuff We Talked About

James Gurney

In the Valley of the Gods

Mary Zophres

The Order: 1886

Isao Oishi

Layers of Fear

Hilda

Art and Fear: Observations on the Perils (and Rewards) of Artmaking by David Bayles & Ted Orland

Horizon Zero Dawn

Night in the Woods

Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

  continue reading

79 эпизодов

Artwork

Ashley Swidowski & Claire Hummel

Script Lock

156 subscribers

published

iconПоделиться
 
Manage episode 221075424 series 1401827
Контент предоставлен Max Folkman and Nick Folkman. Весь контент подкастов, включая эпизоды, графику и описания подкастов, загружается и предоставляется непосредственно компанией Max Folkman and Nick Folkman или ее партнером по платформе подкастов. Если вы считаете, что кто-то использует вашу работу, защищенную авторским правом, без вашего разрешения, вы можете выполнить процедуру, описанную здесь https://ru.player.fm/legal.

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

Ashley on Twitter and Instagram.

Claire on Twitter and her Website.

Stuff We Talked About

James Gurney

In the Valley of the Gods

Mary Zophres

The Order: 1886

Isao Oishi

Layers of Fear

Hilda

Art and Fear: Observations on the Perils (and Rewards) of Artmaking by David Bayles & Ted Orland

Horizon Zero Dawn

Night in the Woods

Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

  continue reading

79 эпизодов

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