Illustration VS Concept - Why do some companies want Sketches and others want paintings?

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  • Опубликовано: 30 сен 2024
  • Tutorials/Templates/Brushes - gumroad.com/tr...
    Trents Books on Kindle - www.amazon.com...
    Twitter- / trentkaniuga
    Equipment I use- www.amazon.com...
    Why do some companies want Sketches and others want paintings?
    Things I've worked on:
    Overwatch (PC, PS4)
    League of Legends (PC)
    Diablo 3 (PC,PS4)
    Hearthstone (Mobile, PC)
    Burning Crusade (PC)
    Wrath of the Lich King (PC)
    Final Fight Streetwise (PS2)
    He Man (GBA)
    Terminator 3 (GBA)
    CannonBallers (Mobile)
    CreeD
    Twilight Monk
    Ikeda
    Nova Colony
    Galaxy's Edge
    SodaPopSoldier
    Millenium Actress
    Goblins and Gnomes

Комментарии • 657

  • @Lionnlegacy9
    @Lionnlegacy9 4 года назад +350

    I really appreciate that you make the distinction between “well designed” and “well rendered”. As a young, aspiring character/creature designer and storyteller, I feel like photo realism is so overrated and the heavy detailing is so distracting from the actual character and design, so it’s really refreshing to hear a fully fledged concept artist who acknowledges that style plays a part in how consumers and executives view your work

    • @anzaia2164
      @anzaia2164 3 года назад +9

      It kinda scares me, as an aspiring game art student...
      That high level of rendering is far from my comfort zone.

    • @yeahgirl11
      @yeahgirl11 2 года назад +12

      Western culture is all about hyper-realism in art and storytelling. I get it from a cultural standpoint, but there's a reason why non-Western art (Asian in particular) in game design and game concepts are way more appealing: because they understand it's NOT supposed to be real and feel free to break from reality. They're not constrained to using dull colors and gritty ideas.

    • @mattpace1026
      @mattpace1026 2 года назад +2

      @@yeahgirl11 Non-western culture is just automatically more appealing?
      Just what in the hell gives you the right to speak for everyone in the world like that?

    • @TND12
      @TND12 Год назад

      oh ur pfp lol

    • @joetapson9583
      @joetapson9583 Год назад +1

      Good comment this, even more appropriate now that ai generators always produce extremely overly detailed results. Once you understand that, it's easy to see why many of us are less than enthusiastic about incorporating it into our process

  • @AhmedAldoori
    @AhmedAldoori 6 лет назад +702

    Very informative, great vid!

  • @Xune2000
    @Xune2000 6 лет назад +1587

    You need experience to get the job; you need the job to get the experience...
    Something's gotta give.

    • @TrentKaniuga
      @TrentKaniuga  6 лет назад +442

      Xune just make indie games for the experience. Offer services for mods, or work in mobile games. There are many ways for you to learn the craft. You will have to sacrifice though.

    • @Dylanepw
      @Dylanepw 6 лет назад +180

      I agree with both of these points. I went through art school and ended up in a tough position - the education I got was not the education I was sold/bet my future on - ended up doing mobile. It took me years to climb out of that hole and start working for myself, but it becomes possible once your mindset is right. Meet people, KEEP PRACTICING and be kind to everyone, including yourself. This way of being will carry you where you need to go/help you find the right job.

    • @Kittsuera
      @Kittsuera 6 лет назад +36

      not entirely accurate.
      Art, modeling, creative stuff can get experience with out the job, just takes a lot of work.
      Most people are not born a perfect artist with years of experience. o-o

    • @benkai343434
      @benkai343434 6 лет назад +57

      demonstrate that you understand the pipeline and go for a low budget job in a small or indie studio. Like Trent says, you're much more likely to get the job if you're going for something that doesn't have a lot of eyes on it.

    • @Cernunnnos
      @Cernunnnos 6 лет назад +9

      I doubt many big companies would take work on mods as _experience._ Portfolio pieces for sure, not experience.

  • @Maid_Sate
    @Maid_Sate 5 лет назад +254

    Concept art is idea focused
    Illustration is render focused

  • @zvhaorik100
    @zvhaorik100 6 лет назад +1737

    Illustrations = What sells the idea of a character
    Concept Art = The blueprint a character is built from

    • @michaelpapageorgious5053
      @michaelpapageorgious5053 5 лет назад +84

      I don't think that was the message. Concept art is a blueprint that sells the idea, illustrations don't sell ideas, they are extremely detailed and would simply take too long to create for the sole purpose of selling an idea, the job of concept art. concept art is less intricate, but not too simplistic, there is a middle ground where the artwork doesn't take too long to produce but looks good to the people you're selling the idea to.

    • @zvhaorik100
      @zvhaorik100 5 лет назад +34

      @@michaelpapageorgious5053 Not everyone has the imagination to understand what can come out of a blueprint. A blueprint is fine if your idea is being pitched to fellow artists, but if you're pitching your idea to non-artists you do so at your own peril.
      With a blueprint- your success is dependent on your employer's ability to visualize where you're going with your ideas. The work is put on the employer to understand what they're seeing.
      With an illustration- you're putting that work on yourself, and showing everyone exactly what you intend for them to understand.

    • @michaelpapageorgious5053
      @michaelpapageorgious5053 5 лет назад +27

      @@zvhaorik100 I disagree, concept art is used to sell your idea, what your describing is bad concept art which doesn't cater to non-artists. Illustrations take too long to serve the purpose of merely getting across an idea. Illustrations express your idea but thats not their main purpose. In regards to the gaming industry people don't translate their idea with illistrations. You said what sells the idea of a character, which implies to me that you think illistrations are used for the purpose of selling a character design idea. Thats what concept design is. Illistrations get across multiple ideas to an audience, not a team and aren't defined by one character, theres multiple and a background, this isn't seen in concept art as it will distract from the character that you're pitching.

