CREATIVE STRENGTH & ORIGINALITY
Which idea excites you the most and sparks the most imagination?
PC: The Planetary Civilizations definitely has more to work with, considering it encapsulates the entire solar system and the planets' unique characteristics based off of the inspired gods. The environments would also be wonderful to design, considering how many different biomes and types of architecture would be the fundamentals of each civilization.
CL: The Coastal Life has a beautiful range of sea creatures and merfolk ranging from different species we recognize in the present, such as half-shark, half-octopus, or half-whale. This prompt is certainly for character design, considering how many groups you may consider in such a dense tropical setting, with the notorious pirates and curious travelers. However, despite the many positives, I still prefer the Planetary Civilizations, as I think a single planet, such as Neptune or Venus, could imagine these sea creatures in their own population.
IH: The Insect Hierarchy is already pretty well-founded, considering we worked on a thick chunk of it. The existing mood-boards, architectural ideas, and character sketches will help bring depth to this concept. The strength it holds is rooted in the story-line, which depicts a tense, on-going bloodshed between the two major kingdoms. Like before, I think Planetary Civilizations is the strongest, as I was not the only one to think of this idea and would like to focus on something I worked on entirely myself.
Does your idea feel unique, or have you seen similar work in games, films, or animations?
PC: It feels rather unique if we're talking about correlating actual planets with Greek deities and spawning a civilization from it, but media has created kingdoms and planets that are always travelled to, such as Honkai: Star Rail and many Marvel movies.
CL: Tropical realms have been rather popular with their links towards Hawaii and Caribbean regions. It certainly isn't a new concept, but I believe adding more diverse sea-life that is uncommon in media could spark some interest.
IH: There have been several games that utilise bug people instead of the standard human, such as Hollow Knight, and keep the insects' nature, position on the food chain, and overall aesthetic in mind when designing characters influenced by them. For our rendition, each species is dependant on a hierarchy, a unique, societal twist of the 'food chain'.
Could your idea be expanded into a full project without losing its impact?
PC: I think it could. There are a multitude of topics that can be delved into, from the planets' ecosystems, environment, global cuisine, and attitude of the people, to connecting the original Greek gods' past to the relationships between planets now.
CL: It could feel limited by its primary location of tropical islands, pirate ships, and underwater caverns, but I believe these can be expanded with thorough research as the sea is infinite and an archipelago can be established.
IH: Absolutely- it'll focus on the battle between Sanguine and Volutiola, taking apart the differences in their culture, morals and laws, aesthetics, environments, and societal norms. I could also design weapons and mechanics that both regions use against one another, such as tanks, melee weapons, and ammunition.
NARRATIVE & WORLD-BUILDING POTENTIAL
Does this idea allow for strong storytelling or world-building?
PC: Absolutely. I plan to also involve the moons with smaller, less advanced colonies, as well as supernova travellers and those who visit the planets from the stars. I'd love to create a bustling solar system, similar to a lively city. For example, the stars would help passengers get to their desired planet, almost like public transportation.
Each planet has different backgrounds and origins, which can make for interesting lore and overlapping story lines if related to other planets.
CL: For this concept, everything sort of goes as it pleases. There's no real 'story' as of yet, only the fact that merfolk are caught by pirates and those inhabiting islands are against it. It may spark a rivalry with species of the sea in the crossfire, and the scattered regions may contain different tribes and characteristics to their design and personalities.
IH: I believe so. Most of the story will focus on the queen of Sanguine and the royal family struggling against Volutiola as well as attempting to be a fair and just monarch. This may be paralleled with Volutiola's own dictator, who cares little for its citizens and uses them as disposable soldiers as to take over Sanguine, caring only for power and control.
Can you clearly visualize the setting, characters, or key moments within this realm?
PC: The idea is that, after Earth eroded and soon became completely uninhibited, the planets began to form over millennia through the soul of their respective Greek gods. As they are on a higher plain, and not exactly 'alive' nor 'dead', they cannot be perceived by the naked human eye.
