Tuesday 7 February 2012

The Art of Fallout 3



Surname: Mullins
Initial: C
Year: 2008
Title: The Art of Fallout 3
Publisher: Bethesda Softworks
Academic or Popular: Popular

Concept art from Fallout 3 by Craig Mullins.








Scale, detail and empathy contained in these three images.

Scale: Scale is communicated in the first image by the prone large armored figure overshadowed by four regular men rejoicing. Indicating a 'catch' or prize' by the expressions on both their faces and body language.
Scale is communicated in the second image by having a beached aircraft carrier in relation to a city scale. The carrier is of equal, if not larger volume, than the neighboring buildings which are of multistory size. The highway in the foreground also reinforced this by providing the approximate vehicle size.
Scale is communicated in the third image by the figures in the foreground in contrast to the silhouette of the Congress building. The decrepit condition of an iconic building illustrates the apocalyptic nature of the theme and communicates the environment in which this fictional world takes place, Anarchic.

Detail: The first image communicates detail by littering the scale with a rag-tag assortment of information ranging from trash and junk (the crates and stripped wreck) to more practical and cannibalized items (the rail spike weapon aboard the trailer and the heavy machine gun perch). Both illustrating the scavenger hunt nature of the environment and the alien assortment of items collected to communicate scarce resources and a survivalist, barbaric mentality.
The second image communicates detail with the walkway, hull lights and the dilapidated landscape. The walkway illustrates the defensive island, fortress mentality 'safe behind these steel walls', 'outside is dangerous'. This is reinforced by the hull lights which are warm symbolizing civilization, safety, a hospitable atmosphere and a sanctuary from the hostile environment surrounding the carrier.
Finally the third image illustrates detail with this clearly defined silhouette of the Congress building surrounded by a torn up foreground. The three figures look almost remorseful or reflective on what this building means, it's history and what it stood for.

Empathy: The first image communicates empathy by both the setting and the prone figure. The setting can be assumed as once a family resort; camping, entertainment etc. And has now been distorted into a form of base camp or haven for bandits due to the torn apparel and belts of loose ammunition. Also the prone figure wears a form of body armor that is robust and blunt, indicating defense and stability as opposed to sharp edges more threatening geometry usually used to communicate a threat or hostility.
The second image illustrates a beached air craft carrier, usually the sign of a well developed military. Also the symbolism of a carrier is it's gigantic size and sea faring purpose. It is difficult to image the vulnerability of such a large vehicle but this is communicated by both it's beaching and no visible sign of a port. Does this mean it was stranded there by some colossal tide? It is symbolic of the scale of devastation communicated by the fiction and theme of the piece as such a mammoth feat of engineering is simply discarded as scrap like a toy and the scale of the suggested conflict is made even more poignant.
This relates to the final image which is an iconic landmark brought to ruin, popular with most apocalyptic imagery. Any landmark that symbolizes culture or strength shown to be devastated illustrates both the scale and hopelessness of the fiction and theme. American iconography is popular due to it's modern day association with peak military advancement and wealthy western development.





Monday 23 January 2012

Deus Ex: Human Revolution Concept Art


Surname: Jacques-Belletete
Initial: J
Year: 2011
Title: Deus Ex Human Revolution Design Work
Publisher: Square Enix Ltd
Academic or Popular: Popular, quotations available however.

'We understood that if the players were to truly feel immersed, our visual universe had to be particularly consistent and believable; not photo realistic, but homogeneously credible.'

'We wanted a distinctive flavor, and this is where different aesthetic elements came into play: the stylization, the Renaissance and Baroque influences, and the Icarus myth.'

'Art direction in video game shouldn't only be about making things look pretty, it should also be about communicating ideas.' (p.1)


Characters:



Interiors:


Exteriors:


Steam Punk



Surname: Strongman
Initial: J
Year: 2011
Title: Steam Punk: Victorian Futurism
Publisher: Korero Books
Popular or Academic: Popular, although there is referencing to original literature and design concepts.

Fantastic book illustrating the history, concepts and designs of the Steam Punk sub-culture. Most notable are the works of Mikhail Smolyanov's The Black Widow. Frank Buchwald's No. 09 and Eric Freitas's Mechanical No. 5.

 


Also the digital artworks of Patrick Reilly (Steampunk, The Deep, Into the Depths) and James Ng (Court Band, Key Keeper and Immortal Empress).



Excellent examples of new and original ideas and solutions to design problems. Working within the confines of design constraints such as Victorian era engineering, style and fashion as well as a blending of both historical events and the fiction of the period.