When creating concept art for DREAD, a lot of things have to be considered. There are only four of us climbing this mountain and so overly complicated models are generally out of the question. Unless of course it is important. So my ever persistent thought when concepting is how to keep things simply but yet still convince the player they are in the world we are creating. I don't know that I could ever explain the way I handle my art work as I go but it generally gets really complicated and then needs to be dumbed down. Simple enough until you've created the same thing four or five times. You start to hate the design, rip your hair out while you stare at your computer screen. And then you go to the gym or go for a walk or even just play a video game for a bit and BAM! It hits you. It was always right there. Right in front of your face. Don't over think it and it won't get to complex. Almost always this is the answer and yet it seems so elusive. Even this blog post. It's beginning to get overly complex. So I will leave it at that and give you what I came here to give you. Concept Art.
This is the witch at about the 30% mark as far as in game assets go but it's at about the 50% mark as far as concept goes.
Tall Ship Team
We bring you new, fun and innovative ways to play.