Adapting visual references in concept art for films and video games in design uncanny monsters

Author:

Balla Gianluca1ORCID

Affiliation:

1. ISNI: 0000000107246933 Brunel University London

Abstract

After demonstrating the efficacy of adapting visual references (3D renders and photos) to concept art for high-budget game development and film production, this contribution suggests a specific approach for the digital artist to produce the uncanny valley when designing monsters. This article illustrates the importance of embedding visual references into the artwork for time efficiency, correct use of perspective and establishment of believable textures. In particular, the search for realism shows to be advantageous in design uncanny monsters. Visual references can be manipulated in software such as Photoshop to prepare not only the blueprints for the 3D modelling/sculpting stage but also to design the special effects makeup for live-action monsters. This contribution fills a gap between our current understanding of the uncanny valley and the process of designing characters; it suggests an efficient approach to monster-making for entertainment and sheds a light on contemporary concept art practices. This is important for a dual reason: (a) it moves knowledge forward in the field of the uncanny valley’s applications to concept art since this has not been investigated in depth in other works; (b) it helps professional concept artists in shaping and controlling the uncanniness of antagonistic characters.

Publisher

Intellect

Subject

General Engineering

Reference46 articles.

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2. Auer, Christian (2022), ‘Personal project: Skyline resort’, ArtStation, 15 March, https://www.artstation.com/artwork/DA2qPn. Accessed 16 March 2022.

3. Fungo (2011), ‘Making of Silent Hill 2: HQ’, YouTube, 17 August, https://www.youtube.com/watch?v=E1VKvED76WQ. Accessed 6 November 2022.

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