    • @j.2512
      @j.2512 5 лет назад +45

      you are overthink in it. The original comment is right. Concept art is the blueprint and illustration is the built house . The illustration is the product/ character/ promotion art that is going to be sold. Concept art is just the process getting there.

    • @biancamarsh1044
      @biancamarsh1044 5 лет назад +48

      Concept Art is for conveying and building the character
      Illustration is for showcasing and marketing the character

  • @jessicah3065
    @jessicah3065 6 лет назад +581

    hey! loved the video, but I just wanted to let you know, at 11:00 when you're looking at that lined and colored vamp on the left, that's not actually yoji shinkawa's art, it was done by Chihoko Uchiyama. her job at kojipro is to look at his beautifully messy sketches and translate them into useable turnarounds for the rest of the art team to work off of. whenever you see pieces in an MGS art book of a character that looks like that, with the clean lines and the subtle shading, that's her turnarounds. it's a shame not many people know about her, her work gets constantly mis-attributed to shinkawa but I think she deserves her own shout out! you go, lady!

    • @TrentKaniuga
      @TrentKaniuga  6 лет назад +130

      Whoa. This.... blew my mind.

    • @jessicah3065
      @jessicah3065 6 лет назад +28

      maybe stick an annotation on the video for clarification or something? or just a note in the description

    • @emche852
      @emche852 6 лет назад +10

      That's really interesting! I always tried to understand how Yoji can draw so clear sometimes. 'Cause his style is about soul and idea of the character, not the refined concept art. Thanks for clarifying this :)

    • @johnmurdock2496
      @johnmurdock2496 5 лет назад +3

      didnt know about her! thanks for sharing

    • @yipyomorgan4380
      @yipyomorgan4380 5 лет назад +11

      Yoji Shinkawa is like Shakespeare. His designs are beautiful but you literally need a translator sometimes.

  • @matineyang
    @matineyang 3 года назад +74

    I love hearing the "Nobody owes you anything in this world," message. I always try to remember it when I get too self entitled. Thank you for the reminder.

    • @TrentKaniuga
      @TrentKaniuga  3 года назад +28

      I don't owe you any kind of "youre welcome" either.

    • @mattpace1026
      @mattpace1026 2 года назад +1

      @@TrentKaniuga Okay, that was just being a dick.

  • @tisoneguy
    @tisoneguy 6 лет назад +207

    I think one of the reasons why younger artists outside the industry are so confused and misinformed is because they have a lot of professional artists in the industry they look up to and they use the CURRENT portfolios of those professional artists as a sort of reference for what concept art is and what the industry is looking for. It's very deceiving because those portfolio websites or artstation accounts are just filled with only the prettiest pictures from the projects they've worked on. Concept art has a lot of subcategories too - character, creature, prop, weapon, environment, architecture, vehicle, production painting, etc - and you'll see some professionals keep their current portfolio filled with only a certain subcategory for whatever reason (at least from what I've observed from their online portfolios).
    The thing is I'm pretty sure those professionals at some point in their life had an ENTRY portfolio, the portfolio that got their foot in the door... or they knew a friend who knew a friend who got them in (it happens). It's pretty hard to find an entry portfolio of these popular well-known artists because they're most likely embarrassed of their work and removed them from the internet, and I'm not sure if any of them would want to share it either. Even if you go to the "personal work" section of a lot of well-known artists on the web, they're filled with pretty, high polished images that bear no semblance to what concept art is. What ends up happening is a lot of aspiring concept artists and students use these professional portfolios as a reference for what their own portfolio should look like.
    This is only a hypothesis though. And I'm sure there are other reasons like youtube videos and such that you mentioned. I'm just an outside observer making my own observations. :)
    Even though though there are so many resources online nowadays, things like this still isn't very clear or explained very well. Could be because there are so many people with different opinions online which end up making things even more confusing unfortunately.

    • @inklinedecline
      @inklinedecline 6 лет назад +22

      tisoneguy I can shine some light on this subject. What happens is at least in my case, is that I tend to publish the final production-ready deck pieces since they usually are the ones that end up being shown in-game anyway. The tons of loose leftover sketchet are still very valuable and might be used in the future and for this reason alone they rarely see the light of day on the internet. I bet many other pros have the same issue too. I publish "how the sausage is made" every time I can along with finals since it's so informative but TBH most of the time I can't.

    • @ahtiandr
      @ahtiandr 6 лет назад

      This is so true

    • @Tater_Toot
      @Tater_Toot 6 лет назад +7

      Concept artists are expected to update their portfolio. They are taught to put out their best work because they might not woo the employers due to the intense competition. Some famous ones make videos and post their older sketchbooks and work, but they don't usually post any artwork that is less than perfect.

    • @djokotriono7787
      @djokotriono7787 5 лет назад +8

      My opinion: this could very well the ideal. Because this way younger generations will always learn from what the best work of the best artists can provide, thus raising the standard. In a way it's a progression for all of artist of all generations. Until of course, one day, it will climaxed to the point where (probably) computers can pick the pattern and produce 'high quality arts' used to take weeks in mere minutes.
      Then it's artist doomsday.

    • @MillywiggZ
      @MillywiggZ 5 лет назад +2

      Yoji Shinkawa’s portfolio was full of manga comic cells of a formula 1 race and two people talking in rooms. Most of his work was like a film director manga artist.
      His work is completely different now. But I don’t think you need a portfolio with his reputation.

  • @LeoZackular
    @LeoZackular 4 года назад +84

    I appreciate the blunt honesty 😂 “you’re gonna get fired brother”

  • @AdamDuffArt
    @AdamDuffArt 6 лет назад +169

    SO MANY Hugely valuable take-aways from this Trent! Thank you so much for this!

