<![CDATA[Kotaku: Concept Art]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Concept Art]]> http://kotaku.com/tag/concept art http://kotaku.com/tag/concept art <![CDATA[ Fable 2 - Dirty Prostitutes And Clean Frenchmen ]]> Behold the gorgeous ladies of the night of Fable 2! Which one would you pick, were you so inclined? I just can't decide. This little snippet of concept art accompanied an interesting post on the Fable 2 development blog that deals with an internal back-and-forth email about the lack of soap in the office. The reasons for the soap shortage were soon made chillingly clear.

Five days ago, in an unexpected terrorist attack, the entire shipment of liquid-soap for Europe was hijacked - hundreds of lorries diverted towards Paris and their contents spilled over French capital. The scenes were horrifying - millions of Frenchmen who hadn't washed in decades screaming as they were forcibly cleansed.
The U.S. is currently in talks with the French government to send relief dirty-up crews to the panic-stricken country. Hey now, it wasn't me, it was Lionhead!

Simon Says.... #3 [Fable 2 Development Blog] ]]>
Thu, 06 Mar 2008 09:59:11 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=364639&view=rss&microfeed=true
<![CDATA[ Bioshock 2 Wishful Concept Art ]]>

That Videogame Blog points out that concept artist Ben Mauro recently put up a nice collection of concept images for a "proposed sequel to BioShock."

Mauro told the site that these are just personal images he created for an art class he was taking. The assignment, he says, was to design a sequel for a video game or movie.

Too bad, because it's some pretty amazing stuff. I liked it so much I sent a link to Ken Levine to see what he thought. Haven't heard back yet.

It almost looks as if Mauro was thinking prequel when he did this art. Perhaps this shows the making of Rapture? Check out the link for images of his tram system.

Mid-Term Update... [Perpetual Motion, via That Videogame Blog]

BELLY_of_BEAST.jpg

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Mon, 03 Mar 2008 17:00:02 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=363200&view=rss&microfeed=true
<![CDATA[ Some LEGO Universe Concept Art ]]> After my chat with LEGO's Mark Hanson the other day about the upcoming LEGO Universe MMO, I was promised some concept art. Well the big day has arrived and I awoke this morning to find two nice little images in my mailbox. The email described them as being related to one of the first zones that players will encounter upon starting the game. Not much more info than that but there you have it. Make the jump to check out another shot!

legoU1.jpg

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Sat, 23 Feb 2008 13:00:00 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=359999&view=rss&microfeed=true
<![CDATA[ Warhammer Online Concept Art Aplenty ]]> The team handling press for EA Mythic's upcoming Warhammer: Age of Reckoning MMORPG don't believe in information trickling. Every month we get a fresh blast of concept art, screens, and information in one huge chunk. Rather than split them up or simply toss them all together into one large gallery, I went ahead and split them up into easily digestible nuggets. This month we get information and screens on two character classes: The Sorcerer / Sorceress and the Disciple of Kaine, as well as renders of the elven zone of Ellyrion, some renders from the next cinematic trailer, and concept art featuring the taverns and RVR keeps in the game. First up is the Sorcerers, Dark Elven magic users who utilize the powers of their will to harness incredible dark magics, though building up too much power can cause the magic to turn on the player, leaving them vulnerable to attack.

Next comes the Disciples of Kaine, an evil class that combines the close-up, dagger style of the classic rogue with the dark rites of Kaine, stealing their foes essence and offering it to their god in exchange for power. Sort of a mage thief, from the information provided. Sounds absolutely splendid.

Then we have the High Elven land of Ellyrion.

The vast, rolling plains and mild climate of Ellyrion make this inner kingdom the perfect breeding ground for the finest Elven steeds in all of Ulthuan. Great herds of these amazingly swift and graceful creatures roam the grasslands throughout the year, and are prized among the noble lords of the Phoenix King's court for their magnificent quality and majestic beauty.

And a look at the various taverns serving as home bases across the lands in the game...

Realm versus realm keeps factor heavily into the gigantic, ongoing RVR combat that the game hopes will draw in PVP players in droves.

And finally a quick trio of renders from the next cinematic trailer, coming soon to video game website near you, doubtlessly joined by another several dozen bits of concept art.

