Theme park designs are a great way to integrate functionality with entertainment. There are many ways to solve a problem by using creative solutions.
Once a theme is chosen, students have the option to design rides, shops and restaurants (or all three).
There are so many fun details in these drawings. This is what Entertainment design is all about.
Great job students and instructors!
For more, please visit: FZDSCHOOL.COM
Friday, March 23, 2018
Thursday, March 8, 2018
FZD Term 2 - Visual Communications 2
While term 1 is about learning the fundamentals, term 2 is all about building up your visual library.
We do this through a series of classes; each one designed to develop different aspects of visual libraries.
First up is Visual Communications 2. This course requires students to carry out real-world research and apply that knowledge to "grounded" designs. Majority of the assignments are locked sets/environments done in 3/4 view. By removing camera requirements, students can spend more time on design thinking. Projects are generally locked to real-world subjects. However, to keep students interested, we balance out some of the projects with fantasy and light sci-fi themes. All assignments must be completed with proper fundamentals.
If you are learning from home, this is a great way to test your patience for design. Concept art isn't always about spaceships, crazy characters and alien worlds. A lot of projects concept artists work on are rooted in reality (Far Cry 5, Assassin's Creed Origins, Hitman, Witcher 3, Red Dead Redemption 2, kingdom Come: Deliverance, etc.). Thus, it's a good idea to build your visual library with real world content before moving to "made-up" stuff. The goal you are trying to achieve is visual storytelling. Just by looking at the set, can you tell what it's for? Who lives there? Does it take place in a specific time period? Etc.
For example, the first project you see below is a group assignment. Students get together and come up with an overall theme for a house. Each then design their own rooms and fit it into the total package. This is great practice for junior designers. It teaches you about working with a team and adopting to a specific design language; a very common task for jr. designers for the first 1-2 years in the business.
For more (hundreds more), please visit: FZDSCHOOL.COM
We do this through a series of classes; each one designed to develop different aspects of visual libraries.
First up is Visual Communications 2. This course requires students to carry out real-world research and apply that knowledge to "grounded" designs. Majority of the assignments are locked sets/environments done in 3/4 view. By removing camera requirements, students can spend more time on design thinking. Projects are generally locked to real-world subjects. However, to keep students interested, we balance out some of the projects with fantasy and light sci-fi themes. All assignments must be completed with proper fundamentals.
If you are learning from home, this is a great way to test your patience for design. Concept art isn't always about spaceships, crazy characters and alien worlds. A lot of projects concept artists work on are rooted in reality (Far Cry 5, Assassin's Creed Origins, Hitman, Witcher 3, Red Dead Redemption 2, kingdom Come: Deliverance, etc.). Thus, it's a good idea to build your visual library with real world content before moving to "made-up" stuff. The goal you are trying to achieve is visual storytelling. Just by looking at the set, can you tell what it's for? Who lives there? Does it take place in a specific time period? Etc.
For example, the first project you see below is a group assignment. Students get together and come up with an overall theme for a house. Each then design their own rooms and fit it into the total package. This is great practice for junior designers. It teaches you about working with a team and adopting to a specific design language; a very common task for jr. designers for the first 1-2 years in the business.
For more (hundreds more), please visit: FZDSCHOOL.COM
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