리그오브레전드 한국홈페이지가 아닌 미국의 본사 홈페이지를 구경하던 중 소환사의 협곡 컨셉아트를 발견해 흥미가 있어 여러분들에게 한번씩 보여드리고자 포스팅을 하게 되었습니다. 현재의 소환사의 협곡이 어떻게 탄생하게 됐는지! 구경하시죠.
(본 게시글의 전문을 퍼왔으며, 출처는 http://na.leagueoflegends.com/en/page/game-updates/features/check-out-some-summoners-rift-concept-art 입니다.)
Here's a super late painting we created to hone in on the spawn area's lighting. The beta launch of Summoner's Rift actually had zero lighting, but we slowly added elements in as we updated the map
We painte this up to study how colud show terrain transitioning from areas near Baron to places way away from him.
These are some concepts that we sketched out for an asset to replace the small cluster of trees in the original SR bases. We wanted to replace that blocker (the term we use for something you can't move through) with something a little more visually interesting and architectural.
rRemember the old wraiths? We sketched out a TON of ideas for things that could replace them. After trying a few of these guys out, we started leaning towards some bird-like creatures that eventually eveolved into the raptors you see in the rift today. (1. Vulture Monkeys, 2. Dire Porci Ract, 3. Shroom Thugs, 4. Crystaling, 5. Mudworm, 6. Mandrake gone bad, 7. Stummpils, 8. Plant Chomper, 9. Scorpo Flles, 10. Flame Pixie, 11. Not Warrior, 12. Globs)
Old baron was... well... a bit of a sock puppet. After trying a few ideas out, we ended up using the model that would later be in A Twist of Fate. But we still interated, making tweaks to his ead area, and giving him a huge body that we could really show off in his spawn animation.
These are a couple of early studies looking at the composition of the north spawning platform and shop. The first is earlier, and from it we refined shape language, values, how busy the area would be, and overall composition.
These are super early sketches of the northern area, which we wanted to feel more destroyed than the rest of the map the emphasize Baron's catastrophic impact. These drawings pushed really far in that direction.
We used a sharp motif for the Paladin (or south side of the map) that would stand in contrast to the Mages (North side). The Paladin elements in the map are strong squared shapes and motifs that stand out from the sharp, aggressive, and dynamic shapes used by the noth side.
These are some explorations looking at hw the rift would infuse on of the more natural creatures on this mountain.
Back on howling abyss we designed one of the shopkeepers to have this massive pack-yak. We really loved the idea but we could not get him to work within the constraints fo the Freljord. He eventually became a she, and fit perfectly into SR. We always knew that we wanted some type of shipwrecked ballon-riding yordle for the north shopkeeper.
We knew really early on that wraiths didn't feel indigenous to the rift, but it took a really long time to find a critter that would fill his shoes.
The team really resonated with the idea that the magic of the rift physically forming into its guardians, and the Brambleback in particular to reflect the raw aggression that you feel when you pick up the red buff.
There was a lot of focus on how we wanted a unique dragon from other IPs and fantasy games. We tried a grounded dragon, but ended up with a thick, heavily armored guy, so carried on until we gravitated around this study, which put us on the path to finding the unique League take of a dragon.
We spoke about quadrants during the map update's beta stint, but here's a really clear representation of what we wanted to pull off. It's a really early painting, but even still you can see the redwoods in the north, the cairn-stones in the east, and the overgrowth and vines in the south. We ended up going with a different direction in the west jungle, but its color palate and tone is still pretty similar.
This concept shows the contrast between the paladins and mages use of magic. In the case of the Paladins, magic is used in a very tightly restrained and controlled way; In the case of the Mages, magic is used in a more organic and chaotic way. This hearkens back to the old map and the Order vs. Chaos sides.
In this top lane vista sketch, we wanted to explore rock shapes and study the integration of the background elements. This is a more wild version of the area that you see in SR now... and has a lot of eggs.
Here's an exploration of the architecture we had out in the periphery of Summoner's Rift. We really wanted to use this blocked off space to show structures that the native cultures built, hopefully giving you guys a sense of a consistent and cohesive world.
Our early minion concepts explored ideas like minions made out of animated magic scrolls, bolts of cloth animated by magic, and even just sound.
This was actually a very late exploration of Dragon. Many of our earliest ideas for Dragon were not even dragons at all, but ran the creature gamut of what could fill that role on the map before we decided to go back to a more traditional scales and wings creature. The dragon we have in-game is a combination of the proportions of the first dragon, the head and wings of the third dragon, and the tail of the seventh guy!
This Baron illustration was one of the first images that was created for SR. We heavily referenced him for all of production. The way he is constructed (using stylized but very aggressive shapes) guided how we created everything from creatures to rocks to trees from that point on.
This concept was an attempt to apply a very heavy and distinct theme on a specific quadrant of the map. The cracks show that you're near Baron, and we created giant trees that were ripped down when Baron spawned, with tons of new life grown back since.
We explored two opposing animal types as the potential themes for the different sides of the map. Here are some early sketches!