Concepts paintings that tell a story


#1

Hey guys,

I’m currently in the process of trying to develop my concept painting skills. I’m committing myself to painting 1-2 sketches a day while I have some down time. One thing I really want to do, which I know is one of my weaknesses, is try to really see each sketch as a key frame from a film, with a story behind it. In the past I would just randomly sketch without much thought about using the camera angle, lighting, compositing etc to tell a story. So that’s my main goal with these, to ensure each one tells a story.

Hopefully this is the right place to post :slight_smile:

Alien probe

3 hours - I tried to tell a short story with this one, the idea that a probe crashes into the planet, then these alien creatures come to investigate. I feel it works quite well, but the composition is a little flat.

Cityscape 01

3 hours - This one failed to tell a story, i guess you could read something from the ships, but otherwise its just a landscape.

Ruin gate

1 hour - This was a perspective exercise.

Thoughts and critique very welcome.


#2

I’m no expert on concept art. But I really like the Alien Probe painting. I think the alien mechs are beautiful and interesting. I like the composition. The only thing I wish is the foreground alien had a bit more highlights or textured highlights so he popped a bit more against the sky.

Although the Cityscape 1 is well executed, perspective looks good, distance fog, etc. I didn’t find it very interested. As my eye wandered over the image, I would be let down by details that suddenly became muddy.

Ruin gate has potential. But feels a little cold of course that could be the point based on the name “Ruin” :slight_smile: Looks like a good start.


#3

Thanks Paul, i completely agree with your comments and will take them on board.

I tried another sketch today, this time paying more attention to the basics of visual story telling; using a composition that flows better, has a clear fore, mid and background with an element of tension in between.


#4

The latest picture looks great Everlite. So far it’s the best one for me :slight_smile:

The legs of the diver looks pretty long – if it’s a stylistic decision I think you came make them even longer to emphasize their length.

I think the storytelling is already good in this picture, but if you want to add some more tension then maybe there could be a shark coming up behind him that he’s not aware of :o


#5

Thanks Anders,

Agreed, the legs are quite long, this wasn’t intentional to begin with, however I realise later and decided to keep them like that for the stylistic look.

The thinking behind this one was, there’s the diver coming out from an underwater cave, he sees his boat in the distance and then two sharks appear between him and his boat, he pulls out his knives and prepared to fight them.

I created a bug creature last night, not quite story telling but I wanted a break from environments.


#6

Another random landscape …


#7

Hello!
Alien Probe
The composition is good , and the story is still rolling in my mind. I love how you separated the origin of the subjects ( the probe and creature ) by giving their lights different colours.

Cityscape 01
I kind of see a story here. I either see a dock or fishing town that is loading unloading those ships. That or some hasty evacuation due to a conflict/war happening inside/around the city. In my oppinion it’s good.

Ruin gate
Reminds me of Ahn’Qiraj from that popular MMORPG. (don’t know if allowed to say the name) The perspective came out good. It’s a pitty you didn’t continue it…

Shark one
The layering of the composition came out really good. I really like this one. Although I think you could’ve told more of a story with this if you would have drawn the midground shark like if it was turning towards the diver , and make the diver in a more protective position , legs a bit forward , and knees towards the chest a bit , like if hes was having the fight or flight conflict. Either way , I really like this one.

Bug
Flawless… 'Nuff said.


#8

Are you only interested in doing images that can also double as concept art, or are you also interested in images that are essentially illustrations? I’m asking because there’s a big difference. With images that need to function as concept art, most of the time, the emotional distance is quite far in the image–there’s a sense of detachment from the scene and characters involved. Concept images tend to first and foremost function as “utilitarian” instead of “storytelling.”

With illustrations, there’s no such limitation–you can express emotions and really home in on the body language and expressions of characters, and convey storytelling in ways that don’t have to have a utilitarian purpose of explaining how the building/vehicle/armor/creature/character is supposed to look like with total clarity. Lighting can be totally moody and even show next to no detail, such as a striking, back-lit scene of silhouettes. But you wouldn’t want to do that in concept art (usually).

There’s a particular kind of concept art that’s basically like what artists at animation/film studios do–which is what we know as “story art” or “visual development art,” where the images are more similar to illustrations, portraying key narrative moments in the screenplay, such as pivotal emotional scenes, action scenes, establishing scenes, and so on.

So I think depending on what you really want to focus on, you may want to portray key moments in the story that actually make the narrative resonate emotionally and intellectually, as well as entertaining the hell out of the viewer.

