Ready to problem-solve?
If the writers call for a gigantic monster, but the combat designers require low ceilings in the secret lair…what do you do? Concept art is all about solving visual problems. To learn these skills for yourself, we’ve created the ‘playbook’: a hands-on set of game-industry-style challenges to tackle.
Episodes release on Tuesdays, but follow along at your own pace.
11: Vehicle Design
12: Work Area Design
13: Barrier Design
14: City Layout
15: Game HUD Design
16: Machine Design
17: Waypoint Design
18: Lever Design
19: Loot Crate Design
20: Lock Design
21: Tool Design
22: Weapon Design
23: Sidekick Design 1/4
24: Sidekick Design 2/4
25: Sidekick Design 3/4
26: Sidekick Design 4/4
27: Key Design
28: Vault Design
29: (Secret)
30: Final Exam
What’s with the ‘team-up’?
For clever solutions, you need to start with a clever puzzle. Luckily we have some expert help from game designer Ryan Darcey. Each tutorial begins with a tricky prompt from Ryan, which I teach you how to tackle through brainstorming, writing, and drawing.
As a professional game designer, Ryan spends his days inventing systems, characters, and game mechanics. My days are spent in Photoshop. By balancing these two disciplines, the ‘playbook’ offers a unique introduction to the world of concept art.