The Big Bad World of Con­cept Art for Video Games

The pit­falls and plea­sures of defin­ing the look of the next gen­er­a­tion of gam­ing – ac­cord­ing to a triple-A games artist

ImagineFX - - Reviews -

This is a per­sonal guide to the snakes and lad­ders of the bud­ding con­cept artist’s lot. Eliott Lilly, who also de­signed the book, has worked his way up to shap­ing the look of big names like Doom and Call of Duty, and cer­tainly knows his way around the de­pic­tion of enor­mous guns. But has this new ven­ture been worth his time?

Although not in any way a dense book, Lilly’s text is friendly and hon­est, and there’s a sense of him look­ing over your shoul­der as he guides you from the front door to the top floor. He shares his fail­ures as well as suc­cesses, giv­ing very prac­ti­cal tips on amass­ing an un­beat­able port­fo­lio, work­ing along­side dif­fer­ent art de­part­ments, and just how tough it can be to make it any­where as a con­cept artist. There’s some art ad­vice, but the em­pha­sis is on what El­liot’s learned about the in­dus­try over the years, which makes the book more in­ter­est­ing. He’s also gone out of his way to talk to some of his best con­tacts in the busi­ness in­clud­ing David Levy, Stephan Mar­tiniere and Sparth, and their com­bined knowl­edge is a handy ‘how to’ for new­bies, but also a fresh an­gle for ex­pe­ri­enced con­cept artists.

Eliott’s port­fo­lio ad­vice in­cludes en­sur­ing con­sis­tency be­tween the ori­en­ta­tion of your por­trait and land­scape art­work.

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