Utilitarian type of concept art may be nice eye-candy, but they are usually vacant emotionally and in narrative. If your goal is to really push your work to convey more than the usual utilitarian feel of concept art, then I say really dig into the emotions of the narrative and portray scenes that actually resonate with people’s heart and soul, as opposed to strictly eye-candy.


#9

Takgrag -

Alien Probe
The composition is good , and the story is still rolling in my mind. I love how you separated the origin of the subjects ( the probe and creature ) by giving their lights different colours.

Thanks, i’m glad you noticed that subtlety, I was playing with the idea of this alien device landing on the planet surface, but then became stuck with how to distinguish the device as something alien to the bug character, i then came up with the idea of the lights; it was a long shot but seems to have carried the idea.

Cityscape 01
I kind of see a story here. I either see a dock or fishing town that is loading unloading those ships. That or some hasty evacuation due to a conflict/war happening inside/around the city. In my oppinion it’s good.

It was indeed intended to be an evacuation. In retrospect I can see this painting needs a lot more work to carry this idea.

Ruin gate
Reminds me of Ahn’Qiraj from that popular MMORPG. (don’t know if allowed to say the name) The perspective came out good. It’s a pitty you didn’t continue it…

I’m not familiar with the game. It was intended as a perspective exercise. In the past I really neglected to use correct rules of perspective in favor of doing a quick 3d render and using that as a guide, but in recent weeks i’ve started to force myself to use more traditional techniques, and I’m finding my results are more thought driven, thus more interesting, so there’s definitely a benefit to the traditional approach by where you have to actually think!:slight_smile:

Shark one
The layering of the composition came out really good. I really like this one. Although I think you could’ve told more of a story with this if you would have drawn the midground shark like if it was turning towards the diver , and make the diver in a more protective position , legs a bit forward , and knees towards the chest a bit , like if hes was having the fight or flight conflict. Either way , I really like this one.

Agreed, there’s definitely a lot of room for improvement in this sketch. I was watching an interview with Stan Lee this evening where he was describing how when designing a panel for a comic, you always have to illustrate the height of the action, the apex if you will, to maximise on entertainment value. I found this interesting, and reflected on my own work, including the shark example, in which I could have moved further along in time to a greater height of tension.

Takgrag, thank you for your feedback.

Lunatique -

There’s a particular kind of concept art that’s basically like what artists at animation/film studios do–which is what we know as “story art” or “visual development art,” where the images are more similar to illustrations, portraying key narrative moments in the screenplay, such as pivotal emotional scenes, action scenes, establishing scenes, and so on.

This describes what i’m trying to do.

I never quite know what to call these, i’ve heard people call them; Key frames, story beats, production art and those that you mentioned. I often get asked for this kind of work from clients, but find it’s one of my weaknesses.

What I’m aiming for is to visually describe key moments in a script; this been moments of strong emotion or action, and learning how to use the camera, lighting and composition to really sell what’s happening in the frame. In many ways I’m going back to basics.

I guess one thing i’m aiming for, is trying to communicate emotion through lighting, composition and camera work, without using a human component. Does that seem like a good idea? I imagine that’s one side of the coin, while the other side would be to then illustration the human action/reaction.

Take a look over the rest of my concept art here; http://www.shooboxgarden.blogspot.com/p/concept-art.html this should give you a greater sense of where i’m going wrong.

Aside from developing my skills in the above, I’m also trying to exercise my mind by sketching random ideas on a daily basis, such as the bug and recent landscape above.

Thanks Lunatique, your thoughts are always appreciated.


#10

I’m going to ask a rhetorical question to demonstrate a point:

How many narratives–be it books, movies, video games, or TV shows, have their pivotal emotional scenes and climatic moments without the involvement of the main characters in the story?

You see my point?

I often see artists who have a preference for architecture, vehicles, creatures, landscapes, etc, avoid having to depict human characters–either because they aren’t very good at it, or they don’t have an interest in it. But either way, it doesn’t change the point I’ve made above in regards to what we humans find compelling about narratives. Without characters, there’s only so much you can “express.” I say “express” because inanimate objects and landscapes can only convey a limited range in terms of narratives, while characters can express and convey far, far more.

One of the very first lessons I make my students learn in my workshop, is how to tell a compelling visual story that’s not only entertaining, but also resonates emotionally and intellectually, and I gotta say, as soon as they learn the lesson, the students become totally transformed. They began to portray visual narratives that are far more sophisticated than anything they’ve done before the workshop. And through that lesson, they learn first hand just how important the creative vision of the storyteller is, and how much more compelling images become when you start to inject them with emotions and profound ideas.

