‘World building’ in a video games class

11/12/2024
Unlocking the Secrets of Alien Worlds: Concept Art Inspired by Nature's MarvelsIn the basement of the Campus Instructional Facility at the University of Illinois Urbana-Champaign, a group of students gathers around a table, captivated by the diverse collection of insects, spiders, and other creatures belonging to the Illinois Natural History Survey. Tommy McElrath, the insect collection manager and a research scientist in entomology, shares the fascinating features of these natural wonders, inspiring the students to design the creatures and environments of a swampy alien planet for their Concept Art for Video Games class.

Unleashing Creativity through Nature's Lens

Exploring the Wonders of the Insect World

McElrath's presentation captivates the students, as he describes the remarkable adaptations of the insects in the collection. From the giant predacious diving beetles that swim in search of prey to the ancient dragonflies with wingspans of up to 3 meters that propelled themselves by squeezing water from their rectums, the students are enthralled by the natural world's ingenuity. McElrath also introduces the students to insects that resemble tree branches and those that live in caves, lacking eyes altogether. These diverse and often bizarre features inspire the students to imagine the possibilities for their alien creatures.

Designing Otherworldly Environments

The students are tasked with designing the characters, creatures, and environments for a video game set on a swampy alien planet. Under the guidance of Michael Curtin, the innovation coordinator for campus information technology and a former video game industry artist, the students embark on a journey of world-building. Curtin's class aims to provide students with a comprehensive understanding of the video game industry, including the collaborative process of concept art development.

Collaborative Creativity: Bringing Concepts to Life

The students work together, sharing their ideas and providing feedback on each other's designs. They start with thumbnail sketches, then progress to black-and-white renderings, and finally, full-color versions of their creations. The class utilizes online collaboration tools like Figma, allowing the students to see each other's work and understand how their individual designs fit into the overall game world.

Incorporating Natural Inspiration

Siobhan McKissic, the design and materials research librarian for the Ricker Library of Architecture and Art, further inspires the students by showcasing fabrics, papers, and other items made from natural materials such as tree bark, pineapple tops, banana peels, and hemp. These natural materials prompt the students to consider how their characters and environments might be constructed using the resources available on the alien planet.

Maturity and Growth through Challenges

Graphic design student Lily Choi, who is taking the class for the second time, reflects on the growth she has experienced. She says the class has challenged her to draw things she wouldn't have otherwise considered and to work in new ways, both individually and as part of a design team. Choi's design for the abandoned mining camp, with its treehouses connected by pulley systems, showcases her ability to incorporate organic materials and respond to her classmates' ideas.

Bringing Creatures to Life: The False Teeth

Anna Fedczuk, a computer science plus advertising major, designed a vibrant green creature called "False Teeth," which she imagines as a massive, centipede-like being with soil and plants accumulated along its body, as well as dry, scaly patches resembling bark. Fedczuk's design also features a creepy mask-like face inspired by a Japanese festival, with tentacles peeking out from around it. Curtin praises Fedczuk's design, noting that it tells a compelling story and viscerally connects the creature to its environment.

Embracing Nature's Inspiration: Bug Clementine

Vi Manova, a costume design and technology major, took inspiration from McElrath's insect presentation to design "Bug Clementine," the game's main character. Manova's design features a cape modeled after the jewel bug's protective shield, with a pattern based on the harlequin beetle's elaborate markings. Manova explains that they enjoy taking inspiration from natural, real-world elements, as insects often have fascinating patterns and colors that are rarely seen by most people.

Collaborative World-Building: A Game Industry Simulation

Curtin's goal is to provide students with an experience that mirrors the collaborative nature of the video game industry. By working together towards a shared outcome, the students learn to navigate the real-world dynamics of a design team, understanding how their individual contributions fit into the larger project. Curtin emphasizes that in game development, "it's a group sport," where everyone works towards a common goal, iteratively improving the quality of the product.