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Wed, 09 Jan 2008 13:40:50 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=342841&view=rss&microfeed=true
<![CDATA[ Fallout 3's Brotherhood Of Steel ]]> Emil Pagliarulo, lead designer at Bethesda on Fallout 3, has written a fairly lengthy profile on the famous Brotherhood of Steel, the technology worshiping knightly order that appeared in the first two games as well as Fallout Tactics: Brotherhood of Steel and Fallout: Brotherhood of Steel, both of which have pretty much been erased from cannon by all involved. Washington D.C. is host to a different Brotherhood of Steel, who have put aside their mandate to discover new technology in favor of a new idea - protecting human life. When the player comes into the picture he or she will discover the BoS to be a honorable and courageous faction barely making ends meet. Hit up the link below for the full story on the Brotherhood's new direction, or hit up the gallery below for some nifty BoS concept art.


Faction Profile - the Brotherhood of Steel
[Official Fallout Website] ]]>
Wed, 09 Jan 2008 11:20:10 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=342772&view=rss&microfeed=true
<![CDATA[ Original Fallout Concept Art ]]> In celebration of Fallout's upcoming 10th anniversary, the people at No Mutants Allowed have been putting up information every two days since 17 September. Today's nostalgic treat? Four pieces of concept art from the original. You can check out the other three here and can keep an eye on their other offerings at their 10th anniversary page. [Thanks 'Brother None']

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Sun, 23 Sep 2007 22:00:33 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=302783&view=rss&microfeed=true
<![CDATA[ Iron Man Concept Art ]]> Speaking of mishandling Marvel licenses, Sega has released this piece of Iron Man concept art (click for a larger version) from their upcoming game based off of Jon Favreau's Iron Man movie. Perfect for all of you out there that didn't know what Iron Man or tanks looked like. Thank goodness for concept artists. Stop the presses! I found another piece of Iron Man concept art I will post after the jump!

ironmanconceptme.jpgThere's even more out there! Do a Google search for Iron Man and you'll find thousands of pieces of Iron Man 'concept art.' Was this really necessary, Sega PR people? Just tell us that Iron Man will be fighting tanks and we'll fill in the rest in our heads. If you'd have sent this out as Iron Man Desktop Wallpaper I would have been much more forgiving.

On a related note, check out Superhero Hype! for a write-up of the preview trailer for the Iron Man movie shown at Comic Con yesterday. Much more exciting than crouching in front of tanks.

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Fri, 27 Jul 2007 09:20:17 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=283169&view=rss&microfeed=true
<![CDATA[ The Level Art Design of BioShock ]]> It's no secret that I am a BioShock junkie, taking in every drop of media from the game much like the genetically altered freaks of Rapture take in plasmids. One of the things I noticed when I did my hands on with it at E3 was just how amazingly beautiful everything was. I spent a fair amount of time just looking at everything and marveling at all the work that must have gone into that incredible amount of detail.

The Cult of Rapture has posted a small gallery of level sketches and concept art that eventually became the beautiful and tragic locales of BioShock. Ranging from pencil sketches to fully realized paintings, the six images are a great look for anyone interested in the artistic side of this "beyond your typical FPS" game.

BioShock Level Art Design [The Cult of Rapture

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Sat, 21 Jul 2007 13:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=281030&view=rss&microfeed=true
<![CDATA[ Fable 2 Concept Art ]]>
Lionhead Studios just put up a bunch of new concept art for their upcoming role-playing game about a man (or woman) and his (or her) dog. They even have a place where readers can leave feedback about the art.
Fable 2 Forums [Lionhead Studios]

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Mon, 02 Jul 2007 10:00:25 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=274254&view=rss&microfeed=true
<![CDATA[ The Art of Shadowrun, In Concept and Conception ]]> By: Mark Wilson

"We went to E3 with our most neutral environment, which was only meant to be neutral. We didn't have our lighting working right...the characters blended into the background, so we quickly learned our lesson on that and everything we've done is about making the characters come forward. " -Evan Hirsch, Art Director, FASA Studios

When I visited FASA a few months ago for an early look at Shadowrun, I talked for a long time to Art Director Evan Hirsch about E3—and more specifically the royal spanking that the game's graphics design had received at the event. He was clearly humbled by the situation—not just the negative response from fans—but from his own peers in the business.

At the time, Hirsch was retooling characters while testers played a game full of trolls running around in red and blue footie pajamas. Given my long infatuation with footie pajamas, I just had to see how this story turned out. So I set a date to talk more around the game's release. Hirsch and I, along with FASA Studio Head Mitch Gitelman, talked for nearly 45 minutes as I baked in a hot car under Texas sun (a necessity for a quiet interview on the road). Still, I enjoyed the conversation and Hirsch's blunt explanation of Shadowrun's art design.