So my suggestion is to stop thinking of yourself solely as a visual artist. If you want to be able to portray compelling visual stories, then you have to start thinking of yourself as a storyteller. A storyteller can tell a story through visuals, or with words, or with a song, or with a movie, or with a video game. But no matter what medium you choose to tell a story in, your job as a storyteller first and foremost is to capture the hearts and minds of your audience, and to do that, you use any tools necessary, and should never limit yourself in anyway.


#11

A storyteller can tell a story through visuals, or with words, or with a song, or with a movie, or with a video game

To extend on that I still feel a good storyteller should be able to convey emotion through lighting, composition and camera angles, even if it’s a simple landscape or inanimate object, for example if such a painting connects with a memory. An even greater storyteller should be able to convey emotion beyond painting a human face as the only page for a viewer to read from. I’m not saying you’re wrong, quite the opposite, you’re completely right in what you’re saying. But I feel there’s more to driving an emotional scene than simply adding a human element. What i’m trying to develop is an understanding of everything as a whole that drives the emotion of a scene and how these tools can be used to improve the work I do.

In my next session I will really focus on what you said and try to create a scene that resonates emotionally and intellectually. Do you have any suggestions on a strong subject matter that would highlight these attributes the most?

Thanks again.


#12

What you’re talking about–to use composition (camera angle, focal length, camera position), lighting, manipulation of values (through stylized approaches–not realism), colors, anatomy/figure, stylization, and even brushwork, to enhance the visual narrative or portray a mood, is basically the grammar and vocabulary in which artists use to tell stories (and these are the things I pound into my students’ head too). But these tools must have ideas to work with, just like for writers, syntax, cadence, diction, and grammar must have something to work with–namely dramatic structure, story arc, pacing, character development, themes and motifs, and so on.

So while it is important to use your artistic grammar and vocabulary to tell stories effectively, they are not the same thing as having a creative vision as a storyteller, or having an understanding of narrative and dramatic structure. A visual storyteller is at his core, a storyteller first and foremost. In fact, all storytellers, no matter what medium they tell stories in, are first and foremost storytellers, and their chosen medium is SECONDARY to their identity as storytellers. A screenwriter is a storyteller. A songwriter is a storyteller. An illustrator is a storyteller. They all use different tools and different “grammar” and “vocabulary” that’s idiosyncratic their chosen medium/craft.

Think about it this way: Norman Rockwell without his storytelling identity, would be just a painter. He’s revered today precisely because he was a storyteller first and foremost. You can say the same thing about all the legendary illustrators that’s ever lived. Without their storyteller identity, they would just be painters.

If you have never seriously studied storytelling, and your goal is to be a good visual storyteller, I would highly recommend you actually study storytelling. It is a separate discipline from visual art. Learn about dramatic structure, conflict and resolution, pacing, story arc, character development, themes and motifs, the anatomy of the perfect ending, show don’t tell, and so on. Learning about storytelling will open your eyes and mind to possibilities you never thought of as solely a visual artist, and you will be able to imbue your visual art with more sophistication, depth, and at the same time, make them much more entertaining.

There are tons of resources online to learn about storytelling techniques, just like there are for learning to draw and paint, so even a simple google search for “storytelling techniques” will immediately get you lots of hits. Be careful though–you want to specifically study “storytelling” and not necessarily the technical/mechanical aspects of “writing” such as prose style, diction, syntax, point-of-view, and anything else to do with actual manipulation/usage of language itself, since those are strictly for people who tell stories with words.

In the meantime, one advice I give students when they ask a similar question as you did, is this:

To find a strong subject matter to portray as a visual storyteller, you basically have these options:

  1. Look inward. Start getting introspective. Think about your life. What are your most potent past memories? Death of a loved one? Betrayal of a friend? Deep shame or regret? Unfulfilled aspirations and desires? Terrifying fears? These are your emotional sources for storytelling. These emotions and memories and thoughts can be used to formulate powerful visual stories. These personal experiences when mixed with curiosity, become even more interesting.

  2. Curiosity. Ask yourself lots of “what if” questions. What if there’s an afterlife? What does it look like? What does your personal hell look like? Your personal heaven? What if a loved one is about to commit suicide and you are right there trying to stop the person? What would that scene look like? What if an alien race came and enslaved mankind, and you’re secretly trying to organize a rebellion with the other slaves? What would a dramatic moment look like in that scenario?

