Gamers understand that a good game character makes the story, but in order to make that game character, there is a lot of thought in the Pre-production involved. One of the main stages of pre-production to games is called concept art or conceptual design, which is fundamentally is visual brainstorming, this essay focuses on what creates character’s personality, but who are these personalities and why does the consumer or gamer remember them for such a long time, why do they keep on making reboots, and more games for these characters, as if these characters have a life of their own. Consumers and artists argue that these characters do “exist”. These game characters sometime relates to the consumer in some way or another. For example: the background information, where the character
originates from, the clothing style, the
situation the character is placed in, the characters own emotions, the era,
society, how the character acts in circumstances in example: when the
character’s life is placed in certain situations, games are becoming realistic
in contemporary times, in fact, some games released a permanent death option to
these characters, where the game would have to be restarted, Heavy Rain is one
example. The consumer reacts to
characters differently, the game characters production is there and there is either
love or hatred expressed for that character. The characters could be evil or
good, and people respond to them appropriately. The
consumer at times prefers and loves the evil protagonist, who is known to be a killer; sometimes
people love the antagonist character more than the actual protagonist. To back up this information the following
concept artists, and other professionals in the industries, will be giving the
following deliberate indication and explanation of what processes the artists
go to in order to create such a character. The essay will be also based on the eminent
features of the game characters, what’s conspicuous about these characters,
what makes these gaming characters stand out from the rest, and why a lot of
time is spend in the concept development stage to hone these gaming characters
out.
Reference links/sources:
Conceptartworld , 2012, The Secret World Concept Art [online] available at: http://vi.sualize.us/link/?rid=YTdkNGMwMjUzYWZmZWNmOTJmYjRjM2JmZDc5NGM4NzE~&rel=eyJwZXJwYWdlIjoxMiwiZXhjbHVkZSI6WyIzOTU2ODMzIl0sImN1cnJlbnR1c2VyaWQiOm51bGwsIm5zZndpbWFnZXMiOmZhbHNlLCJtb2RlcmF0ZWRpbWFnZXMiOmZhbHNlLCJiTWVkaWEiOiIwIiwidGFncyI6WyJjb25jZXB0YXJ0Il19&url=aHR0cDovL2NvbmNlcHRhcnR3b3JsZC5jb20vP3A9NjA4Mg~~ [accessed 9thNovember 2014]
Maurice Mitchell , 2013 11 Concept Art Designs That Changed Movie History Forever [online] available at: http://filmsketchr.blogspot.com/2013/05/11-concept-art-designs-that-changed.html [accessed 29th October 2014]
Aaron Torres, 2013, Resident Evil 6 Art Book, [online] available at:http://tiempocio.com/en/resident-evil-6-art-book/ [accessed 29th October 2014]

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