Learn cutting edge tools and workflows you'll need to concept design for the next billion dollar industry.
For over a decade Concept design has been built to serve the market of traditional game play but all of that is changing with the new immersive environment of Virtual Reality.
For Virtual Reality, Designers need to think through their worlds on a whole different level to take advantage of the emotional experience of being INSIDE the game that virtual reality offers.
For example, walking through a dark corridor while in VR is totally different than in traditional game play and much freakier!
Walking outdoors is also different. In non-VR games, characters walk through the game just to get to the next boss or the next event. In VR games, walking through the game is it's own experience where you can feel the sun on your face and be filled with the excitement of not knowing what is around that next bend in the road.
Designers need to take all of this new and exciting potential in mind while being mindful of the limitations both in game play and the increased technical footprint of VR.
What You'll Learn:
- Learn the foundation of 2D concept designing from blocking in to set dressing
- Learn how to create environment sketching while being mindful of the full 360 degree camera of VR
- Learn how to establish mood through value painting
- Learn how to establish color and lighting and how to maximize your designs for VR's immersive environment
- Learn how to plan out your environments for VR's unique game play
Why This Class Is Important?
The old rules are changing and traditional game play isn't enough. Where designers had to pull out all the stops to get gamers to connect, VR adds one important element to game play that has the potential to completely change the way we experience games.
Traditional games, for example, are designed to get gamers go from one challenge to another increasingly difficult challenge to them into the game. Using simply psychology to get gamers invested.
In virtual reality you already ARE in the game. Little things like having the sun shine on your face or moving through a dark corridor become hugely emotional events for gamers. Gamers are already invested in the game's world because it is all they see.
Now the challenge for designers is how to orchestrate a gamers emotions on a much more granular level.
What Is The Number One Problem Concept Artists Face with VR?
The number one difficulty facing designers today is just understanding how the technical aspects of VR effect design. For example, in VR the game needs to play back at 90 fps (traditional games run at 60 fps). Also, standing up while playing the game verse sitting down are two totally different experiences and the game needs to be built to handle them.
The solution?
The solution is to take this course with Cecil Kim. Cecil has already invested, developed and produced VR games. He is at the vangard of this new artistic medium and has developed this course to help you cut through all the tech issues and get right to the heart of designing for VR.
What People Say About Cecil Kim
"I have had the pleasure of working with Cecil for the past 8 years, during which he proved to be a driving force behind the vision of the God of War series. He has a combination of skills that give him an unlimited range, and command attention in this industry. On the first day I worked with Cecil, I was in awe of the beauty he created. Today, I am still in awe. His art truly inspires me."
- Stig Asmussen
Video game developer"Cecil's visions of Olympian worlds put blood back into the marble. His legendary ability to teach others to create these for themselves is a double marvel."
- Iain McCaig
Illustrator and conceptual designer
"I admire Cecil Kim for his intuitive, creative design and his generous, patient attitude with students."
- Gary Meyer
Professor - Art Center College of Design
"This is the man who through the power of his artistry can bring the very gods of Olympus to their knees. He inspires both his team at work, and his students at Otis to excel beyond even their own expectations. Cecil does this through rigorous attention to detail, yet also through an understanding of how to motivate individuals of differing skills and talents. He teaches how to tell stories through character, using light, color, and shapes."
- Harry Mott
Chair Digital Media, Otis College of Art and Design
Curriculum (By Weeks)
- Introduction to Concept Design For VR
- Storyboarding The Environment
- Ideation Sketches
- Establishing Layout Shots For VR Experience
- Applying Value and Shading
- Iterating On Value Paintings For VR Experience
- Painting in Color
- Iterating On Color Painting for VR Experience
- Establishing Game Play Shots
- Final Review