  3. If you just aren’t very introspective, then illustrate other people’s stories. Novels are great because they contain so many interesting scenes you can illustrate. They aren’t like movies and video games where everything’s already visualized. So pick novels you loved and find the scenes that really moved you and illustrate them. It can be a sci-fi or fantasy novel, or horror, romance, techno-thriller, or literary dramas.

The most important thing is to find a moment that really is emotional and profound, and not simply one that gives you pretty eye-candy. A bunch of spaceships fighting in space might be great eye-candy, but its emotional depth is limited. But the death of a hero at the hands of the his own men that betrayed him, would be far more emotional and dramatic. You need that human element in order to hit your audience really hard emotionally. An epic scene of alien spaceship invading downtown New York would certainly be dramatic, and it will have a certain level of emotional weight too, but if you put people in the scene–people who are running for their lives, mothers shielding her children from harm with their own bodies, brave citizens risking their lives to help others from certain death, and selfish people surviving by condemning others to destruction–then your alien invasion scene will be far more emotional because now we see the effects of the invasion and how it’s reflected in the human soul.

Very simply, think of yourself, as a human being, and what you respond to emotionally. What makes you cry? What makes you angry? What frightens you? What makes you happy? More often than not, we share these things universally as people, and that’s the key to connecting with your audience emotionally as a visual storyteller.


#13

A landscape can not tell a story, because a story needs life - otherwise no story, just a mood - the mood of the author, plus the mood of the viewer. I agree fully with Lunatique as far it’s about illustration work, having a context to a written story or some already known occurrence.

But i’d like to add that a standalone still is basically about a moment. It might be just a colourful moment of the creator, while the viewer has his black phase - not a good constellation - no story telling. Or a piece might convey just the dark mood of the creator, matching the depressive phase of the viewer - a lot of story telling.

Having an illustration with people is a completely different cup of tea. But much story telling won’t happen there either - it’s a moment, needing to interpret the past and the future, which is individual (except when you are picking out a moment of an already known story). One can give indications, well known symbols and clichés to help a bit the imagination, but it’s not really a ‘telling’ of the preceding and the coming action, more a suggesting.

Some times ago i was doing quite a lot of research on some Bosch pictures (if any story telling in one single picture, then in his work), reading also a few books about interpretations and also about interpretation of those interpretations - the latter were most entertaining, showing how subjective some of the scholars were. The interpretation of a story (incl the question of its existence) is depending on the zeitgeist, on the mood, and sometimes also on the will to do so.


#14

There are so many possibilities in which moment to depict in an illustration. Here are some possibilities off the top of my head:

-Right during the climax of the story
-Right before the climax
-The aftermath of the climax
-An introspective moment (character in repose, reflecting on a thought)
-A exposition moment (depicting a moment in the story such as a group of characters traveling through a jungle)
-An establishing moment (depicting the overall premise/world/location, such as a futuristic city and people going about their daily lives)
-An intimate moment
-A humorous moment
-A terrifying moment
-An awe-inspiring moment
-An emotional moment
-An exciting moment
-A moody moment
-A moment of beauty
-A revolting/disgusting moment
-A nerve-wracking moment
-An ominous moment
-A somber moment
-A moment of despair

And so on.

Visual narratives can be simple, or depict cause & effect, and they can be voyeuristic or exhibitive, straightforward or abstract (heavy usage of visual analogies like symbolism, metaphors, and allegory).

While artists can be vague if they want to and letting the viewer interpret the image, it’s also possible to depict images with heavy usage of visual analogies and still make your intentions very clear. This is one of the hardest lessons my students have to learn in the first week of the workshop, and many struggle with this because they are so used to only thinking of themselves only as someone who makes pictures instead of a storyteller, so they’re not used to thinking like a storyteller.


#15

Thanks Lunatique for the reply! What i was just trying to express were my doubts about the word ‘story’ concerning standalone stills. Everlite used the word for ‘mood’, which are two different things. Creating moody pictures and expecting them to tell a story is believing that the viewer will link the mood to the same incidents as the author did when painting it - difficult.

I could see a story in everlite’s apocalyptic landscapes when having some sort of life in it. Like for example a couple(humans or animals), suggesting the living on of the species, or a single plant, suggesting the living on of nature without humans. Or the last warrior after having fulfilled his task to destroy everything and now he can die in peace… Many possibilities to show a moment with past (the landscape) and its consequences (the lonesome warrior is going to die, or the last couple will live on), but the plot should be more specific than just showing the state of something.


#16

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