    • @meghanmeijer789
      @meghanmeijer789 6 лет назад

      Adam Duff LUCIDPIXUL s

    • @EthosArts
      @EthosArts 4 года назад

      Yoooo, love your videos, Adam, you're very wise^^

  • @huhwhuhing
    @huhwhuhing 5 лет назад +107

    8:30 : *picture of a half naked attractive woman*
    Trent: They probably like the - the rendering on it or the um the cool lighting or the uhhhhh your masterful drawing

  • @kreculjkreculj
    @kreculjkreculj 6 лет назад +329

    What i noticed is that japanese studios treat concept art bit different, from final fantasy, over monster hunter, dark souls to devil may cry, resident evil, xenosaga, phantasy star online, armored core, their concepts are line heavy with clean colors and cell shading, they aren't polluted with the photobashing stuff so much yet(don't get me wrong, i do that too), from my standpoint, the goal is to produce as many ideas as you can by the certain deadline, and actually think about the design, polishing takes lot of time, and when someone tells me about concept art i see it that way. So there is a certain trend, as you mentioned in the video(that's also connected with your "concept art is dead" commentary) that ppl more and more are creating "pretty" stuff which is empty, without the essence, and are also amazed more and more by highly polished stuff, like give them highly polished turd and they will be "wow, awesome concept art". Thanks for the vid, also great concepts :).

    • @somnaventu_s2475
      @somnaventu_s2475 6 лет назад +1

      Darko Kreculj I guess their teams have clearer visions

    • @kreculjkreculj
      @kreculjkreculj 6 лет назад +18

      Well i don't know about the vision, since most of the games in the west, or overall on the market are recycled clones, i rarely see some unique games. I would say it's different focus. I listened few 3d modelers and they said it's better for them to have line art, since the structure is more clear. Maybe it's tradition.

    • @j.2512
      @j.2512 5 лет назад +14

      yeah but art departments in Japan are usually a team of actual artists who speak the same language, and each department is autonomous, and in the west you get all sort of producers/marketing experts/ publicists random cocksuckers that throw buzzwords and can´t vizualise or process the work being made unless they see the final result. That means more money and time but Burguer studios usually throw as much money away it takes to please executives. Even somebody´s wife or dumb kid will weight in on shit. And then all goes to hell when they do screen testing , so many screen testing with random idiots pushing their random opinions. So yeah, art directors cover their ass, so you have to make actual concept art and fake, polished "concept" art later so the dummies will think is cool.

    • @ricardoalmeida4719
      @ricardoalmeida4719 5 лет назад +25

      Japanese studios (even AAA) are not so keen on making games with the best graphics, but making great gameplay experiences. FROM is the best example I can imagine. Their characters are some of the best I've seen but their not rendered in high detail. Red Dead Redemption 2, God of War or The Last of Us are way more detailed and realistic, but that's because western developors are pushing the realism to the extreme. I'm kinda bored of it to be honest. I prefer originality and surprising creatures and environments than realistic, 4k and all that stuff.
      To me, mood and atmosphere is superior to detail and resolution. That's why I love FROM's games. They have a great amount of detail but they're not pursuing it at the cost of creativity and gameplay experience.

    • @kreculjkreculj
      @kreculjkreculj 4 года назад +1

      @@ricardoalmeida4719 That might be true, def less hyper realistic stuff. But that gives them more space for exploration and experimentation, since they don't have to spend that amount of time doing highly polished 3d assets, they don't have to recycle that much and are able to create more unique content. Bloodborne concepts are also pretty rough.

  • @jjj7790
    @jjj7790 4 года назад +21

    5:55-6:39 This is very good advice that I don't hear that often. I hear a lot of advice about how to make yourself right for the job, but not about how to tell if the job is right for you.
    Especially for art where a lot of times people are just desperate to break in to the industry, and where you often work with people who may not understand the value of art or how to work with artists.

  • @mattbrian9056
    @mattbrian9056 3 года назад +9

    So basically concept art is more sketches and illustration is the concept art that passes the company's taste or something?

  • @Bathyllvs
    @Bathyllvs 6 лет назад +96

    Most design in mainstream games and movies are so over the top and boring and I wonder if it's because artists get influenced by each other or because of the tight schedules. Especially in games it feels like all the studios got together and decided that this is what fantasy has to look like.. all fluff and no substance

    • @j.2512
      @j.2512 5 лет назад +25

      because its the producers and marketing department that decides

    • @Curryfishballa
      @Curryfishballa 5 лет назад +42

      Nah the artists are as creative as we can be. Nothing to do with our creativity and skill, it's the producers (the one who funds the project) who chooses what he think is best to sell the product to the targeted audience. Its a business move, not a creative limitation.

    • @幽霊船-o4h
      @幽霊船-o4h 4 года назад +10

      Tbh if you get to see the comcept art of a project and I mean really ALL THE ART
      and not the "final concept polished up and published in an artbook"
      You get to see 100 variations of the same weapon or character
      Weird designs
      Sometimes even cooler exploration and designs
      But the final product isnt the choice of the artist vut rather the head artist and marketing team
      Often some designs simply get rejected because it may not look good in relation to other designs
      or some designs are louder than the main focus of a project
      Designs in big studios are often decided by what the big dumb mass rather likes
      Thats why you can see more diverse styles in smaller studious if its not too hard to convert into 3d
      because they know their game wont be sell that much as fifa for example

