COH Concept Gallery


Acemace

 

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Originally Posted by Hydrofoil_Zero View Post
Would it be best to post comments in the Divart pages or put them all here?
I'll reply to both, but if you have a question that's good for a group discussion, you may want to put it here. I find that the DA format is great for quick 1-person chitchats but kind of worthless for in-depth conversation.


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

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Originally Posted by Noble Savage View Post
2) for the characters to work on film for an all-ages audience, they needed to drop the super-saturated Power Ranger color palettes and embrace darker, less saturated colors and more realistic textures. (Can you imagine anyone older than 15 embracing an X-men movie w/ the characters wearing their costumes from the comics?!)
Have you seen X-men: First Class yet?


 

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Originally Posted by ThePill View Post
Have you seen X-men: First Class yet?
Yes--loved it! They did a good job of preserving the look of each character without getting into Fruit Loops colors. Really well done, and my only quibble artisticallty was that the Magneto helmet looked completely ridiculous on Sebastion Shaw.


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

Posted

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Originally Posted by Noble Savage View Post
So no, we're not big on "Bif! Bam! Pow!" logos... Can you create that in game? Of course! But it's not the focus of our outward-facing artwork.
Still waiting on those visual sound effects.


 

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Originally Posted by Noble Savage View Post
That's very insightful actually. If you read comics, you've probably noticed by now that the characters and their movie counterparts are going in the same direction: towards realism. (For example, Captain America's scales/accessories and Iron Man's armor are now drawn with an focus on functionality and a LOT more detail. )

I think this is happening for two reasons:

1) the comic audience is, on average, older than it used to be, and the comics have to cater to more mature, sophisticated tastes

2) for the characters to work on film for an all-ages audience, they needed to drop the super-saturated Power Ranger color palettes and embrace darker, less saturated colors and more realistic textures. (Can you imagine anyone older than 15 embracing an X-men movie w/ the characters wearing their costumes from the comics?!)

CITY OF HEROES is a modern comic book-inspired game for an all-ages audience, so like Hollywood and most mainstream comic book companies, we've embraced the newer, more realistic approach to super-powered fiction. So no, we're not big on "Bif! Bam! Pow!" logos or overly-colorful cartoon characters. Can you create that in game? Of course! But it's not the focus of our outward-facing artwork.



To create the FREEDOM artwork, I had to rejigger my methodology a bit. Instead of applying simple gradients (as you might see in comics) or hand-painted color techniques alone, I gathered a library of brush and texture resources that could be layered on top to add greater depth. That particular texture was also used on the Statesman highres 3D model, so it gives us some internal consistency too.



As you point out, it's already happening. All the newer costumes have benefited greatly from detailed texture treatments, and the Character team has several more improvements to show-off in the coming months. But what about the older stuff? Well, we never want to take away options from the costume creator, but we've planned a number of new additions that cover similar territory while showing off modern texture tricks.
My background is in film, and the first rule (as I suspect is the case with artists) is make what you show visually interesting. Some people have complained about the on-set photos of Captain America on The Avengers that the costume doesn't look very good, but they're neglecting what details the camera can pick out and enhance that a regular photo can't. I'm all for details, both subtle and visually striking, myself.

I agree with you that audiences are more sophisticated and there's an expectation that there should be a level of function to costumes, particularly. That's why in-game, I favor the IDF belt for characters with pouches over the Stealth or other belts. It looks more functional and grounds the character in reality. However, if the costume is done well and updated subtly (the Sam Raimi Spiderman springs to mind immediately) it can look functional and capture the nature of the character well. Batman Begins did so too, I thought. I see City of Heroes as a late Silver Age (1970's-80's) setting, with the darker morality of Praetoria encroaching on a more balanced, but still heroic, viewpoint of Paragon City.

The texture gradient sounds very interesting. I'd like to do that on some custom pictures of my characters or ask commissioned artists to do the same...can you elaborate a bit more?

