Blurred Lines
ABSTRACT From concept art to world-building, this document is meant to give an overview of the process of image-making in the field of entertainment. By looking at the fundamental theories and workflows such as brainstorming and art hacking and backing them up with several highquality examples and breakdowns of digital artworks, this dissertation attempts to demystify the process between the image development and the creative mindsets behind them by interpreting the designs through visual communication and perception.
INTRODUCTION Concept art became a crucial stage in the pre-production process of any creative domain searching for fresh ideas; representing the visual development based on iterating alternatives. It is agreed that concept art can be distinguished in two discrete categories, one helping the technical development by being more physically accurate, followed by one with a more artistic approach, which focuses on establishing moods and emotions. In the games and film industry, this can be translated by fusing shapes, colours and arrangements to guide and ultimately control the viewer's perception on the screen. The influence of concept art goes beyond the aim of guiding the production team. Due to its experimental nature, not all the creations ultimately find their way into the final piece. Nevertheless, concepts that best reflect the vision of the art can be further turned into key visuals on which, for example, the marketing campaign is built.
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