Es­tab­lish Baron’s is­land

Trent re­veals how de­cid­ing on the look and feel of a set­ting for a big boss fight in Sum­moner’s Rift was a col­lab­o­ra­tive ef­fort

ImagineFX: Sci-fi & Fantasy Art magazine - - Workshops -

1 Rough sketches.

In th­ese early stages, I merely in­tended to de­fine the space, hint at lo­ca­tions of ar­chi­tec­ture and ma­te­ri­als, and set the theme for the story in the lo­ca­tion. There were very few con­straints, and this could have been any­thing re­ally. It’s blue sky stuff, ex­cept that we knew that play­ers ex­pected to fight Baron, who is a large alien-look­ing ser­pent.

2 Plan out how ev­ery­thing works

In this case, we needed to be sure that when Baron did his spawn loop, he didn’t pass through ge­om­e­try, be­cause the an­i­ma­tion had to be the same ev­ery time. I used some ge­om­e­try as a guide, since we al­ready knew where the player couldn’t walk, and where Baron needed to spawn.

3 Paint over the ge­om­e­try

Once we know that ev­ery­thing works, we just need to paint it up. I try not to be too lim­ited by light­ing con­straints or ef­fects. Ideally, good fi­nal con­cept paint­ings should in­spire the team to ask them­selves “how can we do this thing/ef­fect/an­i­ma­tion that we’ve not done be­fore?”. Good con­cept art chal­lenges the team, and the re­ward is found in de­liv­er­ing an ex­cit­ing ex­pe­ri­ence for the player.

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