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The Big Bad World of Concept Art for Video Games an Insiders Guide for Students

eliott lilly book

Book Review: Big Bad Earth of Concept Fine art for Video Games past Eliott Lilly

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Aspiring concept artists love the idea of making game art for money. Simply it'south hard to empathise the concept fine art manufacture without an insider's vantage point.

And that's exactly what you lot get with Eliott Lilly's Large Bad Globe of Concept Art for Video Games: An Insider's Guide for Students. Over 144 pages this book covers everything from the basics of concept art to finding a great schoolhouse and landing your start job.

This is not a book that'll sugarcoat the truth or hold your hand forth the way.

It'southward brutal, and rightfully then.

Concept art is a highly competitive industry and you need to be 100% dedicated to break in and make it a career. And if y'all're serious nigh concept fine art then you'll find everything you demand in this volume.

Volume Contents

This comes with v capacity each with different topics that progressively delve deeper into the industry. The intro chapter covers Eliott's history in concept fine art and why he's a valid author for this volume.

Hither'south a quick breakdown of all the chapters.

  1. Introduction
  2. Chapter 1: The Concept Creative person
  3. Chapter ii: Where To Brainstorm
  4. Chapter 3: Cocky-Assist
  5. Affiliate 4: The Portfolio
  6. Affiliate five: The Insiders
  7. Resource/Index

In chapters ane-2 you lot'll learn almost what concept art actually is. You'll acquire how artists piece of work, what tools they use, what sort of tasks they're given, and ultimately how to get a pro.

In that location'due south a very specific section titled "Am I cut out for this?" where Eliott covers everything expected of modern concept artists. I highly encourage yous to read over this chapter many times and really think about your time to come. This can help you lot avert the pain of following concept art only to realize the career is not what you initially thought.

Eliott and then delves into questions about college and schooling. At that place are two big sections here: the first covers college and professional person schooling, the second talks about self-educational activity and improving on your own without a teacher.

Artists demand to keep practicing and always try to amend. Stagnation is decease in this industry.

Every artist too needs to learn how to teach themselves then they can grow and improve on their ain. This is made abundantly clear in chapter 3 which covers tips for life drawing, imaginative drawing, working from studies, and edifice a visual library.

Capacity 4 and v have the real pro tips for artists who desire to break in. Chapter four shares tips on how to organize a portfolio that'll land you a task in the industry.

Then in chapter 5 yous get to read advice and interviews from real-world concept artists. These are all professionals with years of feel. Each artist gets iv-five pages to share their thoughts and answer questions related to the field.

The artists featured are Nicolas Bouvier(Sparth), David Levy, Stephan Martinier, Ben Mauro, and Farzad Varahramyan(tin can't detect his website sorry!). Also Eliott gives himself a few pages to share his journeying and his advice for artists.

In the final couple dozen pages you lot'll find resources for aspiring concept artists. These include books, working materials, online courses, and other concept artists to check out.

bbw concept art chapter1 preview
Ch 1 scan from Eliott Lilly'southward ArtStation

Big Bad World of Concept Art is undeniably the most comprehensive volume with a start-to-finish approach to professional concept art. Getting into this career is about more just painting cool stuff.

It's a real job in entertainment and y'all take to treat it that fashion to stay employed in the industry.

Thankfully Eliott's writing manner is crystal clear and very pragmatic. You'll get enough of rhetoric only y'all'll also get lots of techniques that you tin can apply to hopefully break into the concept art industry on your own. Also the pages are full of beautiful concept art to look at while reading.

How Tin can This Help Yous?

Aspiring professional person artists of all ages don't usually have a crystal clear goal in listen. This is true with higher kids and postal service-college age artists who empathise a little about concept art, but really don't know how it all works.

The Big Bad World of Concept Art for Video Games will force you lot back down to globe. Y'all'll learn from a professional creative person nearly the nitty-gritty details of this industry and how it really works.

This book offers a clear roadmap from start to cease. Everyone walks the path in a different way but anyone who "makes it" typically ends up in the same place. These tips are universal and will apply for decades to come.

If anything the concept art industry is growing chop-chop. There is yet a very high demand for talented concept artists. Unfortunately everyone wants to go a concept artist so the supply is also very loftier.

With Eliott'due south advice you'll learn to see the concept fine art career path without rose colored spectacles. You lot'll acquire why it's hard piece of work and why at that place are no shortcuts. But if y'all put in the work yous really tin make information technology.

This is truthful for high school & higher kids merely also true of artists in their late 20s or late 30s. Even if you never did art as a kid you can ever learn. Just information technology takes serious effort no thing what.


Eliott doesn't show the industry every bit a hostile place or as a slave labor military camp for the inexperienced. Only he tells it like it is with real honesty.

More artists need this kind of tough love because the industry will not coddle you into a job.

That's what you'll really become from this book: A real-world perspective on concept art.

By the end you'll know exactly what you want and if you're cut out for concept art as a career. Non anybody can practice it. And it's much better to larn early rather than mid-style through chasing your dream.

If y'all realize that concept art is all you wanna practise then the tips in this book will be invaluable to your success. You'll acquire how to study, how to proceed learning, how to create a portfolio, and how to present yourself to land(and go along) a job in the manufacture.

Final Thoughts

This is a must-read book for anyone that wants to become a concept artist.

Eliott'southward Big Bad World of Concept Fine art for Video Games offers a 360° view of the entire industry and shares secrets for breaking in.

These aren't well-guarded secrets but they are tips that nearly amatuer artists never become. Professionals don't normally have fourth dimension to share their advice, but Eliott goes all-out and even brings in 5 other professional artists to share their advice as well.

Later reading this book you'll have 1 of 2 reactions: either yous'll be more hesitant about this industry or you'll be even more than invigorated to chase a concept art career.

Both reactions are valid and they're both helpful to aspiring artists that desire to find jobs in the amusement manufacture.

If deep inside you truly know y'all should be a concept artist then pick up a copy of this book. I guarantee yous'll observe yourself re-reading it many times over and finding new advice every time.

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