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Learn moreCreating the world and characters in video games begins with concept art. The phrase "In the beginning was the sketch" aptly captures this process. All the elements players see in the final game emerge from initial ideas and sketches. Concept art serves as the foundation for the design of levels, characters, and the game's atmosphere, setting the visual style and overall direction of the project. Therefore, the importance of high-quality concept art cannot be overstated, as it forms the first impression and helps developers clearly envision the final product.
The dystopian metropolis of City 17 from Half-Life 2 and the sinister Combine technology were created based on concept art by designer Viktor Antonov. The character Meat Boy from Meat Boy and Super Meat Boy was first imagined as Meat Ninja in sketches by game designer Edmund McMillen. The angular silhouette and helmet of Master Chief, the central character of the Halo series, were designed by artist Marcus Leito. When creating the floating city of Columbia from BioShock Infinite, the team at Irrational Games drew on the work of Ben Lo. These artists and their unique style have significantly influenced the visual aesthetic of video games, creating memorable images and worlds that continue to inspire players and developers.
Concept art does not appear without reason. The process of its creation is multi-stage and labor-intensive. We discuss each of these stages with artist Valery Zrazhevsky, known for his work on the films "The Age of Pioneers" and "He's a Dragon," and who is also working on the upcoming Metro game. In this context, we also talk about the necessary conditions for creating a high-quality sketch.

Technical Specifications
Concept art is a visual representation that illustrates the ideas conceived by a film director or game designer. For successful concept development, it is crucial that the client clearly formulates the technical specifications. This will help avoid misunderstandings and ensure that the client's expectations are met precisely. A properly written technical specification serves as the basis for creating high-quality concept art, which will later become an important step in the production process.
Technical specifications may contain uncertainties. For example, the design process for Sonic the Hedgehog, a famous character in the Sonic the Hedgehog series and Sega's mascot, began with the idea of creating a charismatic, rebellious hero who could transform into a ball. Similarly, FromSoftware head Hidetaka Miyazaki, working on the first Dark Souls game, might have given the artist instructions that sounded like this: "Create an object that you can trust your life to in battle." Examples like these highlight the importance of a clear and inspiring approach to character and asset design in video games.

To create a high-quality technical specification, it is important to make it as detailed and specific as possible. It is necessary to describe the game setting, including the environment and atmosphere. Attention should be paid to character characteristics, their unique abilities, and features. It is also important to explain the structure of the technology present in the created universe, as well as indicate its dimensions and functional features. This will help the developers better understand the project's vision and ensure its successful implementation.
Artist Valery Zrazhevsky recommends thinking through the compositional solution for the sketch in advance. This will help create a harmonious and expressive piece. Composition plays a key role in the visual perception of the work, so it is important to consider the arrangement of objects, their interactions, and overall balance. The correct compositional solution allows you to emphasize the main elements and convey the intended mood. Before starting work, it is worth taking the time to think about the structure and dynamics of the future work.
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If the client wants to see a city, it's important to understand the difference between a street-level perspective and an aerial view. A street-level perspective is easier for the artist, as it allows them to focus on details and convey the atmosphere and life of the city. However, creating an aerial view requires significantly more effort and skill, as it's almost like creating a map with numerous buildings and elements. Consequently, this approach requires a greater investment of time and resources, which is reflected in the final cost.
In the case of a battle or crowd scene, it's crucial for the client to clearly describe the main characters' actions. Details such as season, lighting, and time of day are often overlooked. For example, an artist might create a daytime scene, only for the client to say, "No, I'm doing nighttime here!" It's important to clarify all aspects in advance to avoid misunderstandings and achieve the desired result. A proper description helps create a more vivid and accurate visual representation.