    • @chewingpeppers
      @chewingpeppers 4 года назад +2

      @@Curryfishballa I think that that's why indie games are far more interesting

  • @CoreyartusImagery
    @CoreyartusImagery 6 лет назад +169

    As an outside consumer, I feel like people are tiring of photo-realistic 3D-generated styles after being inundated with green screen in every movie on the market... The only logical progression seems to be the ultra-realism of virtual reality, and I wonder if people aren't finding that more artistically stylized, expressionistic renderings provide something that the end result of photo-bashing simply can't emulate. Realism is almost becoming "Meh, it looks real. Whoopee." I mean, I see the artistic experimentation of augmented reality, the consistent fandom of manga and anime, the success of cartoon-ized app-based games, the relatively oversaturated Pixarization style of animation, the simply un. dying. immortality of comics in all their various forms, and now films like Sony's highly stylized Into the Spider-Verse (that at first glance seems to literally take what appears to be concept art in some cases and inserts the characters onto it)... And I wonder if seeing every skin pore, every wind-blown fold, or every strand of hair really makes a better game.
    This was an incredibly useful vid, Mr. Kaniuga. Thank-you! It helped me solidify what I personally look for and what I want. Incredibly useful in my own artistic journey, and supremely enlightening regarding the industry. Well done!!

    • @tymondabrowski9922
      @tymondabrowski9922 6 лет назад +14

      Do you know Life is Strange? It is a 3D game from 2015 and because they didn't have much budget and still wanted to make beautiful game they stylized it a lot. And they made it - the constant golden hour with hand-made textures on a rather simple models looks awesome.

    • @theprocrastinator6813
      @theprocrastinator6813 6 лет назад +10

      yea i wish there were more stylized games that can leave a lasting impression artistically like breath of the wild, windwaker , shadow of the colossus , spyro, crash.

    • @prabeshgurung1067
      @prabeshgurung1067 4 года назад +3

      Tymon Dąbrowski then there’s Persona, huge budget, huge game, yet doesn’t feel like any other RPG or AAA games.
      The style of a game can make it never ageing or become quickly outdated

  • @josefsison3233
    @josefsison3233 4 года назад +19

    At 12min in I totally feel that fact right now. I have applied at game companies and I know now why I keep on getting rejected. I'm coming from a comic heavy background and have been wanting to branch out but I found it hard especially after watching this and why that is. I know that I can execute illustrated angles and breakdowns but I don't have that a lot in my portfolio.
    Question: To gain experience, since I won't be able to get that experience by getting hired, what is the next best thing? ...and still get paid for it?
    Thank you for the this video. I just happen to stumble upon this video on "auto play" after watching a different tutorial video and this has answered the questions that I have had reading job post on the internet and reading the "requirements" of those posts. They've use the words "shipped" and I've always wondered what that was.
    Disregard my question, I decided to read some of the comments before posting this comment...sigh....
    Great informational video. Sadly, I know now not to go this route to branch out...not unless a friend hooks me up. lol

  • @demetrifrost2546
    @demetrifrost2546 5 лет назад +36

    SO basically at the end what I'm hearing is that you need to be someone that worked on a successful game but you wont get that chance unless you've done it before
    K lol

    • @MaruskaStarshaya
      @MaruskaStarshaya 4 года назад +8

      you can work with indie studio. The thing is majority of artists think that indie is under their standards and don't deserve their talent - good luck to them, heheh.

    • @alabasterscarf612
      @alabasterscarf612 4 года назад +3

      @@MaruskaStarshaya For me it's just that I have bills to pay, lol.

  • @sjwoo13
    @sjwoo13 6 лет назад +15

    This is making me fucking cry right now...
    I consider myself to be more like Yoji Shinkawa's style of concept designing, where it's about making loose sketches and callouts and blue sky concepting.
    And one of my biggest frustrations was that I absolutely ABHOR painting. I'm a sketch artist/ Lineartist/ Draftsman, So it feels beyond impossible to even find any jobs in the "concept" art field.
    I don't know if I should be relieved that even Yoji Shinkawa would have a hard time finding a job, or even more heartbroken and just quit.

    • @steve00alt70
      @steve00alt70 3 года назад +1

      Concept artists are in high demand right now since there isnt many concept artists about nowadays which is a good thing. Its not saturated like photo realistic artists.

    • @tbaproductions123
      @tbaproductions123 Год назад

      ​​@@steve00alt70you have to be really good however. Dont expect to land a job if your portfolio isnt up to par or you lack experience. Very competitive industry and not a lot of roles available compared to say 3d modelling or vfx

  • @andotzkurenai2883
    @andotzkurenai2883 5 лет назад +16

    "The Last 5 minutes almost brought me to tears. almost 4 months I think when I first saw this video and It enlightens me. This is a very big help since it points out the things I must work on and I made my knowledge more clear and squared away between Concept art and Illustration. Now that I'm fully prepared I watch back this Video to Re-evaluate my self and finally got an Opportunity. So Thank you Trent.!!"
    (P.S)
    because of this video I can proudly say that I'm lucky, I'm fully prepared, I know what I will do and now I have the Opportunity!
    Greetings from The Philippines!. more power to you!!

  • @momojackandluke
    @momojackandluke 3 года назад +12

    Respect to all of those who do illustrations on concept art deadlines...

  • @kaiedits4717
    @kaiedits4717 3 года назад +7

    TL;DR: Concept artist = Idea factory, less time to work on 1 piece, expected to produce more concept art rather than full render. Illustrator = Full render art, expected to work more time on 1 piece, expected to have high-level rendering skills.

  • @Visual_Arts
    @Visual_Arts 6 лет назад +34

    Finally, now I understand what concept art actually is. I see lots of people on RUclips who seem to think that concept art is just art that's done fast. This always confused me until now. Thanks!

  • @hungry_pen
    @hungry_pen 4 года назад +2

    Awesome video🎥 thanks for cool video.... You have 15 years experience... That not gonna waste.... (Is by only cool render drawing we get job... As artist.. ) in what age you start concept art career..? I am trying to be concept and character artist..... I am now 18 year's old... ....

