My project

I am making a series of images that will show the content of my game and what players can expect when playing it. I will create a series of sequential images that show the abilities of both characters, and the environment they are in. I think this is an effective way to show the audience how I visualise the look and mood of the game. This project is focused on showing my understanding of story boarding, composition and colour palate. I am also trying to express how I see games, what makes them enjoyable, and how I would approach the design aspect of a game.


I want to show concept art for a game that I have planned a rough story line for. I want to show the cooperative aspect of my game as this is always an element that makes games stronger through teamwork and problem solving. I want to show the games dynamics and why this game would stand out from other games. I want the look of my game to show the inspiration I have taken from other games throughout my life and also show my own style and ideas. 


The games I have been inspired by are mainly action and adventure themed stories. They draw the player in with interesting dynamics and characters. The games are played in a personal way and immerse you in the story.

Jac 3

is one of my favourite co-op games. The secondary character is only used for certain missions where his talents are required, but this gives the game an interesting dynamic that I wanted to capture in my game.


Army of two

Is a multiplayer shooter that focuses on teamwork and problem solving. It allows players to work together.


Shadow of the Colossus


Gears of War

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These games had a powerful impact on me for different reasons, but I think the main reason was design. Everything about both games seemed to feel so right and the look of everything was perfect. The huge colossus characters were so well realised by the creators and the fact that they acted as both enemy and environment was something I found to be highly original and very unique. I liked gears of war for its costume and environment design, and the idea of the enemy coming from underground, this seemed to invert the typical “space invaders” video game cliché nicely and it meant that the artists could really play around with the look of the enemy characters. In both games the main characters are presented with very little back-story and you learn more about them as you progress. Marcus is a war hardened soldier, the main character from shadow of the colossus, a young man who is not named, but ultimately fights for a girl who is in a constant sleep in a temple. I think the features of these games that I most like is the way you control the character, the dynamics for movement and fighting. They help the player to really immerse them selves in the game and feel like they are in the action.

Kim Jong Gi


This image displays a chaotic war zone in a Chinese city,  the image is viewed from the perspective of a soldier and in the foreground we see a hand holding a pistol, another gun at the left of the image, a sprinting soldier to the right and a woman sliding over the boot of a car. There are more soldiers in the image scattered round. In the background we can see a tourist buss, buildings that appear to be flats and shops and signs.


This method of using ink brush can be used in different ways, for calligraphy writing or colouring, and as seen here, for making effective shading with the dilution of the ink in the brush.  Kim Jung Gi uses the brush in a fast, effective, precise way that allows him to get his lines down quickly.

Jeff Miracola 

Jeff Miracola is a fantasy artist who works with oil paints. His work has always inspired me and the way he paints makes me want to apply his use of colour and line to my own style. dragon_dive_final_960

wingedWraithBIG Robert Chew

Concept development artist Robert Chew has been wowing us with his series of illustrations featuring robotic animals, especially his Big Five series, which imagines a future in which anti-poaching operatives are aided by mechanical rhinos, lions, and vultures (although the poachers have some robotic tools of their own). Chew is looking to turn the series into a book to benefit the International Anti-Poaching Foundation, but we’d love to see a movie. tgdxedwcfb4im8q09iuj




Simon Stålenhag

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My medium

11061310_913332028718759_5988555937746760475_n Story board for game trailer


My original character design, I made the final design more minimal, although I liked this design it wasn’t exactly what I wanted.

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This design felt more appropriate. The robot is simplistic and feels more mysterious and appropriate. The soldier is the main character, also in charge of the robot. This character plans the missions and the locations to infiltrate. My design for the human character has changed somewhat from looking at different designs and influences; I do want to keep it quite simplistic for the look I want to achieve with my designs.

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I based my concepts for the human character of work such as call of duty and Elysium. Regardless of how I feel about these releases on a personal level, I see great design and passion for presenting the audience with high quality design and they look visually stunning.



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The soldiers abilites are stealth and tactics, but he can be killed by weaponry.


Screen Shot 2015-05-13 at 10.59.04The robot is mostly imperviouse to gunshots and explosions, but can be effected by special weapons, and it must stay charged, this offers an interesting dynamic to the game I took the seqence from the first image and developed on it. The soldier has found a bag in an enemy hut. He can use this to power the robot for a mission.

Trailer sequence

My process

FullSizeRender My story board, sketched out in a simplistic sketchy style; focusing mainly on composition and the flow of the story.

Scene 1

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Scene 1 is a close up shot. I wanted to fill the screen to create an up close personal effect. The reflection in the lenses create a different view point in the image and this creates an interesting composition.

