He also said that the design is too similar to Dead Space, and there i can agree with him, i just didn't step back from my artwork enough to see that what i was doing wasn't an iteration of a previous concept, but more of a copy.
From this, i was told to move off of the idea, come back to it later if needed but if not completely move off it otherwise i will end up with no work. He said that i should move onto something that displays that i can redesign a character for different demographic.
I went wrong by not getting into the character enough, and not understanding his purpose in the game world. Also i didn't take into consideration enough that demographics are not best defined by games, but by films. I also wasn't loose enough with my idea because as stated before, i was leaving my self pretty much open for this. I didn't realise i wasn't giving myself a chance to explore in i started a brand new idea.
From this failed idea, i have learnt alot of things as well. For the next project i must take into consideration straight away:
- Demographic - This defines the audience of the game and singles out what console, genre and aesthetic the game should follow.
- Concept don't illustrate - You are not expected to reach a final design straight away, be loose then tighten nearer the completion of the design once its been experimented.
- Do not rehash old ideas - If you are going to make a game with similar mechanics as other, redesign and reimplement them in different ways rather than copying and creating a game that has a similar experience to its inspiration.
- Get Crit even more - if you can get crit everyday, get it, because it will only make your ideas even stronger.
- Work fast - if you dont work fast then you wont ever get faster. The industry don't want to waste money on a worker who takes a day to do a few illustrations. Concept art are not illustrations.
- Understand the Character - get into the character and the idea so that you can fully understand the mannerism and behaviour of the character.
- If you have an idea, draw it the best you can - Communication through images needs to be strong so that the developers and audience can understand the visual cues.
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