5.07.2010

Video Game Concept Art

[Freeform Blog Post for Drawing I]
(Edit: None of the artwork in this batch of posts - all for Drawing I - is original! Saying that now while I contemplate archiving them somewhere.)

Mass Effect is a series of video games. Being a sci-fi setting, the Mass Effect universe also features some variety of alien races (see a theme here?). Putting both of its sequels aside, there's various concept art for the original Mass Effect floating about the internet, and Creative Uncut has managed to collect a good selection of the stuff.

In lore introduced by the commercial release of the original Mass Effect, the salarians (uncapitalized in keeping with setting lore) are one of three Council races, which represent the most important races of the galaxy. While also the only Council race the player character cannot recruit a teammate from, a secondary antagonist on one planet provides a character to remember the fast-metabolism'd perpetually-in-a-rush science-savvy vaguely-lizard-like species by. A salarian teammate is added to the second Mass Effect game, but this blog post will focus on the species' appearance's development prior to the first game.


Salarian facial features, in development, quickly went from squat to elongated, giving a less froglike appearance. Key traits such as eyes, eyebags, and the pursed lipless mouth were retained throughout, although the tattoos and early headlobe adornments went. On the final revision, the only changes aside from a more refined drawing are the lack of tattoos and much wider eyes, the latter of which help to offset the species' frowning-by-default mouth whilst invoking the classic Greys.

As for technical merit, the shading on the finalized salarian facial concept looks lovely, I feel. A definite light source located somewhere to the right illuminates the head's smooth top and eyelids, not reaching the valley of the center vertical where a human's nose would jut out. Nostrils are tucked to the sides of the surface which functions as a nose-of-sorts anyways, directly below the eyebags. While heavily detailed with black line, the eyebags aren't loaded with any additional shading and thus remain a contrast to the blank black eyes, preventing those dark features from dominating the face. Overall, the drawing is smooth, balanced, of cool grey tones, and an appealing alien portrait.


The first of the above pair corresponds to the second salarian face sketch; although colored, it comes from an apparently early stage in the development of the game. It comes from a page which also includes a couple other, more exotic species, which I don't happen to recall seeing recognizable descendents of while playing the game.

The second of the full-body concepts bears no marks of drawing, and indeed appears to be a 3D render created later in the game development process. The leg design has been changed, and the skin tone made more grey than blue. The style of clothing has also changed- perhaps indicating a change in not just the species' appearance, but their general demeanor.

I dislike how the salarian head is rendered in comparison to the shaded facial concept earlier, due to some key changes. The render's eyes don't just forwards as much; together with the much darker eyebags, they produce a very sunken effect. Without as much highlight on the eyelids, as much shading on the nose-region, and with eyebags which blend with the dark eyes, the face loses its balanced brightness/darkness and instead relies on contrast.

The top-of-head markings, sort-of-restored from earlier concepts, force some nice shading up there but emphasize the white flatness below. The render's half-open mouth emphasizes a feature which remains muted in the concept drawing. Perhaps increased contrast increases recognizability at long range, where muted features blend together, but I feel the effect comes off poorly in this render.


Perhaps it's just that render; I feel the salarian comes off fine in this screenshot, although with a different aesthetic to it than the concept portrait. More angular eyes, more texture, and a different balance of light/dark. The grittier details sell it, I suspect. And the eyes, which have depth created by eyebrows and the reflections of two separate light sources, whereas the concept render suffers from flat and empty eyes. And the lighting's work elsewhere, giving the nose-area what depth it actually has, defining what became flat and textureless in the render.

Hm.
Ultimately, I do like the salarians as a species, both for their appearance and description. They don't quite win out over the turians- which are based on *dinosaurs*, -to me, but certainly beat boring humans and the very feminine yet... um... fully compatible asari.

[To avoid ending on that note, I'm surprised I found a worthwhile comparison in this post.]

5.06.2010

COD Student Art Exhibition

[Freeform Blog Post for Drawing I]

Last week, a new exhibition opened in the College of Dupage's (COD) Student Art Gallery. Announced via posters in the McAnich Arts Center (MAC) and a short article in the school newspaper, Xenos features digitally illustrated artwork of various original alien species. All were created and illustrated by Alex Yaeger, a graphic design student at the college.


Left: Emissary by Alex Yaeger, 2009, digital illustration.
Right: Apocethary by Alex Yaeger, 2010, digital illustration.

Students and otherwise who frequent the MAC may have seen another work of Yaeger's, The Gardener, mounted by a second-floor hallway in a small lounge. Yaeger's portraits for Xenos, while distinct in their presentation, visibly share similarities with his earlier work.

Some of the Xenos exhibition's content can be seen online at Yaeger's deviantART page, along with other works of his. But while some commentary is attached to the artwork online, a couple additional portraits and all of the pagelong descriptions associated with each portrait appear to be exclusive to the physical exhibition.

Part of an exhibition, in addition to the content itself, is how that content is presented. The Student Art Gallery is left mostly bare for Xenos. The gallery floor merely houses a desk, at which a student sits to mind the gallery while it is open. An introduction page is on the wall next to the entrance, explaining some of the creative process Yeager used.

Pairs of portraits of aliens and descriptions of their homeworlds are mounted along the back wall to the left from the door. All of the species exist within the same, futuristic setting, and so occasional mention is made of their opinions of each other. Most of the species' features resemble human features to some degree, whilst taking inspiration from well-realized combinations of fantasy and sci-fi archetypes.

An additional poster-description pair is mounted on the far wall from the entrance door. I nearly managed to miss it when visiting the exhibition, despite its theoretically plainly visible location. In addition to being on a different wall from the other species, this piece features a poster of very different presentation from the other portraits, although the description's format remains the same. Perhaps fitting for a piece representing mutants? Perhaps a sort of conclusion to the exhibit.

Being personally interested in fictional aliens, I was eager to view Yeager's Xenos exhibition yesterday. Each species' description nicely supports the excellent artwork it accompanies, and there is not an overwhelming sum of content. If you happen to be at the College of DuPage, have some interest in portraits or sci-fi fantasy, and have half an hour to spare, perhaps you should consider stopping by the Student Art Gallery.

COD's Student Art Gallery is located on the first floor of the Student Resource Center, not to be confused with the Gahlberg Gallery in the MAC. The Xenos exhibition is on display through June 7th 2010.

The Student Art Gallery is only open at certain times each day, which I unfortunately do not have a list of, although one is posted near the room's door. Yaeger's work can be seen through the room's window-walls, but being unable to read the text associated with each poster defeats the point of physically visiting the exhibition.