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Monday, 8 December 2014

Concept Art



Concept Art is a profession that focuses on creating images to visualise a concept, idea or design for use in media before the thing itself is put into production. It has many different applications from film and animation to architecture and product design and forms one of the initial stages of production. Concept Art is not as restrictive as finished illustrations set to a one off brief as it is dealing with raw emotions and ideas that can be adapted and developed as the project progresses. In the concept artwork a feel for space, characters and atmosphere must be created and stylised so that it can inform later production. Most of what is created comes from ideas and objects that are intangible and don’t really exist such as in fantasy art, so concept artists must find a real basis for their work so that their work can be understood and is as realistically accurate as possible. Some artists such as digital artist Kirsi Salonen look back to artists such as the classical masters John Collier, Rembrandt Caspar David Friedrich and Rubens to inspire her work1  so that the work is informed by figurative studies and she has an established body of work to refer back to.

Two Satyrs’ (1618-1619) Peter Paul Rubens, oil on wood, 76 x 66cm



Peter Paul Rubens was a Flemish painter who worked in the Baroque style producing work with greatly exaggerated movements colour gesture and expression. Here the shadowing on the face gives an expression of malevolence and this is further exaggerated in the dark background and black fur of the pelt the foreground satyr wears. The figure is powerful and dominates the painting and with all these elements combined gives the impression of a stereotypically ‘evil’ character. The art depicts fantastical beings which is good reference for concept artist  as a lot of what they produce , especially in the field of game design, deals with fantasy or imagined creatures. Concept artists also need a good knowledge of form and anatomy which they can gain by studying the old masters.

 
Necronom IV’ H.R Giger


H.R Giger is known for his work on the ‘Alien’ films where he designed the ‘xenomorph’ creature using his ‘biomechanics’ style. The film producers contacting him after seeing his ‘Necronom’ series of paintings in his ‘Necronomicon’ book and knew this was the creature they wanted. 2This style combines elements of man and machine the organic and the mechanic coming together in an unnerving style.
‘He gives us the elements of the shark, the spider, the scorpion, insects, worms, crocodiles, teeth, crushing limbs, wombs, razor surfaces across and down which we slide unable to get a hand hold, bottomless depths, malevolent eyes, the death rictus and sybaritic leer. This man knows what we fear’2 The writer Harlan Ellison described Giger’s style in this way to explain how Giger creates his biomechanics style and how he takes elements of different things we fear and view as obscene, which made his style perfect for producing a classic sci-fi horror creature such as the Xenomorph. His work has such a definite style and uses motifs of skulls bones, spinal cords,  genitalia, feminine forms, curves, pipes and cords that combine in industrial and repetitive  compositions that are like the inside of some living machinery.
Giger’s style has many applications in concept art and he has also produced concepts for interior design and furniture design.








Left, Harkonnen chair’ and other furniture design 1980-1991
Right, Plan for table leg 1980 acrylic on paper


Giger’s furniture concept designs are an extension of his artistic practice and he sees this as a practical application ‘we have no room for sculptures, which take up a lot of space,we try to make usable works of art’3, this is another combination of practical and aesthetic which fits with his ‘biomechanicism’ ideas. The chairs share the aesthetics of his paintings and other designs incorporating skulls, spinal bone designs and more industrial elements. The ‘Harkonnen’ chair and other furniture was designed for the film ‘Dune’ but the project was not realised and Giger worked with Conny deFries later to physically create the furniture. After this it became influence for the furniture and interiors in the series of Giger Bars. This shows how the concept was designed for a purpose and then altered and changed to fit another one which is something concept artists must be prepared to do as the project they are working on will change throughout production.

Concept art is not a profession that has been taught and many digital concept artists just have to teach themselves, it is a new profession in terms of digital applications but the artists need a strong classical base in having strong drawing skills in areas like figure drawing. Also because of the mainly digital platform there is not a known base of resources and artists that can influence concept art so maybe to teach it the knowledge and inspiration should come from the works of the classical masters and organic real life forms.

References

1.       Kirsi Salonen
2.       Harlan Ellison
3.       HR Giger

Bibliography

Ellison Harlan . (1996). H.R. GIGER'S BIOMECHANICS INTRODUCTION (excerpt1990.Available: http://www.hrgiger.com/frame.htm. Last accessed 8th Dec 2014.

HR Giger (2013). HR GIGER. Cologne: Taschen. p45-60.

 Salonen Kirsi. Interview with Kirsi Salonen . Available: http://www.itsartmag.com/features/kirsisalonen/. Last accessed 08th Dec 2014.


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