And as for the in-game model of Statesman, I think that's a good idea, and I'm wondering with such things as the Steampunk pack faces, if there's an intent to gradiate player looks and costumes in that direction as well? A certain game by Cryptic I thought did a very good job in giving a sense of layered detail that isn't always possible here, even if the aesthetic wasn't to my personal liking.

I think the realistic look for this game would work tremendously well, myself...and by that I mean the aesthetics of say Aion or APB. I have a particular attraction to both the Unreal game engine and the Havok physics engine for cloth rendering, as I think they add a gradient of realism to looks. Would the decision for more realistic rendering of pieces extend as far as character models in your opinion? That isn't a 'please consider this' question, but one grounded in art. Some people would argue that the infamous 'mitten hands' should be more detailed for instance, whereas I don't think it detracts from the larger picture.

My personal interest is in having things such as the texture on Statesman's costume being a standard option, or a pattern, for instance. The IDF suit's pattern and the faint 'scalemail' effect on the Thorns suit I personally could see standing on their own as a valid aesthetic choice. A good example is something I'll include here, a custom piece I had done for the character featured. The idea of 'scales' on the costume I thought added a subtle but distinctive feature, and I immediately found myself frustrated I couldn't do it in game.

Apologies for the size; it wouldn't let me scale it down for some reason.




S.


Part of Sister Flame's Clickey-Clack Posse

 

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Originally Posted by Shadowe View Post
Been reading through your notes on some of the concept pieces, and I just want to point out that Bobcat is in Studio 55 (not 54, as your note says, David)...
Fixed. Good catch! I remember writing that and not being 100% sure (and yet too lazy to double-check on Paragon Wiki).


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

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Originally Posted by Kitsune9tails View Post
Any chance for more full comics, even if they are electronic only? I'd love to see you and Hickman collaborating on some behind-the-scenes stuff that is both ingame and here on the forums.

And Samuraiko can do the trailers for you!
All of that sounds incredibly fun, and I'm a big fan of Troy's writing. But for now, I think new comic material is most likely to appear in-game (like the 5-page tutorial intro), and I imagine it'd have to be for something really BIG.


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

Posted

I have a small issue with that comic in game comic. Namely that I missed it the first half dozen go-rounds during the open beta. When I pointed out that there was a "Next" button beside the "Enter Game" button, several people went "Hey thanks I didn't notice that!"

So could the comic pages be made easier to spot?

I think in western cultures where people read left to right, people find things on a line on the left first. Since "Enter Game" came before the "Next" button that way, people were seeing it first and clicking, without reading further.

(Believe it or not that is standard UI design. There's a reason why the OK Cancel buttons are always in the bottom right of the dialog box. It's because we want you to read all the other stuff first.)

So I'd like the see the "Next" and "Previous" buttons centered on the line so that they appear before (to the left of) the "Enter Game" button, and I'd like the "Enter Game" button to be on the far right (corner) and read "Skip Comic and Enter Game" with the "Skip Comic and" being in a bit smaller typeface and above the larger "Enter Game" text.

Just my 2 nickels.


 

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Great pictures!

Question: I was looking at the tech pieces - track parts. How hard would it be to get some of those things to actually move in the game?

I think it would be cool to walk into a working lab that's actually working....


You don't hit smiling monsters - Sister Flame

 

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Quote:
Originally Posted by Noble Savage View Post
As you point out, it's already happening. All the newer costumes have benefited greatly from detailed texture treatments, and the Character team has several more improvements to show-off in the coming months. But what about the older stuff? Well, we never want to take away options from the costume creator, but we've planned a number of new additions that cover similar territory while showing off modern texture tricks.
I've been meaning to ask something about this sort of thing. Are we going to see more and more pre-textured items in game? I'd love to make-use of some of the parts like the Victorian Corsets but the texture colour-shifts things and makes it hard to match them up. For instance, the colour white with the pre-texturing comes out grey.

