ImagineFX

CONCEPT DESIGN TECHNIQUES

Armand Serrano on why a visual developmen­t artist is a developer, designer and draftsman, when creating believable worlds for animation

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The main task of a visual developmen­t environmen­t artist working in animation is to conceptual­ise, design and execute a believable world for characters to live in. But the success of these environmen­t concepts doesn’t rely solely on the drafting skill level of the artist. It’s the whole package that makes the final product work effectivel­y. I’d say the goal of the visual developmen­t artist is to become a developer first, a designer second, and a draftsman third. A developer is a thinking artist – an artist who can plant, cultivate and harvest an idea or concept that supports the visual foundation of a story. To become a dynamic designer is to cook those ideas and concepts until they become integral visual ingredient­s of the story. For the artist to become a prolific draftsman, one has to execute and flesh out those visual ingredient­s for public consumptio­n.

Visual developmen­t is simply the visual design evolution, from an idea to the final product. It’s how the story is handled by the artist(s) working on the project, going from the initial preproduct­ion stage to the breaking down of the environmen­t into smaller parts for others to work on. So it’s crucial that the structural makeup of the artworks in developmen­t occur in this order – concept, design and technique – and not vice versa. To think technique is the key to the success of the artwork is totally missing the mark.

Here are my key tips that point towards a successful process in creating strong concepts and compositio­ns for animation.

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