  • @ChaoticGoodRadio
    @ChaoticGoodRadio 6 лет назад +129

    What you said in the middle and your general message is so true.
    I'm an illustrator. I kind of have dreams of doing some video game art, and the more and more I learn about the industry, and about 'concept art' and 'game illustrations' the more and more I'm put off by my "dream job". I can't render to a high standard, and thats what people want. It sucks, and most of the AAA studios want photorealistic stuff. And to me, i think that's really lame, and I guess I'll have to look towards indie games, and other areas so I can fulfil my dreams.

    • @4boni729
      @4boni729 6 лет назад +36

      Don't say that you can't render to a high standard. Say I can't render to a high standard yet.

    • @ChaoticGoodRadio
      @ChaoticGoodRadio 6 лет назад +36

      4bOni Haha true! But I guess part of my point is that I kinda don’t want to? 😆 I dunno. I’m chasing my Illustration and storytelling dream, so all my inspirations don’t really do rendered digital concept art. They’re all graphic novelists, painters and comic artists n illustrators.

    • @4boni729
      @4boni729 6 лет назад +18

      Im in the same boat. I'm not a fan of highly rendered stuff at all.

    • @aitoluxd
      @aitoluxd 6 лет назад +3

      Same boat too

    • @keylupveintisiete7552
      @keylupveintisiete7552 6 лет назад +3

      Or you can work towards your goal and learn to render. Get books, get teachers work your ass off.

  • @debilita9999
    @debilita9999 6 лет назад +8

    Only person who offers art school program on YT that I would buy is Cubebrush nowADAYS KNWO AS BRUSHBOOST Mark Brunet. He worked at Blizzard for a few years so he should be solid from what I've seen etc. Ofcourse I am excluding you :). Man I woudl love some artschool program from you which focuses on whole process of game development pipeline. Teaching us skills and knwoledge and helping us to make proper portfolio. Well anyway you already helped out a ton so THANK YOU.
    This video helped me a lot. Gotta improve my skills first though before I can try to get somewhere.

  • @kaylaswift7891
    @kaylaswift7891 4 года назад +10

    I’m trying to practice to be a character concept artist intern at PlayStation, but no matter how much or how long I practice, there’s no improvement. Perhaps watching more videos could help. Wish me luck! :)

    • @droove3324
      @droove3324 3 года назад

      Hows it going ??

    • @spikespiegel3197
      @spikespiegel3197 3 года назад

      Study the artist you got inspired from in term of artsyles ..
      For example go tho their portfolio website and start studying from their first artwork and on

  • @ElliotBoyette
    @ElliotBoyette 6 лет назад +9

    There's an edge of tough love on this one but it's valuable to hear! The struggle to get jobs to get experience to get jobs is one of those tough hurdles to get over but watching seasoned artists show breakdowns like this will help us jump across the threshold.

  • @Makelek0
    @Makelek0 6 лет назад +11

    I think this might be the most valuable video on youtube, about concept art. And then again there is this misconception that in concept design it's okay for the design ideas to look conceptual along the lines of yoji shinkawa work, where the piece itself looks more like a concept of a drawing.
    And the other thing you touched on is the drawing over geometry thing. One of the most useful things is to use tricks like that, yet a lot of people I know concider it as "cheating" even for Illustration. Really Trent you grow more and more dear to me/us with every video I'd say :)!

  • @Ricmaster007
    @Ricmaster007 6 лет назад +6

    I don't even know why I ended up here.... but it appears to me that your pov has some realistic angles on how companies work and thus relatable piece of advice... NAISUUU!

  • @DTHRocket
    @DTHRocket 4 года назад +3

    I have earned exactly $1125 on art over my 10 year career. Lol, don't judge, that's why I'm an engineer instead.

  • @CrimsonDX
    @CrimsonDX 6 лет назад +5

    Even as a non-artist, I always enjoyed looking at the actual concept art far more than the polished illustrations. I love seeing iterations in art books of how a character could have been. As someone who really enjoys 3D art and entertains ideas of doing it for myself as a hobbyist, I always really enjoyed seeing orthos and breakdowns.

  • @TheSolaceOfSilence
    @TheSolaceOfSilence 6 лет назад +8

    my thoughts with experience in the concept art industry... it's already oversaturated, more recently (last 3-5 years) I've witnessed a massive jump in the number of applications to concept art jobs due to its recent media coverage and hype. New concept art schools have been popping up every few months, profiting off of "the dream". Students apply to studios with poor portfolios and get rejected due to lack of knowledge about the area. 99% fail and find a different job... this may sound pessimistic but it's true... on average each company only needs 1-5 concept artists... only the best ~200 artists in North America have consistent work at high level studios... At GDC, the line at blizzard's recruitment booth stretched at least 400 people long.
    My advice would be, unless you're willing to dedicate 4-5 years full time training (depending on your starting level it could even take 10 years), with mentorships, connections (and US citizenship), it's not an industry worth going into.

    • @TrentKaniuga
      @TrentKaniuga  6 лет назад +11

      Kanna o I don’t entirely agree. Most people fail at concept art because they don’t learn the appropriate skills. You can spend 5 of those years learning to paint like sakimichan, and never have anyone tell you “that’s not concept art”. Or... you could spend 5 years learning concept art. Games will never go away. Studios can’t find good artists who know how to make games and understand the pipeline. What’s the disconnect? Misinformation and overly glamorized roles. It’s really hard to find concept artists who actually do concept art, and do it well.

  • @jdubz8173
    @jdubz8173 4 года назад +5

    I'm not a artist by profession, but the principle about making yourself as valuable as possible to the people around you is totally applicable to just about any other profession as well. Focusing on that has helped me get the attention of people who want to hire me instead of hoping to 'find' a job. It's a great position to put yourself. Solid advice.

