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Hello everyone, nice to meet you
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I am Nam Hyoung Taek, and I am a senior character concept designer
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in charge of character concept production
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at a console gaming company at Kenneth, USA
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Today we will talk about a more
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realistic character concept development
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based on my experiences with production of various characters
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Specifically, we will discuss the process of character designing
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that holding the story of the game, design principles
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, and we will sketch the production process
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Also, we will paint these characters together
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Before starting the lecture, we will spend some time
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to talk about what job group does concept design is in
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, and what characters are used for various productions
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As for the definition of concept design, this can sometimes be easily explained
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or it could be rather ambiguous to explain because of the unique characteristics
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that various concept job groups have
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However, bringing all definitions together
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concept designer can be explained as someone who uses characters or backgrounds
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explained by a writer in words or in writing, as in a story on a world view
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, a person whom designing these in images
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Designing can be said as an example that resolves issues
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regarding design of a product target For instance, games or
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movie animations, etc that requires
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the most creative production method
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For games in particular, a hyper realistic character concept development
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is the most important duty for a concept designer
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, and it is the point which concept designers are most concerned with
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in the overall concept development works
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Therefore, this job is very different from general art
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where there is a pursuit for some kind of visual beauty
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Also, an important factor in the design done by a concept designer
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is how ideas are fused and utilized
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The importance of design utilization refers to
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looking at, analyzing, and breaking down
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a particular object, inspiration,
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and fusing it with another idea
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In order to create a realistic design from imagined fiction,
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we will have to research a real design concept we already know
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and appropriately apply to create a good, convincing design
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Putting this in other words, we refer to this as functional design
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This means that when we look at a design, it's a paint that makes us to feel
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this would be operational
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For example,
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when we assume that we are designing a costume for a humanoid character,
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like for instance we are creating a mage character
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If we were to draw and imagine in our heads
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and start explaining our character design creation
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based on what we saw in our imagination
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or giving a pitch, unless the viewer can
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fully understand our creation
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So if there is not enough logic behind,
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the formulation of a realistic, plausible character
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it is very difficult to have others sympathize with the character
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So on this, if I were to give
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a few tips based on my experience
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First one is to make it easy for the viewers
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to understand the realistic logic and design
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, and the imaginary idea must form a balance
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Here, there could be a few mediums
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that help with easier understanding
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, but the most effective are generally image reference or video
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Another good method is
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to maximize the use of realistic design to about 90 percent
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when making a design
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, and fuse this with around 10 percent of imaginary idea
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to make creations with a more realistic sense
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and make them feel more plausible
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Here, when applying real designs,
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a lot of research data is required
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We could say that concept artists are storytellers
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that can tell stories with drawings
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From prehistoric times, we were very
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accustomed to creating stories and telling
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stories to other people
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and the medium that creates the stories were very diverse
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People would draw on the walls of the cave to tell stories
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, and mad music with it or put it in writing
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As such, this job also has the same fundamental purpose of all art
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From this, we could say that the concept designers have
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more commercial factors in play
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There are two main factors associated with this
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These are referred to as speed and efficiency
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This quite literally means speed and efficiency
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Concept designer is an occupation in which a lot of thought is put into
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how to quickly and efficiently
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express the clients or my stories into images
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So the skills associated with drawing
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are just used to efficiently express
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and deliver stories It is not much more than that
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I hope that this helps change
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the thought process of
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I am really bad at drawing
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so I couldn’t be a concept designer
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For example, however,
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if someone draws stick figure forms,
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while another designer is able to draw
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forms other than the stick figure,
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the person who is able to understand and draw a particular form
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with a sense of persuasion
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would have more advantages with work that is associated with this
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as opposed to the one drawing stick figures
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So that’s one way to think about it
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Also in commercial game development,
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in the company work site, concept designers
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are assigned to mainly two sections
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Those are pre production and production
