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BioWare - on Concept Art Portfolios

by Dhruin, 2007-07-07 01:19:33

BioWare has kicked up a detailed page from Director of Art David Hibbeln on submitting concept art portfolios:

We look to see if the concept artist has a range of subject matter. We look for as many of the following, as well-executed as possible:

  • Characters – We like to see personality and "story" in the character. The drawing should answer many questions, but also invite the audience to ask even more, compelling them to want to learn more about the character. Have a sheet of facial expressions of the same character to show different moods and attitudes.
  • Costumes – This is a chance to show off your sense of fashion. The costume is part of the character. Tell more of the story, showing the same character in different clothing as a good exercise. The clothing should have the right balance of form and function.
  • Creatures – Must be believable, i.e., through the study of real animal/human musculature and skeletal structure, create a creature you believe can move, eat, fight, breed, and so on.
  • Environments – Natural exterior environments that features organic structure and flora. Lighting, color and mood are essential.
  • Environments – Exterior environments that feature architecture. These should be integrated into the landscapes that surround them. Must show a command of perspective, an understanding or architectural design, show the influences of various geographic and historical influences. We like to see this mixed with a bit of fantasy or sci-fi. A good split for "real" versus "imagined" architecture is about 70/30 - so a subtle approach to integrating fantasy into a concept.
  • Environments – Interiors should have everything from the above point, but from the inside.
  • Tech – We like to see how a concept artist understands technical things. How does a machine fit together? When you look at the drawing, can you imagine it working? This can be a fantastic catapult with gears and levers, or it can be a futuristic device. Both should look like they can work, have a sense of industrial design that reflects the culture and time they come from, and of course, look cool.
  • Vehicles – Believe it or not, it is hard to find people who are really good at this, so it's one other thing we look for to help balance our team of concept artists. See tech above. Good vehicles can make or break a game (especially if the game play revolves around driving).

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