@Ironstylus: has anyone ever rejected your concept art ideas and told you to redo em?

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IronStylus

Sr. Concept Artist

11-18-2012
2 of 12 Riot Posts

Quote:
Originally Posted by Asazen View Post
What kind of person turns down original parrot work....hmm....HMMM? ):
Producers. Evil, evil producers =)

Just kidding! Most often it's a consensus that agrees that.. "Eh, this character is just sort of 'meh'." from all standpoints, not on art alone. Awesome art never saves a crummy character design, just like good rendering can't save a crummy drawing.


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Muranodo

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Senior Member

11-18-2012

Quote:
Originally Posted by IronStylus View Post
It can be a bummer when something gets scrapped (see Omen) but usually it's for a good reason. (see Omen) I of course want things that I work on make it into the game, but when something isn't working for one reason or another it's often beyond my control.
Omen ;_;


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Asazen

Senior Member

11-18-2012

Quote:
Originally Posted by healingmonk3 View Post
Can u make the sun diana a skin i woukd insta buy O_O
Sooooooooo, buy leona...(:


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IronStylus

Sr. Concept Artist

11-18-2012
3 of 12 Riot Posts

Quote:
Originally Posted by blitz4 View Post
IronStylus...That's actually really freakin' good for concept art. How can they tell when they want something...else?

That's sorta confusing so let me rephrase that....How do they know what they're looking for because that actually seems really good/ready to animate to me.
Yeah, the original concept of Diana was neat, but was it anything special? Would that design stand the test of time? Does it tell a story? I don't think so. I learned a lot during that process, especially since that even if it's a cool piece of art, it doesn't mean that will make up for lack of story.

I think Diana tells a story in her final concept. I think the original was just that, 'good', not great, and definitely not as memorable as she came out in the end.


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Morello

Lead Designer

11-18-2012
4 of 12 Riot Posts

Quote:
Originally Posted by IronStylus View Post
All the time. The number of champions I've designed that aren't in the game that I have concepts sitting around for outnumber those that did make it into the game. Not to mention all the concept work and iteration that lead up to the final design which may diverge heavily from the original sketched. Graves for example started by looking a lot like Gene from Outlaw Star actually. I know, odd angle to come at it from, but hey, that's where it started.

I've shown in cases like Diana that the concept can diverge pretty heavilly, like this:

http://ironstylus.blogspot.com/2012/...oon-rises.html

In the case of Diana, she very much started as just sort of lame chick-with-big-sword, not much else. It wasn't until I shopped the idea around a lot, and got a lot of feedback, from Morello especially, that I figured out a decent hook for her. I also took cues from a lot of different influences such as the anime Claymore to find an unconventional archetype to latch onto.

Many times concepts start out differently and end up completely tangential. An upcoming champion I worked on was initially ideated to be melee, but halfway through the process we decided to make the character ranged. That and a whole other host of variables can change the outcome of a concept.

Sometimes those variables end up in making the concept not viable. Varrus was a good case of this. I started working on him way back in the day when we had this idea for a "Demonic Hunter" of sorts. We ended up scrapping the idea for the demonic thing and went with "corrupted". I actually stopped working on it at that point and another artist picked it up. He ended up taking it in a different direction which I think worked.

I doubt I'll ever get to show all the stuff I've done that hasn't made it into the game, champions and skins alike, because who knows, they might end up getting used in some way later on.

It can be a bummer when something gets scrapped (see Omen) but usually it's for a good reason. (see Omen) I of course want things that I work on make it into the game, but when something isn't working for one reason or another it's often beyond my control.

But that's the nature of development. Luckily I think that what I've done for characters that did make it in ended up being of good quality because of how much thought multiple people put into it during each character's creation. Sometimes it's a one shot one kill, other times it's a lot of iteration and change. I've definitely seen both sides of it, as pretty much everyone at Riot has =)
Diana's one of the best examples of this, agreed The initial idea had a lot of merit, but it lacked something special or iconic at first - "moon knight that is anti-Leona" is one good component, but the heritic and detachment angles added a ton of personality and archetype-recognition to the character that made it come to life. The concept art was then updated to incorporate the new elements - essentially, the character evolved.

This happens on everything! From concept art, to kit prototypes, to bios, ideas aren't sacred, and nothing is ever good on the first shot.


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Morello

Lead Designer

11-18-2012
5 of 12 Riot Posts

Quote:
Originally Posted by IronStylus View Post
Yeah, the original concept of Diana was neat, but was it anything special? Would that design stand the test of time? Does it tell a story? I don't think so. I learned a lot during that process, especially since that even if it's a cool piece of art, it doesn't mean that will make up for lack of story.

I think Diana tells a story in her final concept. I think the original was just that, 'good', not great, and definitely not as memorable as she came out in the end.
Ninja'd


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OH NO ITS LU BU

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Senior Member

11-18-2012

Quote:
Originally Posted by IronStylus View Post
WORDS
Do you have a reason for avoiding Izzzabelle's thread? They said they'd die if you posted in it, didn't know if you couldn't comment on art on the forums for any legal reason.


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blitz4

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Senior Member

11-18-2012

Quote:
Originally Posted by IronStylus View Post
Yeah, the original concept of Diana was neat, but was it anything special? Would that design stand the test of time? Does it tell a story? I don't think so. I learned a lot during that process, especially since that even if it's a cool piece of art, it doesn't mean that will make up for lack of story.

I think Diana tells a story in her final concept. I think the original was just that, 'good', not great, and definitely not as memorable as she came out in the end.
Woot, thanks IronStylus, first time quoted by a red. =D

Anyways while I got you...Just curious, do you know the spells/abilities before you design a champion?

(Just trying to get an idea of just how restricted the conditions you are working under are so I can gain an even further appreciation for the work you do)


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Męw

Senior Member

11-18-2012

Ironstylus, how do you go through the process of designing or even concepting a champion in the first place? How do you design armor a specific champion wears, or what that champion's personality and background should be like? All that good stuff, you know what I mean.


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DeathByWaffle

Senior Member

11-18-2012

Quote:
Originally Posted by Morello View Post
Zed'd
fixt


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