CONCEPT DEVELOPMENT
Dan Baker unpacks his typical concept development process
“Digital would always be my way forward, just because it’s easier with the pipeline, though people do start with sketchbooks. I’ll sketch in Photoshop and then, if I get any kind of sign-off, I’ll photo-bash on top of that – so, some reference images, maybe some textures, drop that on top, in a really quick environment. It’s literally a couple of hours’ work. If that gets any kind of sign-off, then I’ll go into 3D and start making a sort of digital maquette, and more so now that Blender is becoming a really powerful tool. And now you can rig your characters, too. I’ve started experimenting. I remember when one of the guys came into our department and he was talking about animating concept art and I said ‘No’. But, it can add so much just by having a little rig and putting a bit of movement on the chest. It makes such a difference. It’s knowing when to push these elements further as a concept artist. If you just need to sell the concept that bit more, it’s superb.”
of the film is because myself, the production designer and George Richmond, the cinematographer, were able to work in unison.”