At the GDC round-table this year we touched on concept art and preproduction for VFX. Many of us have expressed some level of dismay over the lack of planning for VFX. Often the effects are started late in the process, there’s no guiding concept art for the VFX and additional VFX help is brought in to help get the game across the finish line. As an educator, I’m looking to get students started off on the right foot and always incorporate some level of planning before they make their VFX. I’m looking for examples of concept art and/or other forms of planning for VFX. If you have examples from your own work or other examples that have inspired you, please share.
Inspiration for this comes from a GDC talk a couple years back by Matt Vainio at Sucker Punch. The amount of planning and concept art that went into creating those VFX seems luxurious. Shouldn’t it always go that way?