ART JOB GOALS
2022 | June
Basis: I want to work for a company like Guerrilla Games
Specifics: Doing environment concept and design mostly
Goals:
I wanted to do fantastical-realistic stuff
I want to be a story-driven worldbuilder, the kind of environments and props you find in Horizon Zero Dawn and Forbidden West
Tools I need to know: Photoshop, Blender (minimum).
3d tools like 3Dcoat/brush for sculpting, basic texturing minimum.
Resources: Photobash packs, ready-made 3D assets for quicker concepts
What I need: Mini-artbook pages that looks like it's from an actual game's artbook
3 locations with its props, starting from the smallest and most-manageable location to make
maybe a different IP? As long as it has the same vibes/style/level of quality
Why am I following this art direction/studio/etc:
I like this sh*t, lol.
allows for more fantasy/sci-fi options, not just purely realism in genre
helps to learn to make grounded designs, while pushing boundaries
Helps build a style that can go more realistic and stylized, or even polished, later one
helps build both 2D and 3D skills
If I nail this, I may make myself more employable to other companies that are similar (see chart above)
More Details
Company: Guerrilla Games
Game(s): They focus mostly on the Horizon Franchise now
Art Link: https://magazine.artstation.com/2022/05/guerrilla-horizon-forbidden-west-art-blast/
Style: photo-realistic, grounded-in-reality designs, with some stylized choices (e.g. color saturation, exaggerated shapes and details)
Genre: fantastical sci-fi in a natural environment and/or with rustic/tribal designs
Software: Hybrid 2d and 3d
Deliverables
Environment-focused scenes (mix of landscape and architecture)
maybe some prop design for the props in scene.
Some layouts of locations/space?
maybe some keyframe scenes showcasing environment
Level of polish in concepts:
Unlike character, props, and vehicle, environments not necessarily perfectly polished (unlike Last of Us)? Some art even 'muddy'?
most pieces are like highly-rendered sketches, that can be taken to a high-level of polish if needed
Priority: clear-enough showcase of idea/impression/mood of the scene conveyed?
clear perspective, correct level of details and size of details, mostly strong compositions, with strong thumbnail-presentation
some parts more rendered/photobashed to showcase details and textures, other parts are implied details only?
Other similar studio(s)
Sony Santa Monica
CD Projekt Red
Ubisoft
Karakter - Concept art studio that worked on varies IPs, including Horizon https://www.artstation.com/karakter/albums/all
Artist(s) to look at
Lloyd Allen - Senior Concept artist (Guerrila Games) https://www.artstation.com/lloydallan