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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:03,903 If you want to turn off the subtitles 2 00:00:03,927 --> 00:00:05,220 click [setting]-[tooltips]-['on' for PC, 'close' for mobile] 3 00:00:06,110 --> 00:00:10,010 Hello everyone, nice to meet you 4 00:00:10,010 --> 00:00:13,470 I am Nam Hyoung Taek, and I am a senior character concept designer 5 00:00:13,470 --> 00:00:15,980 in charge of character concept production 6 00:00:15,980 --> 00:00:19,580 at a console gaming company at Kenneth, USA 7 00:00:19,580 --> 00:00:22,150 Today we will talk about a more 8 00:00:22,150 --> 00:00:25,460 realistic character concept development 9 00:00:25,460 --> 00:00:30,460 based on my experiences with production of various characters 10 00:00:30,460 --> 00:00:36,140 Specifically, we will discuss the process of character designing 11 00:00:36,140 --> 00:00:39,840 that holding the story of the game, design principles 12 00:00:39,840 --> 00:00:42,930 , and we will sketch the production process 13 00:00:42,930 --> 00:00:46,020 Also, we will paint these characters together 14 00:00:46,020 --> 00:00:50,390 Before starting the lecture, we will spend some time 15 00:00:50,390 --> 00:00:55,840 to talk about what job group does concept design is in 16 00:00:55,840 --> 00:00:58,110 , and what characters are used for various productions 17 00:00:59,230 --> 00:01:04,250 As for the definition of concept design, this can sometimes be easily explained 18 00:01:04,250 --> 00:01:10,660 or it could be rather ambiguous to explain because of the unique characteristics 19 00:01:10,660 --> 00:01:14,850 that various concept job groups have 20 00:01:14,850 --> 00:01:17,910 However, bringing all definitions together 21 00:01:17,910 --> 00:01:25,150 concept designer can be explained as someone who uses characters or backgrounds 22 00:01:25,150 --> 00:01:31,060 explained by a writer in words or in writing, as in a story on a world view 23 00:01:31,060 --> 00:01:32,860 , a person whom designing these in images 24 00:01:34,250 --> 00:01:37,420 Designing can be said as an example that resolves issues 25 00:01:37,420 --> 00:01:41,500 regarding design of a product target For instance, games or 26 00:01:41,500 --> 00:01:44,930 movie animations, etc that requires 27 00:01:44,930 --> 00:01:49,790 the most creative production method 28 00:01:49,790 --> 00:01:56,270 For games in particular, a hyper realistic character concept development 29 00:01:56,270 --> 00:02:00,280 is the most important duty for a concept designer 30 00:02:00,280 --> 00:02:04,260 , and it is the point which concept designers are most concerned with 31 00:02:04,260 --> 00:02:09,800 in the overall concept development works 32 00:02:09,800 --> 00:02:14,900 Therefore, this job is very different from general art 33 00:02:14,900 --> 00:02:18,660 where there is a pursuit for some kind of visual beauty 34 00:02:18,660 --> 00:02:23,010 Also, an important factor in the design done by a concept designer 35 00:02:23,010 --> 00:02:27,040 is how ideas are fused and utilized 36 00:02:27,040 --> 00:02:31,260 The importance of design utilization refers to 37 00:02:31,260 --> 00:02:34,460 looking at, analyzing, and breaking down 38 00:02:34,460 --> 00:02:38,130 a particular object, inspiration, 39 00:02:38,130 --> 00:02:44,140 and fusing it with another idea 40 00:02:44,140 --> 00:02:48,960 In order to create a realistic design from imagined fiction, 41 00:02:48,960 --> 00:02:54,770 we will have to research a real design concept we already know 42 00:02:54,770 --> 00:03:00,860 and appropriately apply to create a good, convincing design 43 00:03:00,860 --> 00:03:06,970 Putting this in other words, we refer to this as functional design 44 00:03:06,970 --> 00:03:13,090 This means that when we look at a design, it's a paint that makes us to feel 45 00:03:13,090 --> 00:03:17,920 this would be operational 46 00:03:17,920 --> 00:03:20,150 For example, 47 00:03:20,150 --> 00:03:26,130 when we assume that we are designing a costume for a humanoid character, 48 00:03:26,130 --> 00:03:31,860 like for instance we are creating a mage character 49 00:03:31,860 --> 00:03:36,570 If we were to draw and imagine in our heads 50 00:03:36,570 --> 00:03:39,100 and start explaining our character design creation 51 00:03:41,500 --> 00:03:44,910 based