If you were looking at keeping the old style and the new wouldn't it be an idea to try and have both for the new pieces? a High-Res and Simple version?

- Raith


 

Posted

First, I'd like to say that I really enjoyed looking through that gallery. Thanks for posting it.

Quote:
Originally Posted by Noble Savage View Post
That's very insightful actually. If you read comics, you've probably noticed by now that the characters and their movie counterparts are going in the same direction: towards realism. (For example, Captain America's scales/accessories and Iron Man's armor are now drawn with an focus on functionality and a LOT more detail. )

I think this is happening for two reasons:

1) the comic audience is, on average, older than it used to be, and the comics have to cater to more mature, sophisticated tastes

2) for the characters to work on film for an all-ages audience, they needed to drop the super-saturated Power Ranger color palettes and embrace darker, less saturated colors and more realistic textures. (Can you imagine anyone older than 15 embracing an X-men movie w/ the characters wearing their costumes from the comics?!)

CITY OF HEROES is a modern comic book-inspired game for an all-ages audience, so like Hollywood and most mainstream comic book companies, we've embraced the newer, more realistic approach to super-powered fiction. So no, we're not big on "Bif! Bam! Pow!" logos or overly-colorful cartoon characters. Can you create that in game? Of course! But it's not the focus of our outward-facing artwork.
This whole section I find very strange coming from the art lead for a superhero game. Not just because realism for a costume is relative to the character's powers (Superman has no reason to wear armor, Batman does, but arguably may not want it if it weighs him down. Spider-man would definitely not want it interfering with his agility. Iron Man gets his powers from, and is defined by his armor), but because of the idea that certain colors are somehow "immature", and the classic X-men costumes being something only people under 15 would like. I don't think that you can argue that this isn't insulting an entire group of people, people this game is aimed at. I see nothing immature about the colors of the American flag, or any flag for that matter, and those costumes are classic. They're not only for people under 15.

Also, sometimes less is more. Texture is great sometimes for some people, but other times and for other people simplicity is going to be more appealing.

I like most of the promotional artwork you've been doing, by the way. I just don't agree with how you've characterized the classic Golden and Silver age style of the genre here, and I'd put forth Kirkman and Walker/Ottley's Invincible as a fantastic example of modern, really high quality work that still uses bright colored tights to good effect. And it's not for kiddies.


Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)

 

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I'm finding myself unable to stop leaving comments on these. I apologize if some of them are a bit sharp and snarky, but whenever I critique my mind goes into a "Yahtzee mode".


Click here to find all the All Things Art Threads!
Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

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Originally Posted by Angelxman81 View Post
Your old deviantart page was already in my google chrome favourites.
Awesome sketches! I admire your work, I love drawing and I can say you are amoung my favourite artist.
Flattery will get you everywhere--thanks!


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

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Originally Posted by DrSpoon View Post
Great work that gives great insight. Almost like you're on the Praetoria City Planning Commission, which effectively you are .
The majority of my time on GR, I was working on architecture, whether it was researching real-world examples, painting moodpieces, or matching up the details on front-side-back buildsheets. And a pretty significant amount of time was spent figuring out what a Praetorian bench or fire hydrant should look like. So yes, definitely! I often felt like Emperor Cole's City Planner-in chief.


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

Posted

Quote:
Originally Posted by Noble Savage View Post
The majority of my time on GR, I was working on architecture, whether it was researching real-world examples, painting moodpieces, or matching up the details on front-side-back buildsheets. And a pretty significant amount of time was spent figuring out what a Praetorian bench or fire hydrant should look like. So yes, definitely! I often felt like Emperor Cole's City Planner-in chief.
Cole: looking over David's shoulder So... You REALLY think my tower should go THERE?


