Artist Models

 

Minnutu is a comic artist and illustrator. She has worked as a card designer for magic the gathering and Dota 2 card game artefact she is also currently working as an illustrator for dark horse comics. While within her comics her style uses a solid line art in her illustrative or concept work there are traces of this line art however there is more of a painterly style present with visible brushstrokes giving the works texture. While most of her work is centered around fantasy and medieval characters/environments the way she designs characters and presents them is something I want to communicate in my work. They always have a clear emotion and from their clothing and adornments we can get a definite idea on that character's status, how they’re feeling, and age. I want to be able to communicate this within my work to give an idea on what the characters are like. A good design should be able to communicate these factors. 


Masahiro Ito is a well-known designer/artist who is known mostly for his work on the Silent Hill series, and the infamous successor to clock tower, Night cry. Because I will be designing grotesque monsters to pursue the protagonist, looking at Masahiro’s work as reference will help me when creating these designs. I also looked at some of his early character design work on silent hill 2 which focused a lot on the characters' expressions: how they would look when they are happy, sad, and angry, the way their mouth would move and even how their eyes would move. Focusing on these little details will help my characters appear more expressive and sympathetic. 

When Masahiro is designing creatures there is a clear color scheme used throughout majority of his designs, flesh tones, tones that are typically found on human skin and flesh, and his creatures always have some resemblance to a human however mutilated they maybe. A lot of his works seems to embody the philosophy that humans are the scariest monsters of them all, or the monsters that they can potentially come.


Haunting ground is a survival horror game set within a Victorian castle a very similar setting too my brief. I chose to use the whole Haunting ground environment team as inspiration, (mainly Yoshitsugu Tanaka, as he was the lead background artist).  The environment team took the idea of an ancient Victorian castle and fleshed it out having the typical dark broody hallways however having bizarre items placed within them (for example a dead-end hallway with only a chair at the end) and as the player descends the rooms begin to grow more stranger, a bright pink nursery with fake organs and mannequins discarded within the room is unsettling and contrasts with the broody damp castle. Its something unexpected and makes the environment even more unsettling. 

From a design standpoint the layout of the concepts is easy to understand and gives the viewer a clear understanding of the depth and space of the room, with the objects in the environment helping emphasis the height of certain rooms (objects such as doors, windows, and chandeliers.) In my environment work I want to be able to create a lot of variety and not just rely on the trope of dark and broody hallways but have rooms and interior that just makes people think what kind of insane people live here.

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