In other words, yes, this article is long as hell. Yes, Hirsch said a lot of interesting stuff. Yes, there are lots of pretty pictures for those too lazy to read.



Characters In Differing Environments: Making them Shootable
lineage_troll1wtmk.jpg
"Our characters are effectively a studied signal to noise...The problem is, the more realistic you make [them], if you go with, say, Gears of War, the signal to noise is really hard. That works in a Gears space but it doesn't work in a wicked-fast, twitchy space," Hirsch explained. "We didn't want to make them cartoony, because we know how people thought about that... For me it was about finding that balance point - how do you make it very different and very visible?"

Easy: Profiles, Color Pallet and Lighting (I may have been given the answers.)

Racial profiling may be frowned upon in real life, but it's essential in Shadowrun. Knowing a troll from a dwarf is relatively simple to design, but what about knowing an RNA (corporate) troll from a Lineage (native) troll—just from their profiles? A solution was found through symmetry. The RNA is symmetrical, from the characters to their monolithic environments. Meanwhile, the Lineage assets are equally asymmetrical, breaking the corporate mold, so to speak.

Color Pallets are organized in a similar fashion, with cold tones (blues) denoting RNA and warm tones (reds) denoting Lineage.
DwarfVersions.jpg
"Why'd we go with blue [for RNA]? If we went with green then it's the military in the Tom Clancy games...Why don't we go with brown? Then it's Smokey and the Bandit and the forest service," Hirsch said. "But we had to explore all this, because we wanted them to look like mercenaries. Blue is really the only color that made them look like mercenaries without being the army."

Using lighting, Hirsch and his team solidified the color palletes of both the characters and the maps. Since these environments (in essence) match either red or blue color palletes, lighting clarifies any potential blending issues that may crop, and allow fine tweaking on the "moving target" factor. Note: I just made that term up and have no clue why I put it in quotes.
Wedges.jpg
Ultimately, these decisions combine to a relatively unconscious gaming experience in which a player simply feels like their character does or does not belong on a certain map or alongside a certain team, adding a sense of story and identity to a game that technically has no story other than that in the manual.

Or as Gitelman put it, "whether or not anyone reads the story or not, they know that one's there."

Creating Drama on a Budget
Shadowrun_18_500.jpg
"The biggest challenge of Shadowrun for me - as an art director - was I had 16 characters on screen that could, at any given time, each spawn three characters. Each one of our characters is carrying roughly 65 bones," said Hirsch. "That means I've got 3,072 collision detection calculations potentially in every frame...And I've got 30 bullets a second per character."

So disagreements can become petty slap fights easily.

"John (lead designer) and I had many screaming matches over whether or not I could have weeds in hallways," said Hirsch. "Because if I draw weeds, is that gonna cost him bullets and frames? Everything on that screen costs you something."

Hirsch also gave me the example of rails on stairways. He needed them to invoke a sense of speed, but those working on gameplay could use those resources for any number of other things. In very few cases designers had to compromise hugely to squeeze them in: like by omitting collision detection.
favelas.jpg
Another price of the online game environment was that the entire map had to be loaded into the 512MB of RAM at all times, since buffering simply isn't an option when you can teleport indoors to outdoors or up 5 stories of a building in a manner of seconds.

To make the game work, Hirsch had to "rob" the RNA level's development time to give the team a longer window to make the complex Lineage and slum levels possible. And by choosing International Style Architecture for the RNA, the art team was able to create a look that wouldn't require painstaking technical compromises at every turn.
663px-Finlandia_A-Wikiwtmk.jpg
"They're a simple form, but they actually, to your eye, don't look like simple extrusions like they normally would in a hallway shooter because these buildings have been around for hundreds of years, you understand that style of architecture...We just add texture and color and lighting to mess with your eye, but that was it."

And Hirsch is right: the ultra-sterile RNA maps are simple without making you feel cheated. The non-RNA levels, as we talked about before, fall back on the property of asymmetry to create identity and tension.

"One of the big goals for me and John was that in the slums maps, you always feel like you're being closed in on, you always feel like you're in a Alfred Hitchcock film."
poco_score_zone.jpg
"All the angles are odd angles, nothing is perfectly linear, everything is off. All The buildings if you look up are coming in over your head more than they're going away. And we do all that on purpose to make you feel more anxious and uncomfortable," Hirsch said. "In the corporate spaces they're much more ordered, and actually you have a different problem that in some cases they're so symmetrical that you get lost."

