COH Concept Gallery
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?!)
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David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at http://pixelsaurus.deviantart.com/
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. |
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
David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at http://pixelsaurus.deviantart.com/
David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at http://pixelsaurus.deviantart.com/
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.
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
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.
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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
Very nice work DN, ahh the fun I'd have if I had one tenth of your skill.
First, I'd like to say that I really enjoyed looking through that gallery. Thanks for posting it.
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. |
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)
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!
David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at http://pixelsaurus.deviantart.com/
David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at http://pixelsaurus.deviantart.com/
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.
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Click here to find all the All Things Art Threads!
- Were you given any instructions/mandates other than "make cool stuff we haven't seen before" for creating the pieces?
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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!
- 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?
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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/
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
Very nice!
David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at http://pixelsaurus.deviantart.com/
David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at http://pixelsaurus.deviantart.com/
David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at http://pixelsaurus.deviantart.com/
Never say never. If we've made a concept for something, there was at least some interest in doing it at some point.
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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
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.
David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at http://pixelsaurus.deviantart.com/