on what we saw in our imagination 52 00:03:44,910 --> 00:03:49,090 or giving a pitch, unless the viewer can 53 00:03:50,010 --> 00:03:54,300 fully understand our creation 54 00:03:54,300 --> 00:03:56,580 So if there is not enough logic behind, 55 00:03:56,580 --> 00:04:00,780 the formulation of a realistic, plausible character 56 00:04:00,780 --> 00:04:03,900 it is very difficult to have others sympathize with the character 57 00:04:04,640 --> 00:04:07,590 So on this, if I were to give 58 00:04:07,590 --> 00:04:10,180 a few tips based on my experience 59 00:04:13,080 --> 00:04:16,100 First one is to make it easy for the viewers 60 00:04:16,100 --> 00:04:18,890 to understand the realistic logic and design 61 00:04:19,170 --> 00:04:22,890 , and the imaginary idea must form a balance 62 00:04:22,890 --> 00:04:26,750 Here, there could be a few mediums 63 00:04:26,750 --> 00:04:28,800 that help with easier understanding 64 00:04:28,800 --> 00:04:35,330 , but the most effective are generally image reference or video 65 00:04:35,710 --> 00:04:38,880 Another good method is 66 00:04:39,460 --> 00:04:44,100 to maximize the use of realistic design to about 90 percent 67 00:04:44,100 --> 00:04:45,820 when making a design 68 00:04:45,820 --> 00:04:51,700 , and fuse this with around 10 percent of imaginary idea 69 00:04:51,700 --> 00:04:54,660 to make creations with a more realistic sense 70 00:04:54,660 --> 00:04:58,440 and make them feel more plausible 71 00:04:58,440 --> 00:05:01,220 Here, when applying real designs, 72 00:05:01,220 --> 00:05:03,650 a lot of research data is required 73 00:05:05,180 --> 00:05:09,430 We could say that concept artists are storytellers 74 00:05:09,430 --> 00:05:13,130 that can tell stories with drawings 75 00:05:13,130 --> 00:05:17,650 From prehistoric times, we were very 76 00:05:17,650 --> 00:05:20,830 accustomed to creating stories and telling 77 00:05:20,830 --> 00:05:23,740 stories to other people 78 00:05:23,740 --> 00:05:30,120 and the medium that creates the stories were very diverse 79 00:05:30,120 --> 00:05:34,060 People would draw on the walls of the cave to tell stories 80 00:05:34,060 --> 00:05:41,760 , and mad music with it or put it in writing 81 00:05:41,760 --> 00:05:50,660 As such, this job also has the same fundamental purpose of all art 82 00:05:51,240 --> 00:05:56,530 From this, we could say that the concept designers have 83 00:05:56,530 --> 00:06:00,160 more commercial factors in play 84 00:06:00,160 --> 00:06:04,450 There are two main factors associated with this 85 00:06:04,450 --> 00:06:07,650 These are referred to as speed and efficiency 86 00:06:07,650 --> 00:06:15,510 This quite literally means speed and efficiency 87 00:06:15,510 --> 00:06:19,280 Concept designer is an occupation in which a lot of thought is put into 88 00:06:19,280 --> 00:06:24,600 how to quickly and efficiently 89 00:06:24,600 --> 00:06:27,600 express the clients or my stories into images 90 00:06:27,600 --> 00:06:30,850 So the skills associated with drawing 91 00:06:31,940 --> 00:06:36,940 are just used to efficiently express 92 00:06:36,940 --> 00:06:43,300 and deliver stories It is not much more than that 93 00:06:43,300 --> 00:06:47,300 I hope that this helps change 94 00:06:47,900 --> 00:06:50,590 the thought process of 95 00:06:50,590 --> 00:06:55,040 I am really bad at drawing 96 00:06:55,040 --> 00:07:00,470 so I couldn’t be a concept designer 97 00:07:00,470 --> 00:07:04,830 For example, however, 98 00:07:04,830 --> 00:07:08,420 if someone draws stick figure forms, 99 00:07:08,420 --> 00:07:12,850 while another designer is able to draw 100 00:07:12,850 --> 00:07:15,660 forms other than the stick figure, 101 00:07:15,660 --> 00:07:20,660 the person who is able to understand and draw a particular form 102 00:07:20,660 --> 00:07:25,280 with a sense of persuasion 103 00:07:25,710 --> 00:07:30,340 would have more advantages with work that is associated with this 104 00:07:30,340 --> 00:07:32,410 as opposed to the one drawing stick figures 105 00:07:32,410 --> 00:07:35,460 So that’s one way to think about it 106 00:07:37,840 --> 00:07:42,310 Also in commercial game development, 107 00:07:42,310 --> 00:07:45,280 in the company work site, concept designers 108 00:07:45,280 --> 00:07:49,790 are assigned to mainly two sections 109 00:07:49,790 --> 00:07:53,540 Those