Screen Shot 2015-05-08 at 12.29.09 I drew a close up shot of my characters face with binoculars held up to his eyes, using a photo for reference. I wanted to make the first scene up close to the character to fill the screen and to focus on the characters vision.



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Scene 2

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I looked at different designs for binoculars POV shots that looked interesting in design and practicality. I wanted something that looked almost sci-fi.

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I noticed that most binocular designs were quite simple. They usually have some cross hairs or numbers to indicate distance or how much the user has zoomed in or out etc.

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In my final design I went for a simple figure of eight template for the shape of the binoculars, and I placed neon blue circles on separate layers so I could turn them in after effects. I was happy with the overall look of the binoculars and they will provide an interesting scene in my animation.

Scene 3

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Scene 4

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Scene 5

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Scene 6

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Scene 7

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Scene 8

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Scene 9

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 I used this image as my starting point. I wanted to show a powerful composition with explosions and the character reacting to it. After drawing a rough image like this it helps me to understand where I want the sequence to go, what should come next for the narrative and composition.

Screen Shot 2015-05-05 at 09.51.01 After looking at the composition of the image I realised I wanted a different look for the characters stance. I didn’t want the character running, but to look surprised and to have a defensive look; raising its hands to shield the blast.concept 4I finalised the image by adding the explosion and vibrant orange colours to light the robot and the surrounding are.
Screen Shot 2015-05-05 at 10.00.03 Screen Shot 2015-04-30 at 15.40.33 I changed the image’s dimensions to 1920 x 1080 (HD resolution) so I could import it to after effects. Before I change the size I added final details to the image before I lost the image quality.

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I prepared the image for animating on After Effects by separating the individual areas of the image I wanted to move. The next image in my sequence will be focused on the robots face, shown from behind him, looking over his shoulder with the explosion out of focus behind him, creating a contrast against the colour of the bright orange against the robots dark grey frame, almost creating a silhouette.

Scene 10

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Scene 11

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Scene 12

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Scene 13 

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Scene 14

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The next frame in the sequence is the robots hand extending out toward the flames of the explosion, giving a shot of the character from the opposite angle of the previous frame. Screen Shot 2015-05-04 at 14.37.28 My first image didn’t have the look I wanted so I restarted it and tried to make the anatomy and proportions of the robot more powerful and convincing. Screen Shot 2015-05-05 at 10.03.35 I repainted the image and used a reference image to get the composition right Screen Shot 2015-05-04 at 14.37.12

(Photograph of my hand taken with mac webcam for drawing reference)

I made each section of the arm and hand on separate layers, so I could animate them on After Effects to move and open and close the fingers in my animation. Screen Shot 2015-05-05 at 10.59.51Screen Shot 2015-05-05 at 11.00.07 In the next scene we see the robot looking back over his shoulder at his enemy, with its left arm extended with splayed fingers open towards the explosion, with the explosion contained in a ball of fire.

Scene 15

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Scene 16

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Scene 17

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Scene 18

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Scene 19

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Scene 20

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Scene 21

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Scene 22

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 I used IMovie to put my images togehter.

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Alternate sequence.

This is another sequence I started on. I wanted the trailer to be a merge between two different stories that followed the robot and the human doing different things.

In this sequence of images I wanted to show the human character looking through an enemy base, finding a mysterious container and then using it to charge the robot, like in the trailer story board. I realised after starting animating my other sequence that these compositions didn’t have great potential for animating on After Effects, so I decided to leave it and focus on the other story.

I do like this concept, I think It has potential and it entices the viewer, but It couldn’t go beyond the story board faze.

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I have had a really enjoyable time creating this project. When I look back at my original idea for the game, I can see where my expectations where realistic, but also how they were unrealistic. I originally planned to make a trailer, but I had no idea what that would look like. I also wanted to get to grips with 3D software, but I realized that this was not beneficial to my project so I wanted to spend more time drawing and painting. I found time management easy with this project, more so than other projects, because I felt passionate about the content I was creating. I also got a better idea of what concept art really is and how it should be used to progress a project. I applied new techniques to my work and made different creative choices. I started with rough sketches and worked into them in a very loose painting style that I picked up from analyzing different artists. I started using different techniques and it became a constructive process where I learnt new methods and this really helped my work. My work plan consisted of researching, planning, sketching and painting.This is my process with any drawing that I create, and it works best for me. The look of the paintings I created was different to what I originally envisioned, but this was the desired effect. I knew that the look of the final video would be very different to my original idea.I wanted something that looked gritty and eye catching. The final product looks more like a moving comic than a piece of film. Because it lacks audio, I look at the video as an alternate story board, to help show an animation team what they need to make. I would want to present this project as a large story board shown as still images on the same page; rather than a moving image. I think this would look more visually pleasing. I feel the project went smoothly and I am very satisfied with the outcome.