The Evolution of Visual Narrative in Game Concept Art: From 2D to 3D Pipeline Innovation
DOI: https://doi.org/10.62517/jbdc.202501413
Author(s)
Qifang Zhang*
Affiliation(s)
School of Animation and Digital Arts, Communication University of China, Beijing, China
*Corresponding Author
Abstract
Transitioning from traditional 2D concept artwork to modern 3D pipelines is a huge change in how visual narrative is made and told in the modern video game industry. This paper looks at the development of concept art methodologies over the last twenty years. It talks about progress in 3D modeling, real-time rendering, and procedural generation taking the creative process from still graphics to moving, interactives prototypes. We will show this through the case studies of modern-day game studios, and we look at different types of production pipeline on both Indie and AAA studio and that leads to quick turnaround for testing iteration, better cross dept communications and a better visualization of space and our play perspective. What I do find though is that 3D tools can make a huge difference on technical level and how to integrate the assets together, but sketches are still needed for ideas and art in a quick way. We offer a framework on how to combine 2D & 3D, what's good in both worlds to fix problems on training new skills, have enough money and software to use, and keep that art's vision when it goes on the production line. Outcome, it makes beneficial discoveries to the movies which are moving around in the world of changing concept art, it says trends that are going to create the way of doing visual development for the coming era.
Keywords
Concept Art Evolution; 2D to 3D Pipeline; Visual Narrative; Game Development Workflow; Hybrid Art Production
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