10-28-2019, 05:54 PM
(10-28-2019, 04:19 PM)chubby_cat Wrote: Instead of making random weapons, I think an interesting exercise to embark on would be trying to design weapons for a single character/theme. Could be a theme like what weapons would a viking warrior carry? Or even something from another universe, like a series of hand crafted weapons for some kind of survival game. Basically, an exercise like this forces you to make design choices that carry over to multiple assets, so see if you can carry the same shape language through all of these weapons.
It would be great to see some more story telling elements to these weapons too. Who owns them? How are they used? Have a look at concept art from the Injustice 2 game: https://www.artstation.com/artwork/xLXdY
https://www.artstation.com/artwork/BDPar
https://www.artstation.com/artwork/2a2Be
This is an excellent example of weapons with story telling
It not random as it might seem if you pay attention and i am actually heading in the direction your talking about.For shape language i am not sure if we can count this as being deliberate but if you go back you can see i have design some weapon from the pre historic era and then i slowly move on to mediaval touch a bit of fantastic and progressed toward making modern weapon.The main problem i am coming in contact is how much more rich costume design is compare to weapon.Every career as it own costume and every region as there own twist on it.I could spend a whole years just developing costume design but i think i can feel it not the direction i wish to go toward.
I am slowly but surely heading toward character design were i will be able to apply what you call story telling were the character will have multiple asset that could end up being personalize completely for himself.
For shape language in my design so far i didn't see the need to gave them a sense of belonging in the same universe i was not trying to limit the design with shape language.
If i was do design multiple asset i would probably make them less rendered to let the character be the center of attention if they were to sit on the same page.