Discussing all the details upfront helps prevent instances where the artist needs to redo a completed concept. This saves both time and money for the client, which could otherwise be spent on revisions. A clear understanding of requirements and expectations on both sides helps create an efficient workflow and improve the quality of the final product.
Finding an Artist
Many concept artists publish their work on platforms such as ArtStation and Render.ru. However, companies most often select artists based on recommendations from other industry professionals. This underscores the importance of networking and reputation in the concept art industry.
Valery Zrazhevsky emphasizes that it is extremely difficult to judge the true level of an artist based on their work on ArtStation. It's common to see a piece of art found online that looks impressive, but upon interacting with the concept artist, it becomes clear that its creation involved numerous complexities in a graphics editor and required significant time and effort.
Most studios prefer to find artists through recommendations from other developers. On the Pixonic blog, employees Egor Gafidov and Konstantin Kuzmin emphasize the importance of hiring not just a talented artist, but a specialist who can clearly and understandably present the necessary sketches to the entire team. This allows for more effective communication and speeds up the development process, which ultimately impacts the quality of the final product.
Concept art is divided into several categories, and each artist typically focuses on one of them. This allows them to develop a unique style and in-depth skills in their chosen field, whether it's characters, environments, or objects. Each category has its own characteristics and requires a specific approach, which makes the work of a concept artist varied and interesting.
- Characters: this is the design of heroes and their costumes, as well as enemies, monsters, and animals present in the game. Before work, it is best to describe to the artist not only the character's appearance, but also their inner world: personality traits, biography, motivation, and so on.
- Props: these are weapons, costume parts, vehicles, and furniture. All these details help make the game world more alive and rich.
- Landscapes and locations: the most voluminous and complex type of concept art. Its goal is to capture the general style and mood of the setting and locations in which the game will unfold.
Nevertheless, it is still possible to find a versatile artist. Such specialists are ideal for small projects that do not require careful elaboration of each element of the concept. Their flexibility and wide range of skills enable them to successfully handle a variety of tasks, delivering high-quality results even with limited time and resources.
Collecting References
When beginning a task, the artist first seeks out references. These can include photographs, illustrations, drawings, and concepts created by other artists that meet the client's requirements and description. Researching visual materials allows the artist to better understand the concept and create a unique, high-quality product that meets the client's expectations.
References play a key role in the process of creating visual content. Valery Zrazhevsky emphasizes that these materials not only inspire but also help shape visual ideas. The artist uses references in discussions with the art director or game designer to clearly define the stylistic directions of the future project. This approach allows us to better understand the team's requirements and expectations, which in turn contributes to the creation of a high-quality and original product.
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The project's style can be either cartoonish or realistic. In the case of a realistic style, it is important to determine its mood: will it be dark and restrained or bright and rich, like in the film "Avatar", where everything sparkles and resembles an underwater world. The choice of style is discussed during the reference selection stage. Further individualization of the style will help avoid obvious borrowings and create a unique visual language.
The game Dishonored developed the unique architecture and culture of the inhabitants of the city of Dunwall. The developers drew inspiration from 19th-century London and Liverpool, but ultimately created a unique world thanks to a deep lore and the distinctive retrofuturistic aesthetics pioneered by Viktor Antonov. This aesthetic not only lends the game visual appeal but also deepens the gameplay experience, making it more engaging and memorable.
Creating a Drawing
When creating a drawing, the artist begins with a sketch based on references and the technical specifications. The appearance of the sketch varies depending on the client's requirements. It can be anything from a simple outline conveying dynamics to color spots forming the basis of the silhouette. This approach allows the artist to effectively visualize ideas and ensures that the end result will meet the client's expectations.
At this point, it becomes clear whether the idea works, explains Valery. - This is the process of deeply understanding the image.
Having found a successful sketch, the artist begins to refine it. In the case of creating a character, they first identify key elements, such as Link's cap or Master Chief's helmet. They then move on to drawing the details, studying the materials and, if necessary, adding color to the final drawing. This approach allows you to create a bright and memorable image that will attract the attention of viewers.


The process of creating a 3D concept can differ from working on a 2D drawing. First, the artist establishes the basic geometry of the object and then successively adds details. Ready-made assets are often used in the process, which significantly speeds up concept creation. However, without such materials, development time can significantly increase compared to a hand-drawn concept.
The turnaround time depends on the artist's field of work, be it film or the gaming industry, explains Valery Zrazhevsky. Each of these fields has its own specific requirements and timeframes, which can vary significantly. For example, in the film industry, artists often work on concept art and visual effects, which can require a long time due to the processing of details and coordination with other project participants. In the gaming industry, artists also face unique challenges, such as adapting work for different platforms and optimizing for game mechanics. Understanding these differences will help better estimate project timelines in each area.
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In film, production deadlines are very tight, so concept art is created in two to three days. This process can be called speed art, as artists use broad, expressive brushstrokes to convey the overall mood of the scene and composition. It's important to understand that the concept art will not be carried over exactly into the final film, as the emphasis is on the overall impression. Unlike in film, concepts for games are developed more meticulously, allowing for high-quality work to be created within ten days to a month. This allows for detailed development of elements and atmosphere that will directly impact gameplay and player experience.
Concept art has a minimal impact on the duration of the work, as the time spent on a task often depends on its specifics. Even the creation of props can require a significant amount of time. Valery cites the example of the Metro series of post-apocalyptic shooters, in which rifles and shotguns are made from recycled gun parts and scrap metal.

