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