NAME - John Michael Padden
MA COURSE - MA Game Design
DATE - 04/09/2024
VERSION NUMBER 3
NAME - John Michael Padden
MA COURSE - MA Game Design
DATE - 04/09/2024
VERSION NUMBER 3
I watched videos from some professional artists of the team who worked on Studio Ghibli films as well as took notes from several watercolour tutorial art books.
Link to video belowhttps://youtu.be/qH2q9ZJMaAU?si=7jAh_E0ExWnQkENS
Starting with a very basic of attempting a colour wash with a slight gradient, this would start of the sky background to the anger stage of the game and anytime you start a painting you begin with the background and work forward. However the paper wasn't the best quality and a lot of tiny bits of paper came up with the wash.
Once dried and the paper removed lots of little marks were left behind, whilst an interesting texture with some artists opting to sprinkle salt down on washes to get a similar effect it isn't what I'm looking for.
I tried again with different paper, this time letting each layer dry before adding another layer leaving a little of the previous layer showing to create a layered gradient effect. I also opted for a sponge brush rather than a bristle brush this time to give a smoother stroke and slightly less harsh texture to the blend.
Once all layers had been added I took a clean wet brush over the entire page to try and blend the layers a little more creating the image below.
I like the effect of the watercolor and it achieves the dreamy delicate look I thought it would but the colour is perhaps a bit too saturated, attempting it again with a more diluted mixture could achieve this but also some digital editing in Photoshop could alter the original wash for the same effect. I also want to contrast this with a watercolour brush on ProCreate to compare the two versions of the medium. The digital one will certainly be quicker reducing the time for drying (despite me having a hairdryer to hand to help speed that up).
Using the three colours from my previous digital workup with a large watercolour brush.
Then used the blend tool to create a seamless blend, though this removed too much texture so I go back over with the watercolour brush but with a much lower opacity before eventually adding a bark texture brush over the top to give a dusty feel to the sky, it isn't a natural sky colour and is meant to exist from the abundance of red rocky dust being kicked up into the air from the years and years of mining on the planet which leads to it discolouring the players white armour.
Still very saturated but with it already being on a digital device a few clicks later I was able to reduce the saturation and opacity of the layer whilst maintaining the blend and texture.
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Kitchen towel attempt on left, sponge brush attempt on right. |
Moving forward from some of my previous thumbnails with the use of the pixel brush I had previously created in ProCreate to see how some exploratory art could move the images forward whilst still maintaining the knowledge gained from previous research and reference points collated.
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https://youtu.be/mnxs6CR6Zrk?si=rVyt9AjL3sSon9E4 |
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https://youtu.be/ShGElGusepA?si=M8AYumR9YCoMKsQV |
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https://youtu.be/Vx5pmsVdrcY?si=DI3LY8WBik-s0TDk |
DEPRESSION
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photograph reference of an extendable stapler |
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original sketch of the framework or shapes that make up the stapler |
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transformation of the sketch into a spaceship |
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photograph reference of a compass |
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Initial sketch |
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sketch turned into a spaceship |
NAME - John Michael Padden MA COURSE - MA Game Design DATE - 04/09/2024 VERSION NUMBER 3 Brief Explanation / Outline of Project / What? ...