  • @ArtofTZU
    @ArtofTZU 6 лет назад +7

    I'm a big fan of Shinkawa's art style as well -
    and you were right when you said '...It's a damn shame ...' cos those MGS concept art you did was lovely!

  • @kendejong3588
    @kendejong3588 6 лет назад +21

    Your RUclips videos about Photoshop and Sketchbook Pro have been more valuable then the four years of art school I took. Thanks for that . Also, your sketchbook brushes rock.

  • @insomeperson
    @insomeperson 6 лет назад +5

    Hi Trent. For people that haven't gotten a "first job" experience in the industry, how should we prepare our portfolio to match the Production Pipeline and how do we even first do that research without knowing where to search/start?
    EDIT: Am deciding on crafting my portfolio and just wanted to find out more about the best ways to research the approach. I apologize if my comment has anything that's offensive or makes you angry.

  • @thaispitchart7582
    @thaispitchart7582 6 лет назад +7

    Thanks a lot for this video! I am tired of the little industries wanting me as concept artist and then telling me that I am supose to draw them the rendered cool illustrations that take weeks. (Only that they think it takes just a few hours each.) They just don't know what concept art really is. I sadly am not very good at final rendering and would need to learn. Though not sure from where to get the knowledge to do it correctly. I don't like final rendered photographic looking art, but it seems they don't care for the more sketchy concepts, so i'll have to learn it.

    • @TrentKaniuga
      @TrentKaniuga  6 лет назад +5

      I talk a bit about this in my photoshop cheatbox. You can re-use a lot of your textures. Once you paint a bunch of rocks, why repaint them again and again? You can create custom brushes to save time as well.

    • @thaispitchart7582
      @thaispitchart7582 6 лет назад +1

      Thanks a lot! I will take a look at that too. I so far couldn't train myself with photoshop that much due to the program crashing on my slow computer. But with my new laptop it seems a bit more stable now. I have to give it a chance. Though it constantly resets my settings when i restart my computer. Anyways, I will take a look at your photoshop cheatbox! Thanks a lot.

  • @milkbread5036
    @milkbread5036 3 года назад +4

    I love painting and rendering. I’m not a great fan of just lineart so I guess I would be more of an illustrator, but I saw another video saying that there’s less jobs for illustrators and it doesn’t pay as much as concept art. 😔

  • @varunsoni6538
    @varunsoni6538 5 лет назад +2

    Awesome..Thanks in bulk

  • @aqualust5016
    @aqualust5016 2 года назад +2

    Nobody owes you a job: thank you!! Preach!!

  • @scarlet8078
    @scarlet8078 5 лет назад +4

    This video is 100% true. There's a "rendering skill hurdle" now that applies to almost all production work, which is ironic bc (1) many designs are better captured in sketch format and (2) when you get to the studio you'll be mainly photo bashing anyway. Like trent, I have gotten disillusioned with all the photo realistic rendering. When you're really skilled at it's it becomes even MORE boring and you feel more like a machine than a designer. Now I've been taking more work for simpler game art bc I simply like doing it more and with a small studio you get to work on many different areas, e.g., both environment & character

  • @rfart419
    @rfart419 4 года назад +4

    I would recommend starting out working in a small animation studio, like "Stoopid Monkey Stoodios" for example for beginners someday.

  • @brandonmiele4430
    @brandonmiele4430 6 лет назад +5

    I feel like somebody is telling something I've always known, but I am hearing it for the first time..........thank you Trent.

  • @aliceisback6450
    @aliceisback6450 4 года назад +1

    Sorry...hate to be that person but... unofficial* .... not unnoficial (if the ''unnoficial'' is not some type of name)
    Edit: Very informative video though.

  • @kylez1196
    @kylez1196 5 лет назад +5

    I really wanted to learn the League of Legends type art. That Yasuo concept is my favorite...

  • @bulchenko
    @bulchenko 5 лет назад +1

    Hello mr. Kaniuga. Maybe i misunderstood, but you said that Yoji Shinkawa will not be hired because of his low rendering skills, and right after that, you says that you are not applied to a Kojima Studio because they needed a guy who can render cool photo realistic images. That sounds very contradictory. Why you even tried to apply to them if you are already knew, that 1) You are not Yoji Shinkawa 2) That kind of game projects needs a photo realistic concepts, which you cannot do as well. ?

  • @LAUZERTV
    @LAUZERTV 10 месяцев назад +1

    Great work man, I already subbed etc and thanks so much for those wise words. But it sounded like your CPU was freaking out towards the end though? It seemed like your fans were about to go lift off !

  • @MegaMar20
    @MegaMar20 4 года назад +1

    I am not an artist but i would really like your opinion on the terrain and other environmental assests in Warcraft3 Reforged. Their charachter and building models look gorgeously realistic and modern but everything else surrounding it looks - copy pasted from 2003 from the original game. DoTA2 is the natural evolution of Warcraft 3 aesthetics, should not the terrain in Warcraft 3 look like Dota2/league of legends, or something that matches their models.

  • @felixstief7830
    @felixstief7830 4 года назад +2

    sick video!,, did u also painted in vr jet?

  • @michaelsimkins7078
    @michaelsimkins7078 4 года назад +1

    What about illustration NOT DONE ON COMPUTER? Which is Traditional Illustration!

  • @bwowzah
    @bwowzah 2 года назад +1

    I like how mad he got near the end. It would have been even funnier if when he hit his peak, instead of saying "calm down" he instead just started screaming.
    I can't fault him for being less than tactful with his closer because, as someone who also deals with woefully under-qualified individuals that think they are over-qualified, it gets pretty annoying haha.

