Concept artist portfolio
Hi guys
I'm an aspiring game artist who is looking to break into the game industry. I'm ferociously pursuing this dream by drawing and improving my skills relentlessly over the last 2 years. If you are looking for a new game artist, please take the time to look at my portfolio:
https://www.artstation.com/artist/imm0lator
Thanks
Ricardo
I'm an aspiring game artist who is looking to break into the game industry. I'm ferociously pursuing this dream by drawing and improving my skills relentlessly over the last 2 years. If you are looking for a new game artist, please take the time to look at my portfolio:
https://www.artstation.com/artist/imm0lator
Thanks
Ricardo
Comments
Are you wanting to work in a studio?
Some links (all local):
http://marcelvanvuurendesign.blogspot.co.za/
https://www.artstation.com/artist/jeanroux
https://www.artstation.com/artist/nicollazarus
https://www.artstation.com/artist/lyntonlevengood
https://www.behance.net/danclarkeart
I think in their work you'll find a whole lot more design happening, where there are explorations of things (blueprints, different drawings of the same subject from orthographic views), generation of options (many creatures or objects from the same world/environment to flesh out a world, or the same character with many different options of outfits, variations), colour/mood boards and so on.
Alternatively, if you're open to branching out, then perhaps move beyond concepts and do some in-game work, maybe 2D sprites, backgrounds and stuff, or some 3D.
In terms of your work itself, I was also personally pretty put off by your depiction of women being very one dimensional. I'd like to see more examples of sensibly-designed clothing, and clothing that obeys physics, and women of archetypes other than "strong and sexy".
I also felt that there was a huge difference in quality in pieces, especially between those that are copies of other artists/photographs, and those that are your own original work. In my mind, you've been able to develop a decent eye for observation, but I feel like you're not really understanding what it is you're drawing, so that when you draw your own things you don't benefit as much from the copies that you've done. Something I do sometimes when I do studies is to do a copy, but with something fundamental changed so that I can't copy things straight up: for example, move the light source/direction, or move the camera. It makes me have to take the 2D image I'm observing, figure out the form/light/colour as a 3D object in my mind for understanding in order to re-light or re-position it, and then translate it back into 2D. The process is a lot slower than straight-up copying, but I think the time spent allows for much faster improvement, and a lot more of 3D form is committed to memory, making future drawings that could use this as reference significantly easier.
Hope that helps!
I really love what Marcel van Vuuren has done with his work. Nice display of design with multiple view points. Some examples of how a character can move/interact with an environment. Nico Lazarus has some fantastic work. I love his use of colour.
I basically know I have a lot of work to do. But everything on my portfolio has been only a year's work so I'm happy with what I've managed to achieve in just 2015. Give me another year learning new things and I'll be a lot more well rounded :)
@imm0lator - Check out this article, very helpful in the concept art department: http://howtonotsuckatgamedesign.com/2014/02/lets-get-real-concept-art/