Unfolding from Earth's now corroded core lives a slumbering Azathoth-like deity (in which it holds the matter of anything and everything, like from H. P. Lovecraft), and if anyone were to stir it awake, the entire universe and beyond would cease to exist. Its woven existence make the average person shrivel, not daring to utter its name- if they come to know it. The leaders of each planet work tirelessly to keep it sleeping.
CL: This is a more lively and less dark setting, despite the capture and selling of merfolk. It'll contain more bubbly action and loud settings with bright palettes. However, there are certainly dire moments, such as merfolk angrily dragging pirates down to drown, or pirates threatening annihilation of tribes. The main key moment is the fact that merfolk have lived near the ocean floor for centuries, only recently evolving and adapting to the less pressurised water near the surface. Pirates have caught wind of their existence through capturing schools of fish, a merfolk tangled between the webs. Now tirelessly on the hunt for pretty pennies with such mythical creatures, those leading the notorious ships will stop at nothing for a buck and reputation to make.
Those living on islands only hear of the situation when a spy sneaks onto a pirate's ship and documents their cunning plans. They wade their way through tropical waters on decorated canoes and rafts, attempting to warn merfolk of the pirates' routes. This causes several clashes between both parties.
IH: The queen of Sanguine lived fairly peacefully within her kingdom, providing her people with protection from her most prized artilleries and soldiers in return of work and providing the land. Once the dictator hailing from Volutiola discovers their rich region filled with generous resources of gold, iron, and suitable soil for growing healthy vegetation, he was quick in deciding to launch war over Sanguine. His own kingdom struggled, with only coal being their main resource to deport for any income, he became desperate for more control and power.
Initially, he provided an ultimatum to the queen- provide half of their earnings and resources to Volutiola, or expect a raging and ruthless declaration of battle. The queen was incredibly unwilling, considering her citizens worked hard for such results and a chunk of it would be given to a region she had never come into contact with, and allowed the war to begin. Her army consisted of airborne insects and aircraft, whilst Volutiola attacked underground or overground.
Would this idea work better as concept art, an animation, or a digital painting?
PC: Concept art. There's a lot I want to explore, and using environment and design concepts will help most. I could do a digital painting of an overview of the entire solar system, sporting the small glimpses of life on every planet.
CL: A digital painting that captures each section of the story- pirates fighting off those loyal to the tribes, with merfolk fleeing or attempting to help by dragging pirates down to the sea. I could also focus on where merfolk live and thrive, creating environmental shots of their habitat.
IH: An animation is possibly most suitable for such a tale. Between shots of Sanguine's citizens working, to their army scoring against Volutiola, it'll have to provide immersive action and movement that only animation, or even a simple storyboard and animatic, can achieve.
PRACTICALITY & SKILLS
Do you have the skills and resources needed to execute this idea?
ALL: I believe I do. I simply need a pencil and paper, as well as my drawing tablet that I got working recently, and I'm good to go. I can find my references and inspiration on Pinterest or from artists I look up to.
Can you develop this project within the 12-week time-frame?
PC: I am a little worried about the limited time we are given, however, I will tidily organise every task into a calendar to help stabilize my stress and the amount of work I do for every assignment.
CL: Certainly. It's not as large as Planetary Civilizations, only focusing on three main groups that are already well established. I would not have much issue finishing this off in three months.
IH: Most definitely. I've already designed a few characters from the Miro board, and I've been given permission to use my teammates' own work in my FMP. I only need to refine these ideas and expand them as my own.
Will this idea allow you to demonstrate a variety of practical skills, including sketching, digital painting, composition, or animation?
PC: Absolutely! I'll be able to display my abilities to design vivid and immersive concepts, as well as quick doodles that lead to such phenomenal compositions.
CL: Yes. This one in particular will focus on environment, with tropical bays and seas, to pirate ships and secret hideouts, to the underwater region merfolk find solace in. I think this will display my abilities in creating impressive backgrounds and environment shots.
IH: If I go with the animation route, certainly. It'll show that I can put my ideas into motion, using several tips and fundamentals of animation to make my concept thrive. I can also focus on the designs, which bring together humane characteristics with insect features.
