Rare Asset, Microsoft Games Studio
For the third assignment, we were blessed with the opportunity of working with one of Microsoft's most appealing title, Sea of Thieves, and its developer, Rare, where our objective was to create a game-ready asset that would make sense to be placed in the harsh waters of this world.
Sea of Thieves. (2018). [video game] Microsoft Studios.
I started off this assignment by trying to visualize what type of asset was really needed by this company, the next big thing that could change the game completely, so my first thoughts were actually trying to incorporate two really great and simple weapons that already exist inside the game itself, the sword and the pistol. Utilizing various shapes to make the guard stand out and working around different barrels for the side of the blade, I was getting ready to explore more ideas, whether that would be to make the blade curved instead of straight, keeping an open guard or to change it to a full closed one, all these things that I put into consideration have a purpose, I don't just draw things so that they look pretty, I personally need them to make sense in order for me to justify their basic concept and thought.
When I was getting to a point that I really thought this could have been a neat idea, I realized that this was something that had already been created around twenty years ago in Square Enix’s Final Fantasy VIII, and even after that, I discovered that a big sum of students was also going in the same direction, so to stand out I had to change my concept. This is the type of person that I am, I really despise going with the flow of everything around me, I feel this sudden urge to be different or succumb to being lost in a crowd of people who do everything alike, I have always challenged myself to be better than I was yesterday and that is how I manage to produce the work I'm most proud of.
Squall’s Gunblade Revolver, Final Fantasy VIII. (1999). [video game] Square Enix.
I kept my head down and started drawing, discarding, rinse and repeat until I was finally getting towards a stage where I believed that I could start developing more, this is an extremely common practice in my field of concept art, most of the time they never get things right on the first ten tries, but they resist the urge to give up and work around their issues, grabbing what worked and fixing what was delaying the process, some concept artists tend to spend entire weeks before reaching a final stage where they can turn into the lead art director, making their job not only frustrating in a sense but also highly time-consuming.
Finally, something inside me sparked joy when I managed to come up with this design. So since the game had recently introduced fishing into its midst, I realized that it was mainly for selling and eating, nothing else, which I thought could have been an excellent chance for me to slip in and show a bit of my creativity.
Sea of Thieves Wiki. (2019). Fish. [online] Available at: https://seaofthieves.gamepedia.com/Fish [Accessed 20 Oct. 2019].
“Why not capture more dangerous fish that could be used against enemies”, I asked myself, how fun must it be to have a weapon that could just launch piranhas and swordfish at unsuspecting pirates, so I thought of bazookas and launchers to do the trick, with transparent fish bowls to have the notion of how much more “ammunition” you have left before having to switch tactics.
After many concepts, I was finally satisfied with the conceptual result, a medium-sized wooden keg filled with water and gnarly fish that are just ready to be unleashed. The handle is bulkier than most guns due to the sheer weight that this unit would have in general, so flimsy designs wouldn’t work very well or support it, that being said I did have to include a verticle foregrip near the barrel due to this weapon being two-handed and not one-handed. The barrel itself is beaten up and chipped due to the world that the game is placed in, nothing is engineered perfectly, at least not things that pirates could get their hands on so easily, instead, its more of a mishmash of anything around them, creating a somewhat flawed but remarkable product.
Having finally obtained the core basic of the design, I wanted to work on expanding the concept itself, by delving into the fish itself, so I started wasting away lead on paper by drawing all sorts of fish that would do certain types of damage or effect onto the enemies, varying from long jaws to heavy ones, impacting their bite force, determining how many teeth they should have, adding some weird fins or even horns to mix up the design, but all in good faith to what already exists in real life, because at the end of the day, nothing truly exists without taking inspiration from reality.
With all good things, there’s always something to be told about the bad side, and that being nothing more than my issue with time management, I was so focused and buried in concept art that I forgot the main goal, which was to create an actual 3D object that could be directly placed into the game’s engine, so with the little time, I had left I strapped onto Maya and started produced basic shapes to grasp the main notion of the gun itself, dividing the shape more evenly to create both a stylized and minimally realist design.
I have a lot of issues when it comes to time, I tend to lose track of it when I'm working, in this case, it could have been caused due to the fact that I was enjoying myself immensely with the concept part of it, because creation has always been the core of it to me, fixing an issue by either changing a little aspect of the drawing or reworking it completely is just one of the many things that art allows me to do and to experiment, I believe that if I can train myself well enough I will be able to simultaneously enjoy the conceptual part of projects, as well as being able to manage my time better to finally put out something game-ready.