  • @zycane
    @zycane 6 лет назад +1

    Don't know if I'm in the minority, but I god fucking hate "photo realistic illustrations" They all have the stench of photobashing generic 101 look to it, yet (game)companies want that, and they wonder why their art(game) is then forgettable... If it's faked from the start, it'll have the soul of a fake too, although I'm sure I have been fooled more than once by a photobashed art piece, but most of them look like generic copy pasta.
    I understand why some artists do it, to get it done, and it's not the artists' at fault, it's the companies, most of them, who want the same generic style, which at first look, looks gorgeous, but ages like Milk.
    Worst part is I knows how to photobash, and how easy it often is to finish up compared to something from a blank slate, but that piece never ever feels like your creation.

  • @Viktar_Harbunou
    @Viktar_Harbunou 5 лет назад +2

    Hi, Trent! Thanx 4 your work. Can you say how much time u put in this type of environment concept from 1:16 at this video?

    • @TrentKaniuga
      @TrentKaniuga  5 лет назад

      About 9 hours. ruclips.net/video/-yv9Q-wXgJY/видео.html

    • @TrentKaniuga
      @TrentKaniuga  5 лет назад

      about 9 hours. ruclips.net/video/-yv9Q-wXgJY/видео.html

    • @Viktar_Harbunou
      @Viktar_Harbunou 5 лет назад

      Thanks!

  • @j.downsouth2912
    @j.downsouth2912 4 года назад +3

    Really enjoy your insights into this industry Trent. Please keep it up!

  • @Dahpie
    @Dahpie 6 лет назад +1

    So basically, the industry panders to over rendered generic tripe that is made to look flashy and looks boring and derivative as fuck.
    Maybe this is the reason why Japanese companies/artist are better and showcase more interesting games than AAA hyper realistic garbage that focuses more on muh realism than something interesting visually.

  • @Nahelus
    @Nahelus 6 лет назад +7

    The problem i have encounter is that nowadays concept art have to look impresive, not just descriptive, no, now everyone wants to see a incredible render, incredible light and texture on something that is literally an exploration concept.

  • @mrpuckles8704
    @mrpuckles8704 4 года назад +4

    this is such a helpful video as someone who is studying illustration but wants to be a concept artist

  • @AlexLusth
    @AlexLusth 6 лет назад +9

    its so nice to hear someone talk about this :) at least Im not alone ranting about things like this :P

  • @lordbalbero348
    @lordbalbero348 4 года назад +1

    90% of it was .. nice ... But quit the last thing you saied: No one wants to retrain you, is more then right to nearly every job :)

  • @fernandostar3507
    @fernandostar3507 4 года назад +1

    Wait, can I send my work to your studio and you can critic my work and tell me where to improve if I don't get the job?

  • @TheGreatMalefic
    @TheGreatMalefic 5 лет назад +1

    Commercial illustrators create art that is good enough to be part of the finished product itself, the art of concept artists is just good enough as concepts for a finished product. Therefore, there are just a few good illustrators and legions of concept artists. And those are the reasons for the difference in payment...

  • @trach350
    @trach350 2 года назад +1

    So rendering sells concept art and if you are applying for the job of concept artist you should know how to do both? Having a good design and render

  • @sassafrassanid5718
    @sassafrassanid5718 3 года назад +1

    This is why most AAA game armor is boring, it usually stops with the first big render they get without much work on the concept.

  • @aweckzs
    @aweckzs 4 года назад +2

    got kinda angry at the end of the vid bud
    super informative not trying to hate but the last 5 minutes seemed like a ted talk

  • @SocialTourist
    @SocialTourist 6 лет назад +3

    Great video, instant sub. Also you do gorgeous work!, it was highly enjoyable/helpful to get a glimpse of your process. I've been retraining my old passions recently after a decade in the soul sucking abyss that is graphic design, maybe I'll meet you some day. Take care.

  • @kajetanchrzaszcz
    @kajetanchrzaszcz 4 года назад +1

    holy fck dude this wukong was always like the best skin in the game for me and to now see that you did that! i guess i shouldn't be surprised but man that's well fucking done

  • @dennisartistry782
    @dennisartistry782 3 года назад +1

    Im already afraid that getting into an indie studio for the sake of experience will spoil my art style and finally my dream studio stays a dream always. Enlighten me please

  • @goldendigg8099
    @goldendigg8099 6 лет назад +1

    I have been watching this because I want to become a character designer/concept artist myself for Riot Games, but first starting with an internship. I have been hoping I could have your feedback on my application. I have been told I should watch this because it will tell me everything I need to know, so I will. after I did, please give me some feedback about my character proposal and application when I adjusted it according to this video.

  • @prpeptv8463
    @prpeptv8463 3 года назад +1

    I think you need to draw quick.
    Non photo realism can show a lot more in earlier stages and then you can make it realistic to show them how it would look in game.

  • @Draak_en
    @Draak_en 5 лет назад +3

    Three weeks for a single image... O God I'm not ready

  • @nauticalcandy
    @nauticalcandy 6 лет назад +4

    thank you for the knawledge. I'm dissapointed on what you had to say on yoji shinkawa and artists similar to him but I guess thats just the reality of the business.

  • @Seitoushi
    @Seitoushi 6 лет назад +3

    I gotta say thanks. I am not gonna lie, when I saw the tag line of the video I was curious. I'm going to an art College (specifically for Illustration), and not long after I started there the school opened up a Concept art department and most of the class requirement for Concept Art were the same as Illustration until you got to the end and I wasn't sure why. So for three years now I've been wondering what the difference was, thanks for clarifying that for me.

  • @3QUIN3
    @3QUIN3 4 года назад +2

    There is some very good advice here about joining projects where your work will not be valued. Very enlightening!

  • @watercat1248
    @watercat1248 4 года назад +1

    the truth is if i want to make i humanity i want to have profile image and for front image in the order ant to have T pose other wayis im not capble to make the 3D model if is humanity

  • @NanaChanASMR
    @NanaChanASMR 5 лет назад +6

    :O you've worked at riot? That's my dream.