are pre production and production 110 00:07:54,680 --> 00:07:58,340 Let me list the components of pre production and production 111 00:07:58,340 --> 00:08:02,590 here to explain this 112 00:08:02,590 --> 00:08:07,120 First, a plan involved for 113 00:08:07,120 --> 00:08:13,760 creating all games will reveal through a meeting 114 00:08:13,760 --> 00:08:19,790 then there is a presentation, or a pitch for that plan 115 00:08:19,790 --> 00:08:22,420 The pitch is there to support that plan 116 00:08:22,980 --> 00:08:27,400 and it can be either done through writing 117 00:08:27,400 --> 00:08:31,110 or with photos or other various examples 118 00:08:31,600 --> 00:08:38,890 , and the concept designers are usually the ones that create this pitching data 119 00:08:38,890 --> 00:08:41,950 They basically produce the explanation in drawing 120 00:08:41,950 --> 00:08:47,320 Then after the presentation is concluded and approved, 121 00:08:49,090 --> 00:08:54,180 the brainstorming starts where creative designs 122 00:08:54,180 --> 00:08:58,800 starts to create various characters and world views 123 00:08:58,800 --> 00:09:02,760 Those are created through the brainstorming process 124 00:09:02,760 --> 00:09:07,810 Then when these are selected by people such as art directors 125 00:09:08,190 --> 00:09:13,540 or producers, then we are now in the design stage 126 00:09:13,540 --> 00:09:18,920 , which refers where a more specific polishing is processing 127 00:09:18,920 --> 00:09:22,940 Then there is this thing known as called out for 128 00:09:22,940 --> 00:09:24,890 the 3D team 129 00:09:24,890 --> 00:09:30,890 So with a full reference for a particular character, 130 00:09:30,890 --> 00:09:34,980 when this is sent to the cult concept create team, 131 00:09:34,980 --> 00:09:38,300 it acts as a blueprint for the 132 00:09:38,300 --> 00:09:43,490 3D team to use 133 00:09:43,490 --> 00:09:47,680 , and then coming to the team support 134 00:09:47,680 --> 00:09:52,890 They go around various departments, and when the concept designer 135 00:09:52,890 --> 00:09:56,130 starts to get into numerous works during the game development 136 00:09:56,130 --> 00:10:02,400 Team support generally means 3D team support most of the time 137 00:10:02,400 --> 00:10:07,740 So after we make the blueprint and send it to the 3D team 138 00:10:07,740 --> 00:10:13,750 although it would be ideal if the 3D team can follow the blueprint properly 139 00:10:13,750 --> 00:10:20,510 , it unfortunately doesn’t work that way in most of cases 140 00:10:20,510 --> 00:10:26,040 So the concept team collaborates with the 3D team 141 00:10:26,040 --> 00:10:28,680 by continuing to support them by giving them guide multiple times 142 00:10:28,680 --> 00:10:34,140 , so that the 3D team can follow the blueprint properly 143 00:10:34,140 --> 00:10:36,960 That’s the kind of team support we are talking about 144 00:10:36,960 --> 00:10:39,100 Then we move on to the correction stage 145 00:10:40,870 --> 00:10:47,260 This correction is not just looking at the outcomes within the game 146 00:10:47,260 --> 00:10:51,430 as there are times when correction is required in the game 147 00:10:51,430 --> 00:10:55,740 Then the concept designers sometimes get involved during the correction process 148 00:10:57,680 --> 00:11:02,390 After the correction is completed, we also sometimes 149 00:11:02,390 --> 00:11:05,730 help the marketing side towards the end 150 00:11:05,730 --> 00:11:11,550 That involves various souvenirs the company is planning to make 151 00:11:11,550 --> 00:11:17,470 or books, posters, splashing 152 00:11:17,470 --> 00:11:19,950 splashing images for web pages 153 00:11:19,950 --> 00:11:24,220 Concept designers are involved in creating these 154 00:11:26,040 --> 00:11:31,940 There are various stylistic approaches in the concept design world 155 00:11:32,810 --> 00:11:37,600 In particular, depending on a specific theme in the game platform 156 00:11:37,600 --> 00:11:43,640 There could be a cartoon like caricature character design 157 00:11:43,640 --> 00:11:47,940 or a character production involving a lot of realistic details 158 00:11:47,940 --> 00:11:50,570 The concept design tutorial lecture that I will be starting from now 159 00:11:50,570 --> 00:11:53,930 will have details that are focused on 160 00:11:53,930 --> 00:11:59,240 the production of realistic