today I wanted to share one of the many processes there are for doing concept art. I didn't invent it, I picked it up during the last years teaching me this stuff. I like it, because it is really simple and cost efficient. To make this whole post a bit more relevant I use an example from today's work for Base Conflict, the game I am working on with 3 more guys.
Currently I am concepting the green faction, which is a nature-race (meaning they are all some tree/plant-creatures).
The briefing for the concept said: it is a tower, it has Armor/Damage-Aura, it throws rocks
In my opinion the hardest part is that blank feeling inside your head, when you have to design something new. For me it helps to do thumbnails. What I mean are really small scribbles. It takes discipline to stay small, so I shoot for a size that is literally as big as my thumbnail. I do a lot of those and just let my mind and eye look for interesting shapes. In this case I did only a small amount, but I kinda liked what I had.
This could look something like this:
It had some magic going on, which was shown by the floating orb, it could throw a stone with its grabby-hand and shoulder pads are always good to say "royal" "high rank" so I guess this helps with the "aura".
After that I decided on a color sheme, added the colors with a multiplay layer, put a copy of the greyscale above the multiply layer and set it on overlay. I adjusted opacity until I felt it was a good start and then just painted. In the end I did another version where I used a photo-overlay on which I painted.
I didn't change the silhoutte I established much during the whole process. So yeah, I hope this helps a bit, feel free to ask questions and see you soon.