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Our creative process for new concept design has been refined and honed over several years and we have developed an iterative approach using a number of key techniques for creating and visualising ideas.

Here we have a simplistic explanation of how we work. The process is different for every client but this core working practice is always the foundation. The end of each stage would normally mark a review point with the client although we are happy to show revisions and take feedback as often as desired.
Gathering/Developing Requirements

Starting with an initial face-to-face meeting with the client to understand their needs and to discuss how we can help. Many questions are asked, notes are taken by us and any reference or style guide briefs the client may have created are collected.

In some cases, the client project brief is just a verbal idea and in these instances we would gather reference ourselves and produce written ideas and supporting sketches to show to the client for feedback. This process helps us gather the information we need to move further and to help the client solidify their ideas and needs.

Concept Pass 1 - Rough Sketches

This takes the form of several sheets of line drawings and design breakouts to try and capture the core ideas behind the work the client has asked for. This is the warming up period; exploring visual ideas. We will often work with a silhouette technique, defining shapes rather than details so that we can be sure the very basics of the design are right.

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This example shows a silhouette sheet for character designs. Particularly for videogames, it is important that all characters have a unique silhouette so that the player can recognise them quickly and at a distance (enemy types, for example). As well as this technique, we also use rapid thumbnailing to develop ideas for design details quickly. This is our preferred method for environment design.

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Concept Pass 2 - Defining Details

Following a review of Stage 1 with the client, we take the best ideas from Stage 1 and work up the details following the client’s feedback. We explore any ideas that the client may be keen to visualise. Starting with greyscale line work - in order to develop easily read designs - we reduce the number of designs down to a handful (to be decided by the client) and then we detail further.

The examples below use characters, but the same staged process is also used for environments.

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Concept Pass 3 - Finalising The Design

At this stage, a base design is chosen from reviewing the sketches with the client in Stage 2. This final design may encompass elements from several sketches that are to be wrapped into one and include extra requests. At first, the design is visualised in a fairly loose greyscale style so that changes and adjustments can be made easily. Once the client is happy with the details, we move on to colour.

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The second example on the right shows a simple design for a Witch character at its various stages from initial sketch, through to detailing and colour design. Every stage is developed with the client.

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Concept Pass 4 - The Finished Item

A final concept image can be produced to any level of polish; anything from a quick-and-loose mood sketch to a polished marketing image that will be blown up for large scale printing. The usage is down to the client’s needs and we can cater to all levels.

Some examples of polish levels below (all figures are approximate and depend on image complexity and resolution).

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  • Image A (2000 pixels wide) = 1 day work

  • Image B (3000 pixels wide) = 4 days work

  • Image C (5000 pixels wide) = 7 days work