top of page

Meeting 02

Attendees: Mike Pickton (Supervisor)

Agenda

Help revise my questions and suggest if any changes could be made

Feedback

  • In terms of questioning it might be best to use a mixture of direct messaging and a survey for their convenience

  • Overall try to deformalise the meetings

  • Some game companies have more money/time than others -especially the larger AAA ones- so take their pipelines with a pinch of salt because a lot of companies don't work like them

  • Companies tend to work with a universal schedule for everyone and everyone has to make sure they finish on time. The only time the deadlines will change is if the whole studio gets an extension

  • A lot of iterations happen during the project

  • I've covered a lot of research for characters in games, but I need to start looking at where character artists get their inspiration

  • Look into character production/development: Films, real people, comic books

  • The Sunset Overdrive outfit concepting have covered part of it

  • How would I assess what's successful?

  • What resources do character artists/designers use for inspiration?

  • Clothing

  • Effective resources

  • Design iteration

  • Online high street clothing

  • Subconscious trends

  • "Trendy" characters

  • How do they know what will be on trend?

  • How do you differentiate the heroes and villains?

  • Look at games that are following media to create characters that are relatable to the player

  • Watch Dogs 2 Hackers

  • Life is Strange

Objectives for next week

  • Look into what resources character artist/designers use for inspiration?

  • List resources and their effectiveness

  • Sites for moodboarding (Pinterest etc.)

  • Collect information from pipeline research

 

ABOUT ME

Zhané James-Marshall

3D Character Artist

Hi all, my name is Zhané and I'm a Masters student at De Montfort University, researching game-ready characters.

SUBSCRIBE
VIA EMAIL

© 2017 by Zhané James-Marshall

bottom of page