Planning and concepting
is an important aspect of creating and finishing a final piece. It helps to
develop an idea into something you can work with.
To be a successful
artist you need to first understand how to plan, this goes from planning what
techniques to time and to spacing on a page. Everything needs to be efficiently
planned otherwise time can be wasted, and time is very important in the gaming
industry, as deadlines are a key part to a successful game. Planning is the
first stage of developing anything. Even if you do not write anything down, you
mentally create a “to-do” list and plan out how to tackle the problem in your
mind. Plans will change as you begin working on them as you realise better ways
of tackling issues. This is a natural process of planning.
Planning is incredibly
useful when it comes to tackling a brief or problem in a brief, timescales and
lists are an efficient way of keeping track of the tasks you have to complete.
Concepting is where you
start putting the plan in motion, you have a general idea of how to conclude a
task and you begin by sketching ideas, bouncing back and forth from one idea to
the next to get a good section of different images. You find what works with an
image and develop it further, sorting out any issues or design flaws or drawing
failures. Concepting includes a lot of rough sketches and experimenting with
styles and thoughts. Thumbnails are a great and efficient way of portraying a
general idea in a small amount of time, these generally accumulate and evolve
into a singular idea for a final piece to handle the brief. So from beginning
with loads of random inspired thumbnails you can defer a better idea and
develop it further.
Concepting and planning
can come in many forms, moodboards, spider diagrams, words, sentences, doodles,
diagrams, thumbnails, they are all produced to create quick ideas and begin the
means to an end. Before this stage, nothing has really been created or thought
about. This is where you can begin the motion to getting a final piece.
Without proper planning
and concepting a project can quickly become mis-directed and lost within the
see of imagination and thoughts. It is a lot easier for a human to understand a
way of getting to a set goal if the plan is clearly in front of them, it then
produces a design that flows well and reaches the end target, which is the main
reason for a brief to be set. It is a key part for a gaming organisation to
have staff members that are proficient and resourceful when it comes to the
planning stage of the development cycle.
When attacking a brief i
will have to keep these two important steps in mind if I want to create a
high-quality outcome for the project and the brief.
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