characters 161 00:11:59,240 --> 00:12:05,080 The work of drawing and adding detail isn’t very methodologically different 162 00:12:05,080 --> 00:12:08,500 for any style of design production 163 00:12:08,500 --> 00:12:13,900 For example, drawing a certain frame, then drawing a form on top 164 00:12:13,900 --> 00:12:19,380 , then design clothes and body on the top of that form 165 00:12:19,380 --> 00:12:24,190 , adding coloring on the top of it, and then finishing 166 00:12:24,190 --> 00:12:27,330 This is a large route method 167 00:12:28,220 --> 00:12:31,150 We don’t deviate too much from this structure 168 00:12:31,150 --> 00:12:38,940 Whether realistic, caricature style, stylistic, and etc 169 00:12:38,940 --> 00:12:44,070 , this structure doesn’t change too much 170 00:12:44,070 --> 00:12:49,710 However, realistic materialization in the thinking, planning and approach, as in 171 00:12:50,300 --> 00:12:54,480 the work involving realism, involves a lot of things in the basic composition 172 00:12:54,480 --> 00:12:59,040 of all styles, and I think this is the concept design style required the most 173 00:12:59,040 --> 00:13:05,220 in the current mainstream game market 174 00:13:05,220 --> 00:13:08,770 In the AAA game market for example 175 00:13:08,770 --> 00:13:14,750 The Last of Us, Horizon, Ghost of Tsushima, Witcher 176 00:13:14,750 --> 00:13:19,620 GTA, Call of Duty, Metal Gear Solid 177 00:13:19,620 --> 00:13:22,710 God of War, Halo, Fallout 178 00:13:22,710 --> 00:13:27,010 all of these are open world or have 179 00:13:27,010 --> 00:13:33,190 specific genres and the player is able to play 180 00:13:33,190 --> 00:13:38,230 for a very long time, these would be like blockbuster works 181 00:13:38,230 --> 00:13:40,510 in the movie industry 182 00:13:40,510 --> 00:13:44,360 Like the very large scale film production 183 00:13:44,360 --> 00:13:46,880 The AAA in the gaming industry 184 00:13:46,880 --> 00:13:52,490 can be thought as a blockbuster in a way 185 00:13:52,490 --> 00:13:57,240 Also, while people doing very caricature based 186 00:13:57,240 --> 00:13:59,230 or symbolic designs facing a lot 187 00:13:59,230 --> 00:14:06,140 of difficulties creating designs of realism 188 00:14:06,140 --> 00:14:09,950 the designers that can materialize realism 189 00:14:09,950 --> 00:14:14,870 are capable of even doing symbolic design for instance 190 00:14:14,870 --> 00:14:20,120 based on my experience 191 00:14:20,120 --> 00:14:23,650 This is because symbolic design 192 00:14:23,650 --> 00:14:27,490 It is essentially a design composition that is made by 193 00:14:27,490 --> 00:14:29,630 simplifying the realistic designs 194 00:14:29,630 --> 00:14:35,040 Here’s a story from my experience Before I joined Naughty Dog, 195 00:14:35,040 --> 00:14:41,150 I did a lot of stylish work as an MMO game designer 196 00:14:41,150 --> 00:14:48,310 But this was just emphasizing the shape a little more and simplifying it 197 00:14:48,310 --> 00:14:54,940 in the design process, so I think I didn’t have too much difficulties 198 00:14:54,940 --> 00:15:01,660 One issue that could arise would be the writer’s preference 199 00:15:01,660 --> 00:15:07,300 As people tend to look for job groups depending on whether 200 00:15:07,300 --> 00:15:12,350 the writers prefer those particular styles, 201 00:15:12,350 --> 00:15:15,680 I worked with a lot of different styles 202 00:15:15,680 --> 00:15:21,000 , but I preferred works with a lot of realism details 203 00:15:21,000 --> 00:15:24,820 and actually did a lot of work in that area 204 00:15:24,820 --> 00:15:27,360 , which made me continue on this path 205 00:15:28,420 --> 00:15:31,010 That wraps up the mindset 206 00:15:31,010 --> 00:15:35,030 of concept designers, what work they are involved in 207 00:15:35,030 --> 00:15:38,210 and what stylish concept methods 208 00:15:38,210 --> 00:15:41,190 are often combined 209 00:15:41,190 --> 00:15:46,550 The next lecture will talk about a part of pre production stage 210 00:15:46,550 --> 00:15:52,190 which is mood board production, the first concept production stage through 211 00:15:52,190 --> 00:15:56,010 character sketch design, and I will talk about the tools I use 212 00:15:56,010 --> 00:15:59,158 for the sketch production 213 00:15:59,183 --> 00:16:00,450 Thank you 17560

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