Dragon Age Concept Artist

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Karoline

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Aug 4, 2024, 11:59:47 PM8/4/24
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Soyeah, pretty much there's an official contest going on in the DA Discord for the upcoming Halloween event. Here are some tips from a DA concept artist to help improve your chances of making the winning concept:

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Hey guys! Chris Chien here with another tutorial. If you are in the Themed Entertainment industry, I'm sure you have worked on a Chinese project in the last 10 years. As an industry, we have designed so many Chinese theme parks and Monkey King attractions. Many of the Chinese parks I've worked on have been really routed in authentic Chinese culture.


In this illustration I wanted to give my take on what it means to design an "Asian" attraction and what that means to me. This illustration is an ode to my childhood growing up in Southern California and all the video games my friends played as kids such as Street Fighter or Japanese cartoons like Dragon Ball Z, while also paint homage to 1990s AZN culture.


Step 1) Reference: You can see here I'm paying homage to traditional Chinese culture, while giving it a modern stylized video game aesthetic. I'm trying design this with bold forms, bright colors and sharp clean lines.


Step 2) Photo Plate: Next I'm taking a photograph of the ride I'm trying to design, and photoshopping elements on top of it. It's important that everything be proportionate to the original ride system so that it can be feasibly built.


Step 3) Tracing Lineart: I'm doing on top of the photo-based layer, but I'm running into a problem. The draw simply just looks "too stiff." I'm not sure what is quite wrong, but something doesn't feel right. Time to problem-solve!


Step 4) Re-Draw by Hand: Here I printed out my file at a light opacity and redrew it by hand with pen and marker! Whenever I run into an artistic problem, I try to take a step back and redo the previous step. After drawing it by hand, the sculptural elements all seem to have much more life and energy now! I highly recommend you trying this step if you feel like your renderings look too stiff as well.


Step 5) Lineart Integration: Here I'm starting to integrate the new handsketch into POV illustration, and scaling everything so it makes sense with the ride manufacturer specifications. While looking at videos of the Wave Swinger ride, I noticed that the main column must be able to contract up and down, and the top must be able to rotate and tilt. During the design phase, it's important to take into account of the technical requirements and create solutions so it blends seamlessly.


Step 6) Color Flats: Now that the lineart is complete, I can finally start adding color flats. I think it's convenient to do colors as a flat layer and shadows and highlights separately, because I will often need to call-out Pantone colors for the Scenic Fabrication vendor. Here I'm making bold color choices while paying attention to color harmony so it doesn't overwhelm the theme park guest.


Step 7) Shadows, Ambient Occlusion and Highlights: Finally I do the shadows and highlights. It's important that I don't do this indiscriminately. I must pick and choose where I insert detail so I can direct where I want the viewer to look. I pick the dragon as the focal point and try to maximize detail in that area, while creating subtle lines of motion to direct the viewer's eye toward that area.


Thank you so much for checking out my concept art tutorial. I hope you were able to learn something from this - or just inspired by the process. I'm all about learning, hard work and constant growth. If you would like to learn more about my process and get better at concept art, I now offer a private 1-1 art tutoring! Go to this link for more info! ( -chien.com/classes.html)


Because we love dragons so much, we have added an additional post dedicated solely to their awesomeness. Below are some great inspirational examples of dragon concept art and illustrations by some of the most talented artists previously featured on Concept Art World. Please let us know what you think in the comments below. Also, please let us know if you would like to be featured on Concept Art World by contacting us.


When I found the 2D concept art of the great Tooth Wu, I knew I needed to create a 3D version of Dragon Rider. So I accepted the challenge, and after a couple of days of hard work this is the final result.


Great question, Chris! For this piece I wanted to try Vertex paint, and it was AWESOME. I think from now on I will only use vertex paint. About the resolution, for example, the final model of the dragon have aprox. 2million faces


My favourite is without doubt the Flame hair, Lava walker one on the 8th image. The very first one could easily be included on the Dragon Ball Series and I like it allot also ? Great work on all of them!


brilliant as always. i was never a 2D fan and never indulged in it. thanks to you i am trying them big time. the dragon with hair takes the cake for me. but the final dragon in the movie is unique and very awesome indeed.