    • @TrentKaniuga
      @TrentKaniuga  5 лет назад +3

      Yes, but primarily on summoners rift and the UI, as well as some skins. I need to finish my concept art tour. I have over 800 pages of designs I've done for them and still do freelance on League.

  • @kevinsoltany8028
    @kevinsoltany8028 5 лет назад +4

    You should of work for Diablo because now it's dead

  • @Artsensei86
    @Artsensei86 6 лет назад +3

    My question is I recently applied to Nickelodeon I had everything minus a Reel, I know it's different from concept art I applied for story boarding but I wasn't sure what a reel was maybe it's my ignorance but that you would be able to answer that

  • @fixthedeadcat3984
    @fixthedeadcat3984 6 лет назад +4

    That video helped a lot thank you ! Do you think that having a so called "style" is jeopardizing when it comes to new artists applying for jobs in the industie or that it could be more of an asset ?

  • @XonixDerps
    @XonixDerps 4 года назад +2

    My fav skin on wukong haha. But wait you did all of that on screen in a day? I gotta get faster .. I can draw fundamentally sure hands human whatever but I feel like im to slow. Even now after seeing this lmao

  • @SpiriTracE
    @SpiriTracE 6 лет назад +8

    For a while I spent more time working on improving my illustrations (splash art style) for my portfolio, with little to show in terms of some good concept work. I realized this about a year ago and started shifting toward showing the development. I don't regret the time I spent working on illustration skills at all, but this topic is very good to know for the people interested in these careers with no real direction. Your portfolio can be so much more if you understand both methods.

  • @GiganticTOFU
    @GiganticTOFU 5 лет назад +3

    Nailed it.
    I die a little inside everytime someone look at a piece of awesomely rendered/lighted/colored character and goes oh dude, your design is freakin' awesome, especially on portraits.
    It always make me second guessing myself, "maybe I should just do some cool looking art work that doesn't require much design, instead of sitting here pulling my hair out trying to nail down character personality, mixing ingredients to sneak into the theme, or creative way to integrate story into the character costume and the way they dress it"
    Your words reassures the effort I put into designing a character is never a waste. There are people out there appreciates and notices the hard work put into it.
    Thank you.

  • @aSillywizard
    @aSillywizard 6 лет назад +3

    honestly you are my inspiration and goal
    i want to achiev what you do one day
    im about to finish school and im still learing so much about digital art that it feels like starting to learn how to draw on paper all over again
    Best Laurenz

  • @lionheart1019
    @lionheart1019 5 лет назад +3

    Excellent talk I have learned so much. I'm gonna check out your gumroad.

  • @HimeshAnand
    @HimeshAnand 6 лет назад +1

    that's also a reason why Ruan jia is fucking awesome

  • @cedricgonzalezbonorino9442
    @cedricgonzalezbonorino9442 5 лет назад +1

    Tremendas palabras ican see your concepts realy valuable thanks

  • @hushkiesgames
    @hushkiesgames 6 лет назад +4

    what a revealing... another "step of ladder" to put into my target list to become AWESOME ^___,^.....

  • @menisc2797
    @menisc2797 6 лет назад +12

    Trent got hardcore there at the end

  • @darioscomicschool1111
    @darioscomicschool1111 2 года назад +1

    3:40 Thank you so much! Great Vid Trent ma man!

  • @jdm6784
    @jdm6784 4 года назад +1

    Yoda level guidance. I am glad I found your channel.

  • @pluvial-dude7348
    @pluvial-dude7348 6 лет назад +1

    Shit i thought i clicked on offical duck studios for a second in the intro

  • @te9591
    @te9591 3 года назад +2

    10:28 it's interesting he's simultaneously showing us a slightly more rendered drawing while then showing simple expessive shapes to remind us where the concept begins.

  • @ZetaReticulian
    @ZetaReticulian 4 года назад +2

    I just like to draw. I don’t want for much in this world other than a drawing tool and a surface on which to express myself. I’ll never make it in the “art industries”. I’m too far past my prime, that time has passed me by. And I’m okay with that.

    • @MrTodl
      @MrTodl 4 года назад

      Well I think that as the artist grows his skill grows with him.

  • @Alkis05
    @Alkis05 4 года назад +1

    Don't you think this video was a little skewed at character concept design?
    Environment concept art do look more like illustrations, with the components breakdown, of course.

    • @TrentKaniuga
      @TrentKaniuga  4 года назад +1

      Different studios are leaning more toward illustration for environments over the past couple of years yes.

  • @naamasharon4712
    @naamasharon4712 6 лет назад +3

    so friggin' helpful. Thank you for this vid and for sharing your experience with us, Trent!! subscribed

  • @thenurixx
    @thenurixx 3 года назад +1

    This video is astonishing. Truth been told!

  • @VickGaza
    @VickGaza 4 года назад +2

    Lovely video ! And the end bit is so true. Even for 3D character teams, it`s surprisingly hard to find people to hire. There`s a plethora of jobs out there, and people just have to hit some requirements , it`s not impossible but it has to be done right. Keep up the cool videos man!

  • @99Plastics
    @99Plastics 3 года назад +1

    rofl this explains why so many games today look like absolute recycled garbage. They all follow this "idea" of a "standard" so we get shit that all looks the same. Shame.

    • @TrentKaniuga
      @TrentKaniuga  3 года назад

      So stop complaining and make something that is better.

  • @exhileris4k857
    @exhileris4k857 4 года назад +2

    before watching this video, I always thought that the standard for a concept artist would be that it is expected to deliver highly finished concept art like what you had shown for illustration and your freind's portfolio. But after watching this video, I am more motivated to get better at my art skills. Thank you Trent.

  • @noorsaleh1814
    @noorsaleh1814 3 года назад +1

    Thank you for the information !! Keep it up