So What's Missing?
Every developer has things they wanted in a game but just couldn't make happen. Here are Evan Hirsch's top three:

More Effects/Shaders
"The look we came up for the magic like teleport, smoke and resurrect, all had this wonderful unique look. What I wish I could have done more was getting more of a tech look to work on the tech effects... we hired in a new guy who comes from the film industry and wrote his own shaders, and it wasn't until the last month of the project that he figured out how to work it within our engine. The shaders he wrote for something like the minion are just stunning. The minion's hot shit... I really wish we had gotten our head around it much earlier."

Female Elves
"The biggest compromise was the female elves. We had a whole set of female elves that we just loved, but...we agreed that to bring females in we'd need to have them move differently, and we just didn't have the time to get that done. We had the models built and the skeleton built and we just couldn't get it in on our date."

Various 3D Atmospherics
"The last one is, and this was a conscious decision, we had to cut a lot of the real 3D atmospherics that we had in. If you see in the intro video there's a waterfall. That waterfall was actually in the game. It was the waterfall or the minions - guess who won."

Too bad...that waterfall was "hot shit".

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Sat, 09 Jun 2007 07:20:42 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=267045&view=rss&microfeed=true
<![CDATA[ Starcraft 2 Media Blitz ]]> It's been less than twenty four hours since Blizzard announced the second coming of Starcraft and there's already a glutton's feast of media to peruse. I've collected a ton of screenshots and concept art here as well as some video of gameplay (after the jump). But this is really just a tiny taste of what's out there floating around. All the videos you could want are currently running around GameTrailers and GameVideos and to see the rest of the screenshots and artwork, check out the epic Starcraft 2 website That is, if you haven't already. Which, if you are any kind of true fan, you've already been over with a fine toothed comb. Several times. Obsessively.

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Sat, 19 May 2007 16:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=261910&view=rss&microfeed=true
<![CDATA[ More Fallout 3 Concept Art ]]> The fine folks at Bethesda Softworks would like you all to know that they have a good idea of what Fallout 3 is all about, and they've updated their teaser countdown page with the latest in a series of beautiful concept art pieces to prove it.

The image is of the Annacostia Naval Yard in DC, only slightly destroyed. I've always found there to be something chilling about recognizable landscapes rendered destroyed through art or cinema, ever since Charlton Heston found the Statue of Liberty in Planet of the Apes. "You Maniacs! You blew it up!"


Official Fallout Website [Bethesda Softworks]

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Tue, 15 May 2007 12:20:16 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=260580&view=rss&microfeed=true
<![CDATA[ Gallery: Warhammer Online Warrior Priests ]]> EA Mythic wants you to know how much work they are putting into developing each individual character class for the upcoming Warhammer Online: Age of Reckoning. First they feature the Chaos Zealot in a batch of concept art, and now a full-blown gallery of screenshots and concepts spanning 17 images for the Empire's Warrior Priest career.

I love armored priests. One of the main things I think EQ does better than WoW is allow their healers to wear plate mail instead of confining them to frilly dresses. Warhammer not only allows plate mail and skirts, Warrior Priests can dual wield hammers. Hell. Yeah.

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Wed, 21 Mar 2007 13:20:39 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=245861&view=rss&microfeed=true
<![CDATA[ Gallery: Earth Eternal's Furries ]]> Is this concept art for an upcoming MMO from Iron Realms Entertainment, or someone's VCL gallery? Judging by the fact that none of them seem to have obvious exaggerated genitalia, I'm going to have to go with concept art here. Earth Eternal is a 3D MMO from a company known for its text-based MUDs. It features a rather intriguing alternate Earth setting, and anthropomorphic animals as player characters. In the FAQ the devs explain that they aren't furries, and the game doesn't embrace furry themes, though they can't be sure because as they said, they aren't furries. Riiiiight.

They go on to offer the following:

Having said this, we realize that our choice of anthropomorphic characters (ie humanoid animals) is likely to attract a fair number of furries. We're ok with that, and if there are enough furries, we'll consider creating a dedicated furry server. We will not, however, be ok with public sex, and won't be providing any sexual animations or content, furry or otherwise.

Cause you know all furries are hella into some hot public sex action. I guess Earth Eternal isn't the high-tech furry haven we all hoped for. Guess it's back to waiting for Furcadia to go next-gen.