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Let me list the components of pre production and production
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here to explain this
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First, a plan involved for
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creating all games will reveal through a meeting
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then there is a presentation, or a pitch for that plan
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The pitch is there to support that plan
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and it can be either done through writing
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or with photos or other various examples
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, and the concept designers are usually the ones that create this pitching data
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They basically produce the explanation in drawing
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Then after the presentation is concluded and approved,
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the brainstorming starts where creative designs
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starts to create various characters and world views
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Those are created through the brainstorming process
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Then when these are selected by people such as art directors
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or producers, then we are now in the design stage
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, which refers where a more specific polishing is processing
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Then there is this thing known as called out for
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the 3D team
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So with a full reference for a particular character,
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when this is sent to the cult concept create team,
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it acts as a blueprint for the
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3D team to use
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, and then coming to the team support
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They go around various departments, and when the concept designer
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starts to get into numerous works during the game development
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Team support generally means 3D team support most of the time
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So after we make the blueprint and send it to the 3D team
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although it would be ideal if the 3D team can follow the blueprint properly
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, it unfortunately doesn’t work that way in most of cases
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So the concept team collaborates with the 3D team
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by continuing to support them by giving them guide multiple times
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, so that the 3D team can follow the blueprint properly
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That’s the kind of team support we are talking about
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Then we move on to the correction stage
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This correction is not just looking at the outcomes within the game
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as there are times when correction is required in the game
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Then the concept designers sometimes get involved during the correction process
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After the correction is completed, we also sometimes
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help the marketing side towards the end
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That involves various souvenirs the company is planning to make
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or books, posters, splashing
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splashing images for web pages
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Concept designers are involved in creating these
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There are various stylistic approaches in the concept design world
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In particular, depending on a specific theme in the game platform
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There could be a cartoon like caricature character design
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or a character production involving a lot of realistic details
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The concept design tutorial lecture that I will be starting from now
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will have details that are focused on
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the production of realistic characters
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The work of drawing and adding detail isn’t very methodologically different
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for any style of design production
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For example, drawing a certain frame, then drawing a form on top
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, then design clothes and body on the top of that form
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, adding coloring on the top of it, and then finishing
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This is a large route method
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We don’t deviate too much from this structure
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Whether realistic, caricature style, stylistic, and etc
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, this structure doesn’t change too much
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However, realistic materialization in the thinking, planning and approach, as in
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the work involving realism, involves a lot of things in the basic composition
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of all styles, and I think this is the concept design style required the most
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in the current mainstream game market
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In the AAA game market for example
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The Last of Us, Horizon, Ghost of Tsushima, Witcher
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GTA, Call of Duty, Metal Gear Solid
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God of War, Halo, Fallout
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all of these are open world or have
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specific genres and the player is able to play
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for a very long time, these would be like blockbuster works
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in the movie industry
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Like the very large scale film production
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The AAA in the gaming industry
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can be thought as a blockbuster in a way
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Also, while people doing very caricature based
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or symbolic designs facing a lot
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of difficulties creating designs of realism
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the designers that can materialize realism
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are capable of even doing symbolic design for instance
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based on my experience
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This is because symbolic design
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It is essentially a design composition that is made by
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simplifying the realistic designs
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Here’s a story from my experience Before I joined Naughty Dog,
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I did a lot of stylish work as an MMO game designer
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But this was just emphasizing the shape a little more and simplifying it
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in the design process, so I think I didn’t have too much difficulties
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One issue that could arise would be the writer’s preference
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As people tend to look for job groups depending on whether
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the writers prefer those particular styles,
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I worked with a lot of different styles
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, but I preferred works with a lot of realism details
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and actually did a lot of work in that area
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, which made me continue on this path
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That wraps up the mindset
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of concept designers, what work they are involved in
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and what stylish concept methods
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are often combined
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The next lecture will talk about a part of pre production stage
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which is mood board production, the first concept production stage through
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character sketch design, and I will talk about the tools I use
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for the sketch production
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Thank you
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