Tag Archives: e3

The Role of Concept Art in Film And Games

Recently attended E3, the industry conference for all things games, and while the games, booths and general spectacle are always cool, one of my favorite parts of the show is a quiet, out-of-the-way corner with the Into The Pixel gallery of game concept art.

I’ve always thought concept artists don’t get the recognition they deserve, both in film and especially in games. They play an important role in defining the look and feel of the final film or game. And much of the art is truly beautiful. It’s much faster/cheaper to do a series of sketches and then paintings to create the look, than to build a set (even a virtual one) and make endless changes to that.

We always talk about developers and 3D artists, but often forget that the beginning of the creation process often starts with pen, ink, and digital paint. Here’s a few images (top to bottom: God of War, Jose Cabrera; Control, Oliver Odmark; APOC, Krist Miha) from Into The Pixel (the website no longer exists and I’ve removed the images but you can view the images at the links below):

God of War, Jose Cabrera: https://thrax.artstation.com/projects/EkPlv

Control, Oliver Odmark: https://oliverodmark.artstation.com/projects/oOK0wW?album_id=1696267

APOC, Krist Miha: https://www.artstation.com/artwork/oO81qO

My first exposure to concept art was back when I was about 10 and a complete Star Wars nut. Star Wars had just came out and one of the things I purchased (ok, my parents purchased) was a portfolio of reproductions of Ralph McQuarrie’s concept art. It was fascinating to see what the initial ideas were, what changed, what remained the same. It’s truly one of the best pieces of Star Wars memorabilia that I own. And, even now, the art is still fabulous.

As George Lucas himself said of Ralph, “Ralph was the first person I hired to help me envision Star Wars. His genial contribution, in the form of unequaled production paintings, propelled and inspired all of the cast and crew of the original Star Wars trilogy. It’s really a testament to how important he was that there’s such a connection between a lot of those iconic images and the movie scenes. The way he illustrated them were an influence on those characters and how they acted. When words could not convey my ideas, I could always point to one of Ralph’s illustrations and say ‘Do it like this.’”

I think my favorite ones are still from A New Hope. Many of these were done prior to Lucas pitching Fox on the movie, so show what some of the ideas were when there was only a rough script. They were needed to convey what his vision for the Star Wars universe was to people that had _no idea_ what he was going on about. And they turned out to be critical in Fox’s decision to green light the film.

All in all, a pretty big testament to the importance of concept artists.

Some of his images are below, so check them out.  More can be found on starwars.com and elsewhere on the interwebs. If you know of a concept artist that does great work, please feel free to put their name and website in the comments below.

Ralph McQuarrie's Star Wars Art SW-3 SW-4

VR: Because Porn! (and Siggraph and other stuff)

Over the last few months I’ve been to NAB, E3, and Siggraph and seen a bunch of VR stuff.

VR people with their headsetsMost VR people with their headsets

One panel discussion about VR filmmaking was notable for the amount of time spent talking about all the problems VR has and how once they solve this or that major, non-trivial problem, VR will be awesome! One of these problems is that, as one of the panelist pointed out, anything over 6-8 minutes doesn’t seem to work. I’m supposed to run out and buy VR headsets for a bunch of shorts? Seriously?

E3 is mostly about big game companies and AAA game titles. However, if you go to a dark, back corner of the show floor you’ll find a few rows of small 10×20 booths. It was here that I finally found a VR experience that lived up to expectations! Porn. Yes, there was a booth at E3 showing hardcore VR porn. (I wonder if they told E3 what they were showing?)

One of my favorite statistics ever is that adult, pay-per-view movies in hotel rooms are watched, on average, for about 12 minutes. Finally! A use case for VR that matches up perfectly to its many limitations. You don’t need to worry about the narrative and no one is going to watch it for more than 12 minutes. Perfect. I’m sure the hot, Black Friday special at Walmart will be the Fleshlight/Oculus Rift bundle.

Surely There Are Other Uses Besides Porn?

Ok, sure, there are. I just haven’t found them to be compelling enough to justify all the excitement VR is getting. One booth at Siggraph was showing training on how to fix damaged power lines. This included a pole with sensors on the end of it that gave haptic (vibrations) feedback to the trainee and controlled the virtual pole in the VR environment. There are  niche uses like this that are probably viable.

There are, of course, games, which are VRs best hope for getting into the mainstream. These are MUCH more compelling in the wide open space of a tradeshow than I think they’re going to be in someone’s living room. For the rank and file gamer that doesn’t want to spend $8K on a body suit to run around their living room in… sitting on the couch with a headset is probably going to be less than an awesome experience after the novelty wears off. (and we don’t want to see the average gamer in a body suit. Really. We don’t.)

And then there are VR films. There was a pretty good 5 minute film called Giant being shown at Siggraph. Basically the story of parents and an 8 year old daughter in a basement in a war zone. You sat on a stool that could vibrate, strapped on the headset and you were sitting in a corner of this basement.  It was pretty intense.

However, the vibrating stool that allowed you to feel the bombs being dropped probably added more to the experience than VR. I think it probably would have been more intense as a regular film. The problem with VR is that you can’t do close-ups and multiple cameras. So a regular film would have been able to capture the emotions of the actors better. And it’s VR, so my tendency was to look around the basement rather than to focus on what was happening in the scene. There was very little interesting in the basement besides the actors, so it was just a big distraction.

So if your idea of a good time is watching game cinematics, which is what it felt like, then VR films are for you. And that was a good VR experience. Most VR film stuff I’ve seen are either 1) incredibly bland without a focus point or 2) uses the simulation of an intimate space to shock you. (Giant was guilty of this to some degree) The novelty of this is going to wear off as fast as a 3D axe thrown at the screen.

There are good uses for VR.  It just doesn’t justify the hype and excitement people are projecting onto it. For all the money that’s  pouring into it, it’s disappointing that the demos most companies are still showing (and expecting you to be excited about) are just 360 environments. “But Look! There are balloons falling from the sky! Isn’t it cool?!” Uh… yeah. Got any porn?

E3: Game Look vs. Film Look

I was hanging around E3 on Tuesday, indulging my gamer geek side (games are a sister industry to the film industry so I get in on an industry pass, but I have no real legit business reason to go. It’s just fun.).

One of the things I’ve noticed about games is that the ‘look’ is still very much the same as it ever was. Yes, the polygon counts are higher and everything is in HD, but the look is the same. No depth of field and harsh lighting (usually either on or off). I was looking at a couple up and coming games and they just reminded me of Half-Life and every other game I’ve played. They look better, but they don’t look like film.

This is interesting, because films are starting to look like games and I don’t think it’s a good direction. I want games to start looking like films, not the other way around.

Where is this ‘Game Look’ for films coming from? I think it starts with 3D.

One of the smaller booths (You should’ve seen the xbox, ps3, wii booths) at E3 this year.

Continue reading E3: Game Look vs. Film Look