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

Saturday, March 3, 2018

FZD Term 1 - Fundamentals

I'll continue sharing the courses we teach at FZD School of Design.

Besides Design Sketching, Term 1 also covers Perspective and Visual Communications 1.

All objects, whether soft surface (creatures, humans, etc.), or hard surface (vehicles, buildings, props, etc.), exist in 3D space. Thus, students must first understand how to "think" and "see" in 3D. By knowing how to calculate forms in perspective, students are able to design almost any subject matter. All possibilities are opened up once they understand how to use fundamentals. Students are no longer limited by themes or familiarity. They can tackle new subject matters and pickup design languages quickly.

Our perspective course cover the overall concept. Students are also introduced to 3D software during this term (more on this later).

Vis Comm 1 cover the concept of "draw through." This is a drawing technique in which objects are plotted out in 3D space. Basically, you draw what is actually there, verses just drawing what you see. This is a very time consuming process to learn, but it is one of the most important tools in my opinion. All objects are drawn in 3/4 product view.

So why not just use 3D software directly? Why even bother learning perspective when the tools can do it for you? The answer is simple. Photoshop and 3D software are just tools. They can't help you design. Tools are used to assist the designer, not the other way around. This is why we only introduce 3D software half way into a term.

For more examples, please visit : FZDSCHOOL.COM