이름 : Abraham Lee
과목 : Concept Art
포지션 : Concept Artist

   

선생님소개

이름 : Abraham Lee
과목 : Concept Art
포지션 : Concept Artist

   

Abraham Lee

안녕하세요. 발차기 여러분.
컨셉 아티스트 Abraham입니다.
저는 현재 캘리포니아에 위치한 노먼 스쿨 Gnoman School of Visual Effects에서 컨셉 아트를 교육하고 있습니다.
영화 War Dog와 TV 시리즈Colony에 참여를 했으며,가장 최근에는 Titanfall Assault 모바일 게임 개발팀에서 컨셉 아트를 담당했습니다.
그 동안 실제 업무를 통해 쌓은 지식과 경험을 바탕으로 실무에서의 Character / Creature 디자이너를 희망하시는 분들에게 도움이 되는 수업을 만들어 보려고 합니다.
감사합니다.

– Abraham 드림

Bio

  • Instructor at Gnomon School of Visual Effects (Visual Structure)
  • Titanfall Assault (Mobile game, Launched)
  • Titanfall Frontline (Mobile game, Completed)
  • War Dog (Movie, uncredited)
  • Colony (TV series, pilot and 1st episode, uncredited)

에센스 커리큘럼

기간: 2/12 – 3/5 총 4회 월요일 오후 11시 55분

대상

This class will be useful for those interested in:

  • Learning the function and the role of the concept artist in the mobile gaming industry (preproduction, production, post)
  • Knowing the difference between the “Cool” character design and the “Good” character design (Part 1)
  • Understanding the industry preferred style and trend in character/creature design

목표

  • Understanding the general (art production) pipeline for the mobile gaming industry
  • Introduction to the basic tools and software used in the concept art production
  • Understanding industry preferred design (for portfolio prep)

커리큘럼

Week 1:

  • Introduction

  • What is concept art?

  • Function of the concept artist (R&D, planning, preproduction, in-production, post production)

  • Industry-Targeted concept art:

    • concept artist vs illustrator

    • Mobile vs Console vs Movies, TV vs Animation

    • Preferred skills and requirements

  • Q&A

Week 2:

  • Tool Introduction (photoshop, zBrush and Tablet)

  • Design workflow:

    • Painting

    • Photobash

    • 3D base

  • “Cultural Fit”: Company culture (corporate vs. startup, bro-culture)

  • Work-life balance

  • Q&A

Week 3:

  • Trend and preferred character and creature design in the gaming/movie industry

  • Suspension of disbelief vs believable design (anatomy, scale, costume, prop/weapon interaction & consideration)

  • Walking the line between function and “cool”

  • Q&A

Week 4:

  • Introduction to design theory, rule of 3s in mobile gaming
  • Introduction and expectation of the advanced class
  • The importance of WHYs and HOWs
  • Cool design vs Meaningful design
  • Student survey and discussion
  • Q&A

어드밴스 커리큘럼

대상

This class will be useful for those interested in:

  • The theory and the psychology of narrative character/creature design
  • Creating a meaningful characters and creatures (cool vs good design part 2)
  • Learning the creative side of the mobile game pipeline
  • Learning best practices and practical know-hows to create characters and creatures concepts in mobile gaming field (may cover props and environment)

목표

  • Introduction to the theory of narrative character design that incorporates human psychology, symbolism and story-telling elements to create meaningful characters and creatures.
  • Through a series of in-class lecture, exercises, homework and reviews, students will create a genre-specific character or a creature targeted for the mobile gaming industry of their choice

​커리큘럼

Part 1: Understanding Narrative Character Design

Week 1:

  • Visual Communication and Intentionality in character design
  • Deconstruction of the Movie Matrix to understand the meaning of the character and how he was realized
  • Introduction to Hero’s Journey and 8 archetypes and it’s usage in Hollywood and gaming industry
  • HW: Research, research, and research.

Week 2:

  • Understanding the relationship between the environment and character
  • Physical environment and character
    • Symbolic environment and character
    • HW: Research, environment study and character study

Week 3:

  • Understanding the meaning, psychology and relationship between color and character
  • HW: Research, moodboard, color script, color study

Week 4:

  • Understanding the shape language and form language
  • HW: character / creature design
Part 2: Mobile Gaming Character Design, Workflow, Pipeline

Week 5:

  • Research subject matter and gathering reference materials, mood board, color scheme
  • Understand and select the types of games and camera view point
  • Silhouette based thumbnails
  • HW: Sketches and exploration (with size and scale in mind)

Week 6:

  • Homework Review
  • Develop character based on:
    • Environment
    • Meaning
    • Development Stage
    • Character lineup
  • Reduction Pass
  • Color Pass

Week 7:

  • Homework Review
  • Props, weapons, costumes
  • Character Front view
  • 3/4 shot

Week 8:

  • Homework Review
  • Character turnaround, callouts, color sheet
  • Finishing Touches: Beauty Shot and lighting (OR Action Sequences, weapon VFX etc.)