Earth Eternal Website

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Mon, 19 Mar 2007 09:20:46 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=245182&view=rss&microfeed=true
<![CDATA[ Gallery: Warhammer Online Concept Art ]]> EA Mythic has unleashed a slew of new Warhammer Online concept art on an unsuspecting public. The art depicts monsters, some buildings and landscapes, and the creepy concept design drawing for the Chaos Zealot profession, the main healing and buffing profession for the minions of Chaos, who seek to recover the seven chaos emeralds before Sonic in order to enslave the world, or else I'm getting my games mixed up again.

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Mon, 12 Mar 2007 12:20:02 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=243464&view=rss&microfeed=true
<![CDATA[ New Fable 2 Concept Art ]]>

No new news from Lionhead yet about Fable 2, but they did just release these two new bits of concept art. Pipe-smoking FTW.

f2_artwork2_1024.jpg

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Thu, 02 Nov 2006 08:52:40 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=211916&view=rss&microfeed=true
<![CDATA[ Beautiful Guild Wars: Factions Concept Art ]]>

Over at ConceptArt.org, one of their posters has published a huge amount of really amazing Guild Wars: Factions concept art. Some of it is really just Cthulhu cool. Of course, the actual game looks nothing like this, but there's scarce a picture in the bunch that wouldn't make a great wallpaper.

Guild Wars Factions - Concept Art [Conceptart.org]

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Thu, 14 Sep 2006 08:40:34 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=200571&view=rss&microfeed=true
<![CDATA[ Massive Black Accuses Former Employees of Shenanigans ]]>

1up reports that art firm Massive Black is pursuing legal action against the head and a former employee of its Shanghai devision, James Xi Zhang and Jenny Chen, respectively.

A job at Massive Black is a student illustrator's wet dream; they handle art for high-profile games and movies, and their roster of character and environmental artists is second to none. I go to their forums and stare at the threads crammed with 16-year-old Corel Painter prodigies whenever I really want to feel like shit about my own drawing ability. The image at right is by Massive Black boss Jason Manley.

But enough about my trembling self-loathing, let's see what those crazy Massive Black peeps are up to:

Massive Black Inc. vs. James Xi Zhang is a civil complaint for injunction and damages. The complaint outlines 11 claims alleged against Zhang and his co-conspirator, Jenny Chen. The other named defendant in the case is "Studio Takeover" — a term the court instituted to indicate the studio Zhang and Chen planned to form from Massive Black Inc.'s clientele. The case also names Does 1-50, preparing for the inclusion of other conspirators, if the ongoing investigation yields more than just Zhang and Yiqiong behind the alleged plot. Among the claims: Fraud, Unlawful Access to Computer Network/Tresspass, Interference with Contract, Breach of Contract and Interference With Prospective Business Advantage.

To sum up, Zhang and Chen skimmed money via "expenses accounts", secretly accepted clients personally that had contacted the company itself, and hired their own artists to work on the sniped properties, using Massive Black's own studios and equipment. Now THAT is ninja'ing most foul.

Read the entire article here [1up]

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Mon, 17 Jul 2006 16:20:03 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=187708&view=rss&microfeed=true
<![CDATA[ System Shock 2 Concept Art ]]> Whilst searching for an image of Shodan to accompany my delusional post about the possibility of an imminent System Shock 3 — and I assure you, I know that System Shock 3 is never going to happen, just like I know that no matter how much I want it Angelina Jolie isn't going to sky dive naked out of an airplane and ethereally parachute down to land in the missionary position atop me — I found this excellent gallery of concept art from Garteth Hinds for System Shock 2.

Earlier today, Ashcraft mentioned how much he enjoyed looking at concept art, following a game from raw, feverish inspiration to a more polished finished product. I'm similar and I was delighted to find that I could recognize almost every area in Gareth's sketches. If you're a fond ex-Rickenbacker, check it out.

System Shock 2 Concept Art [Gareth Hinds]

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Tue, 30 May 2006 11:40:02 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=176987&view=rss&microfeed=true
<![CDATA[ Gears of War Concept Art ]]>

Over at the Concept Art Forums, there's a load of Gears of War and Unreal Tournament 2007 conceptual stuff up. Personally, I find this kind of stuff fascinating and ground-level look at what makes a game tick. Hit the jump for more images.

More Here [Concept Art] Thanks, Dan!

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Mon, 29 May 2006 17:26:41 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=176816&view=rss&microfeed=true