The expert emphasizes the importance of weapon functionality in games, noting that they must not only be effective but also possess a realistic engineering concept. Players pay attention to details such as shooting and the reloading process, which require careful development. The time spent creating such technical aspects is necessary to achieve a high level of believability in gameplay.
Gameplay requirements play a key role in the development of game locations. For example, the concept of locations is often based on a pre-created map, where the main elements and zones are defined. When creating the city of Anor Londo for the first Dark Souls game, art designer Masanori Waragai first developed a general plan, including a central staircase-elevators. He then focused on the visual design of the location, drawing inspiration from the Gothic architecture of Milan Cathedral and the image of a sunset. This approach allows for the creation of not only functional but also aesthetically pleasing play spaces, significantly enhancing the player experience.

Concept delivery
B During the process of creating a work of art, the artist creates numerous sketches, but only those that best meet the technical specifications are delivered to the client. The number of concepts submitted may be insignificant: according to Valery, the developer sometimes receives only two sketches or even one. This approach streamlines the process and focuses on the ideas that best meet the client's expectations.
When the client receives the finished work, they may want to make changes to individual elements, such as moving characters within the overall composition or changing the perspective. The artist's capabilities in this case largely depend on whether they create their own concepts or use assets in Blender. Using their own approach makes it easier to adapt elements to the client's requirements, while working with assets can limit flexibility. Therefore, it is important to consider these aspects when developing concepts to ensure maximum client satisfaction.
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If you're creating a scene, you might be told, "Move the character there," and you'll end up having to rework everything. Working in an editor will require more time initially to set up, but later you'll be able to easily change the composition and adapt the scene to various needs.
The requirements for the final work depend on the specifics of the industry in which concept artists operate. Each field has unique criteria and expectations, which impact the quality and format of the final product. Therefore, it's important to consider the specifics of the chosen field when developing concepts and implementing projects. This allows you to achieve the best results and meet market demands.
The composition should make it obvious what's happening. It should be easy to perceive at a glance, and you can see what's happening to the main characters. Other details lose significance. In contrast, a video game resembles a cartoon. Everything you create will look like animation. Therefore, it is important to pay attention to every element, and all details must be carefully worked out and approved.

The final image, according to Valery, can change from the initial concept, be refracted, and supplemented with new elements. In this process, it is important to trust the artist, who brings their own interpretation and conveys a unique artistic concept. Trusting a professional allows you to unlock the potential of an idea and create a work that will resonate with the viewer.
Inspiration plays a key role in the creative process of a concept artist. If the idea fails to spark interest, the work turns into a formal fulfillment of the client's requirements, which often leads to an unoriginal result. Therefore, it is important for the artist to seek out sources of inspiration themselves. A personal perception of the idea and the desire to express it allow for the best result. Ultimately, it is the sketch that fully reflects the artist's inner concept that becomes the basis for the presentation.
The story of the creation of the first Sonic the Hedgehog is interesting and full of unexpected twists. Initially, the developers planned to use a rabbit as the main character, but during development, they decided that the character should be able to transform into a ball. This decision required the creation of an entirely new hero to accommodate the new gameplay mechanics. Thus, the famous blue hedgehog was born, becoming a symbol not only of the game itself, but of the entire gaming industry.
Based on ideas proposed by various Sega employees, designer Naoto Ohshima created three character concepts: an egg-shaped man, a dog, and a blue hedgehog. These sketches were presented in New York City's Central Park, where Ohshima observed the reactions of passersby. Most of the citizens he spoke with expressed a preference for the hedgehog design. This reaction became the determining factor in choosing the image for the new character, who later became iconic in the world of video games.
Sonic was created as a replacement for an unsuccessful design, but over time, he became a symbol of one of the largest gaming companies. His appearance not only changed the perception of video games, but also made him a pop culture icon, attracting the attention of millions of fans around the world. Sonic personifies speed and adventure, which made him appealing to players of all ages.
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