This is some awesome concept art work you have. I have a question about the type of modeling program you used to for all the animation/modeling effects? I am currently studying 3d max at school for the game design and animation class. so I thought I would ask. Sincerely Brian Fisher


I am in school atm and trying to model a 3-d dragon although my drawing skills are probably sub par. I was wondering if you would be able to sketch me out a top, side and front view of a dragon. Nothing spectacular like I have seen but just something simple so I can model it. Dragons have always been my dream and I have read, sketched, watched anything with dragons in it. Although dragon wars did so much injustice to them. If you do send me a model sheet and like my model you are free to use it whenever. I just want to model a great a dragon and give them the respect they deserve. Thank you


A concept piece done for a brief about a city gate in an eastern, hot country where the gate is unfinished and being worked on. An entourage is entering the city with new "resources" such as slaves from a distant, conquered country, food stolen from the barns of hard working folk. The King returns victorious to finish his lifes work.


Above: Black and White sketches to work out how I would work the compositions and the layout of the gate. This was done using brushes made by myself that are made from photographs and old studies of mine.


In 3DCoat and Octane, I made and rendered out the scene to try to play with perspective and also sense of scale. This allowed me to speed up my workflow significantly and find the right angle. In the end I choose angle #9 to proceed.


A project that a began as a way to practice keyframes and storytelling. I wanted to also improve my workflow and my knowledge of Octane. For this project, I used KitBash3D's Dark Fantasy Kitbash set and I modelled the Dragon myself in ZBrush while everything was assembled in Octane.


Above is the Turntable of the dragon I made in ZBrush for the project. I wanted to be able to pose the creature and find angles effectively and consistently. In the end I split parts of the Dragons body apart so I could effectively pose it in Octane.


Recently I had been reading about Egyptian Mythology, I was particularly inspired by 'The Duat' which is the underworld. In this underworld the dead must travel to get to the final destination of rest but the journey is treacherous with demons and other creatures. While it is in the desert, a lot of the existing structures in the human world are now fantastical and odd such as trees made of marble, or lakes of stars. This was my own take.


I use 3D that I created using Blender and 3DCoat and rendered in Octane to create a good base to work from. Even though the piece changes from the original 3D render, it still helps me to cut the time down and get an accurate base to work on.


Many artists who have worked on various Ninjago projects over the years have posted their contributions online. In 2010, Bjarne Hansen illustrated the concept art of scenes from the pilot episodes and Rise of the Snakes, later posting them publicly to Blogspot.[1] Anne Hofmann also released concept art on the same website.[2][3] Ignasi Tudela shared several early concepts as well.[4] Producer Tommy Andreasen and Brayden (Ninja-Whip) also post concept art on their Twitter pages.


Milijan Popovski is a Concept Artist with interests in both 2D and 3D Art, and a recent graduate of M3DS Academy. During his last year of school, he took the opportunity to develop his skills and participated in the Rookie awards 2022, along with other students from the Academy under the mentorship of M3DS instructors, working on the game Ohja.


The love for character and creature art served as an inspiration to Milijan in creating many of these characters and bringing them to life. In this article he dives deeper into the process and ideas that helped him make stunning concept art for the video game he collaborated on.


My name is Milijan Popovski. I am currently working as an intern at M3DS Academy. My entry for the Rookie Awards 2022 was a collection of all the concept artwork, sketches, and designs that I drew for the game Ohja.


From characters, and environments, to props, this is a somewhat deep dive into my work process, techniques, and methods I used during the making of the game. The final result is a culmination of all the experience I gained during the 5 months of drawing that I did.


One of the main goals for me was to bring an interesting and unique look to most of the characters in the game. Another focal point for us was for the player to be able to visually tell the characters apart by giving them identifiable colour palettes and cool designs.


As a rookie, this was the first obstacle I had to overcome and conquer: learning how to properly do research and sketch up ideas for something was just the beginning. Throughout the process, I learned a lot of useful information and techniques that I wish I knew during the first phase of drawing.

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