INDUSTRY RELEVANCE & PORTFOLIO POTENTIAL
How does this idea relate to digital art, concept art, or animation industries?
PC: As many industries demand, concept work of environment shots and character designs are critical for a well-versed story that can show without telling. The capability to create such compositions and present them with accuracy, confidence, and passion is extremely helpful and a fantastic skill to harbour when working for a creative industry.
CL: Similar to the above, environmental shots can provide the details without any words. For example, the tropical islands will be colourful and soft in angles, providing a cheery, peaceful society. Meanwhile, pirate ships will be messy, chipped, and crowded with ammunition, sword casings, and pinned delicacies from previous bounties, showcasing a brutal, dangerous atmosphere. The scenes underwater are serene with coral reefs, luminescent fauna, and caverns carved from rock, entailing a quiet, elegant space.
IH: This one in particular relates to animation industries as it would be an animated project. A 30 or so second segment will be jam-packed with the overall atmosphere and parallels between Sanguine and Volutiola before ending of with their impending battle against one another.
Would this work be suitable for a professional portfolio?
PC: Most definitely, as it is a raw documentation of my abilities to string together ideas, create concepts and basic compositions, and weaving it all into a colourful package of both engaging story-telling and environmental as well as character imagery. The fundamentals of an artistic portfolio are examples of what you can do, which this FMP will help me achieve.
CL: I believe so, considering I will be able to show three completely different groups entangling and interacting with one another, providing depth to my story and world-building. Being able to design the characters and environments of such diverse concepts may also be perfect for my portfolio, as it shows my ability to go out of my comfort zone and try things that seem rambunctious put together.
IH: Certainly. If I need examples of animation, this will be a perfect opportunity to provide what I can do within the immeasurable landscape of motion and movement. I can show the heaviness and strength within the Volutiola's movements in their soldiers and artilleries, whilst Sanguine is airy, swift, and light with their army's movements.
Can you reference existing artists, animators, or industry trends that align with your idea?
PC: The interplanetary travel came from my love of the game Honkai: Star Rail, where the main protagonists voyage amongst the stars through a space train. I loved the idea of different planets harbouring unique civilization, all with certain morals and characteristics.
I wanted to use the solar system's planets as they have so much history, symbolism, and legends spiralling around them, which could help bring their societies to life. The gods are another layer of this, providing more substance to the solar system's population.
CL: I don't have anything related to anything external, but I do have original characters that has inspired me for this entire concept. A merman and pirate who are in love and are separated by the expectations of pirates having to capture merfolk. However, in general, I believe many people attempt to do a coastal scenario with Hawaiian origins as it is a common trend amongst artists.
IH: Hollow Knight is the most prominent example, with their distinct designs between different insects that have several roles along the game. I wanted to expand upon this in my own rendition.
FINAL DECISION
After evaluating your three ideas, rank them from strongest to weakest based on the questions above.
Planetary Civilizations is definitely my strongest idea as it has many references and inspiration to take from, as well as rich and expansive surroundings.
Coastal Life is my second strongest, bang on the middle. There's potential here, with sea-life areas, pirate colonies, and a tropical, breezy atmosphere, but I struggle on making an in-depth story-line for it. I'll consider continuing this in my own time.
Insect Hierarchy is my weakest, but this is mostly because I had already worked on it before and wanted to do something new for my FMP, as well as the fact it's not just my work.
Choose the idea that you feel most confident and passionate about.
Planetary Civilizations
Write a short paragraph explaining why you selected this idea and how you will develop it into your final project.
Planetary Civilizations is the one I'm most confident about. I think I can expand upon this one almost infinitely because I can give my own twist on everything, whilst Coastal Life has limitations (by adapting around Hawaiian culture without harmful stereotypes and incorrectly representing them) when I'd like to create my own culture. I also struggle with Insect Hierarchy as it's not entirely my own, and I want something that I thought of from scratch.
I can tailor the Greek interpretations and planetary representations to my own style, providing a large amount of references and inspiration for my work.