Wednesday 29 February 2012

Gabriel Lip Sync Animation test



Lip sync animation test for gabriel. used to demonstrate his demonic appearance when enraged, also to demonstrate his upper class attitude. 

Background / Layout



Vehicle design based around a Lotus Mantis and a Ducati.


Background concept, rough sketch. 



Background concept for a post apocalyptic world.  


City concept, rough sketch. 

Character Concept Continued


Monster design. Inspiration taken from the komodo dragon and H.P. Lovecraft. Pipes covering the creatures body are filled with blood and other bodily substances, chest cavity is empty and torn open as if all the organs have been ripped out. Creature constantly choking on blood so is incapable of speech save for gurgling / retching sounds. When excited, creature chatters its teeth. 



Concepts based on mythology.



"Scottish Blue" Dragon Concept. heavily armored with high bite force resulting in huge lower jaw and thick neck. Long armored tail to counter balance huge head. 


Human and Animal concepts loosely based on steam-punk / hindu mythology / norse mythology. 


Further Mythological studies. 

Character Concepts


Character design for an extraterrestrial world. inspiration taken from sea horses, greek mythology and other bio luminescent creatures. 




Dante's inferno character concept for Virgil, created after reading through the first several cantos of Dante Allagari's 'Divine Comedy' 


Gabriel, a french burlesque dancer. inspiration came from french renaissance, Burlesque attire, and the seven deadly sins- His sin of choice being Lust. 

Mama, a Nigerian Burlesque performer. inspiration came from Burlesque attire, the tooth fairy myth and the seven deadly sins, her sin of choice being Gluttony. 


Tank girl inspired, post apocalyptic, steam punk character.

 Verin, the Tiefling Monk. inspiration from Dungeons and Dragons board game, and shao lin monks. 

Proposal



Career intentions.

Overall, I enjoy many different aspects within the animation industry, from 2D animation to Concept design work. however, Concept design has always been a passion for me as it gives me the ability to create something from a basic idea and expand using my own knowledge and inspiration, turning it into something new and interesting.  I have always enjoyed showing expressions in my characters, and concept opens up the door not only to being able to create a characters appearance, but movement and personality as well. As long as it includes pencil touching paper (or pen touching tablet) I'm happy to work there. I, as an ultimate goal, want to go into feature film concept design / Animation, starting working for smaller industries, but eventually hoping to take on industries such as DreamWorks and Disney, both of whom inspire me greatly. 

Skills

I already posses extensive skills in Photoshop, as well as knowledge in Flash, Dream Weaver and similar programs that I intend to use to my advantage in the proceedings of this course. I have in the past done freelance design work, and I am a comfortable illustrator with the ability to replicate and create many different character styles depending on what the Commissioner / Director has asked for. I intend for the duration of my third year to attend as many life drawing classes as possible to better understand human anatomy, as well as broaden my attention to other creatures so that their anatomy too becomes second nature.

Pipeline

This year I intend to work on character development mainly, as well as Layout development, as these are the area's in which I wish to excel. By using character development I also hope to find inspiration for a story for my third year film, And use this time to create the concept art for the characters involved as well do concept art for my fellow classmates who need designs for characters / layouts for their third year film. My characters will mainly be fantasy based, as rules can be bent when it comes to fantasy characters and thus creates the ability to have more freedom with a characters appearance. At the end of this term I aim to have enough concept work to fill a 90 second - 120 second show reel in which I can display my concepts and layouts.