Click here to find all the All Things Art Threads!
Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

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Quote:
Originally Posted by Kitsune9tails View Post
- Were you given any instructions/mandates other than "make cool stuff we haven't seen before" for creating the pieces?
Making art for games turns out to be a lot like making art for comics. In both cases, artists begin with written descriptions (from a comic writer or game designer) that spell out the visual needs for a given story or mission. Design docs included detailed information about the characters and environments in each story arc, and sometimes, there's even a little top-down 2D map to get us started.

If we're making a new costume set, the theme is often chosen by a Leads group, then passed on to Concept to elaborate on. We'll be going over this process in detail at the Player Summit next week--hope to see some of you there!

Quote:
Originally Posted by Kitsune9tails View Post
- Was there a story (the official one or a personally-created one) that you followed to make the designs? Like a timeline for which tech led to which and why it looks different (and so cool), or was it matching everything to an initial piece created from Rule of Cool?
Though we always try to dream up the coolest possible solutions to the visual problems posed to us by the Design docs, the impetus usually starts with them. As for the look of specific costume designs, we always pay careful attention to what's already in the game and then try to create things that offer an entirely different option to players. With each new set, our goal is to dramatically expand what's possible.

Quote:
Originally Posted by Kitsune9tails View Post
- What music inspired you during Going Rogue, or do you get your inspiration elsewhere?
Hmm...well, I listen to lot of podcasts (about video games, film, and comics) while I work. Also a ton of Pandora. Before they removed the monthly limit, I used to routinely break it around the 20th of each month. At the moment, I'm getting some good results from "Santigold Radio."


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

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Thanks for sharing all this, David. You may remember me asking if we could get the model sheets from the new CoT during one of the Ustreams. Awesome to see us getting there.

Also, your model sheets are great; I'd love to model from them. Which means I need to finish getting my portfolio in order so I can actually apply and then I actually could model from your model sheets. Soon... Well, soon I'll apply, and then hope...


@Johnstone & @Johnstone 2
ediblePoly.com
All my characters

 

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Very nice!


 

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Originally Posted by Noble Savage View Post
All of that sounds incredibly fun, and I'm a big fan of Troy's writing. But for now, I think new comic material is most likely to appear in-game (like the 5-page tutorial intro), and I imagine it'd have to be for something really BIG.
What about a nice cheesy out of character web-comic. That could be fun and entertaining.


 

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Originally Posted by Suzumebachi View Post
Those are awesome sketches. Shame they aren't a smidge bigger, some of them would make tremendous desktop wallpapers
I've got one coming that might be just right for a wallpaper. Stay tuned.


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

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Originally Posted by Aneko View Post
We could use more asymmetry in costumes. Are you planning to share? <.<
There's some stuff coming soon. Player Summit will have the details.


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

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Quote:
Originally Posted by Golden Girl View Post
But I've seen concept art for stuff that was cut from GR - does that mean that'll never be reused in future Issues?
Never say never. If we've made a concept for something, there was at least some interest in doing it at some point.


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
http://pixelsaurus.deviantart.com/

 

Posted

Quote:
Originally Posted by Noble Savage View Post
Never say never. If we've made a concept for something, there was at least some interest in doing it at some point.
If you ever add a space station, it should totally be a Vanguard one, either as a staging ground for Incarnate Trials, or as the first line of defense agains the Battalion starfleet, or any other enemies of Earth.
It'd make more sense for their HQ to be in orbit rather than in the RWZ, not only because the Rikti aren't the only threat that they deal with anymore, but also because it'd fit the Vanguard theme really well - they'd literally be above all national boundaries, and literally be watching over Earth.
Plus, Lady Grey would look really impressive standing in front of a ginormous observation window with the Earth in the background behind her


@Golden Girl

City of Heroes comics and artwork

 

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Wow, there's some really incredible stuff to be seen here. As an artist, it's both intimidating and inspiring to see such high quality work. I wish I had the discipline to sit down and work on my drawing skills more. lol

Anyway, please keep them coming. I've always been fascinated with the development process of games. Perhaps one day I'll get to work on a game of my own, but for right now I'll have to settle for watching how others do it. lol.