Building a Concept Art Portfolio

Concept Art Generalist Portfolio

A concept art generalist portfolio showcases a wide range of technical and design skills, which allows artists to cast a wider net when looking for work. This type of portfolio shows off broader skillsets and is valued by smaller teams that require artists to wear many hats, common in indie or AA game studios. It may be a risky choice if you are a junior looking to get into a AAA studio, as the subject matter is broad and it can be challenging to get your work to a high enough quality unless you have many years to practice.

Why Your Portfolio Matters

Your concept art portfolio is your professional identity; it demonstrates your ability to solve visual design problems and meet specific requirements that a game studio needs. As a concept artist, you're not just creating art for aesthetic purposes, but you're designing functional, believable worlds that serve a studio's gameplay and narrative.

Concept Art Generalist Responsibilities:

Character Design: Creating believable characters and/or creatures.
Environment Design: Establishing locations that support gameplay and tell stories.
Prop Design: Designing functional weapons, tools, objects and vehicles.
World Building: Ensuring all visual elements work together cohesively.

Essential Skills For This Role:

Drawing & Sketching
Anatomy
Perspective & Composition
Color Theory
Design Principles

Drawing & Sketching
Anatomy
Perspective & Composition
Color Theory
Design Principles

Drawing & Sketching
Anatomy
Perspective & Composition
Color Theory
Design Principles

Photo Bashing
Painting
3D Design
Mood Boarding
Rapid Iteration

Photo Bashing
Painting
3D Design
Mood Boarding
Rapid Iteration

Photo Bashing
Painting
3D Design
Mood Boarding
Rapid Iteration

Structuring Your Portfolio

For your portfolio, aim to have at least 2 Projects with 8-10 Pages of work that revolve around a narrative.

The most effective portfolios are often built around narratives rather than random standalone pieces. A narrative better reflects critical thinking and world building, and influences every decision made in the design and game play.

These projects should show your design process and ability to maintain visual consistency across multiple pieces. While it's valuable to include some standalone pieces that showcase different skills, your narrative projects should form the core of your portfolio.

Narrative Provides:

Design Logic: A framework for making consistent visual choices.

Storytelling Through Visuals: Proves you can communicate narrative elements through your artwork.

Problem-Solving Context: Shows how you approach real design challenges.

Professional Relevance: Mirrors how actual game development works.

Design Process Documentation: Shows your iteration methods, from initial concepts through refined final designs.

Choosing Your Story Foundation

You can build your narrative projects by either adapting existing stories with your own visual interpretations or developing original stories from scratch. Adaptations let you focus on visual development while originals can give you more control over the work you create. Note that creating an original story will require more time and work as you are also taking on the role of a writer. Both approaches are effective at demonstrating your concept design abilities.

Below is a break down of pros & cons for these two approaches:

Option 1
Re-Imagine An Existing Narrative

Adapt classic literature, mythology, or old films.

Add unique twists (e.g., What if The Wizard of Oz was a Sci-Fi?)


Avoid recent popular games or movies narratives (reduces direct comparison)


Pros & Cons

Viewers are already familiar with the subject so it's easier to understand at a glance.


Less upfront work so you can focus on the art.


May have less originality.

Option 2
Create An Original Narrative

Write down your story (or at least the big story beats) before doing the artwork so you have a solid roadmap to follow.


Pros & Cons

Gives you complete creative control.


Shows original thinking and world-building skills.


Shows you have design and narrative skills.


Requires story development time which may take away focus from your art.


May be harder to understand for new viewers

Building A Portfolio Project

Below is a guide for structuring concept art projects in your portfolio. Again, I recommend having at least 2 of these projects in your professional portfolio.

Use this guide as a starting framework, but let your career goals and project scope guide the final direction.

Your portfolio directly influences the type of work opportunities you'll receive, so ensure it aligns with where you want to work and what you want to create!

Begin by answering these questions…

Project Narrative

What's the narrative? (Choose an existing story or write your own)

Game Concept
  • What's the scope of this game? (Indie, AA, or AAA)

  • What genre? (Fantasy, Sci-fi, Horror, etc.)

  • What are the game mechanics? (Side Scroller, First Person Shooter, MMORPG, etc.)

Visual Style

What is the style you want to work with? Be specific, find examples. (Overwatch characters in pixel art style, Pokemon in realistic horror style, etc.)

Project Example

Below is a recommended template for each page of this portfolio with visual examples from existing games.


This is a jumping off point! Use this guide as a rough template but feel free to adjust it to fit your own project.

Page 1

Introduce Your Characters

Focus: Characters Designs Driven By Narrative

Include:
- Fashion/clothing that reflects the world and character's personality
- Unique traits that hint at gameplay roles
- Clear silhouettes and strong design language
- Cohesive, striking stylization unique to the world
- Callouts for crucial elements or hidden mechanics

Include:
- Fashion/clothing that reflects the world and character's personality
- Unique traits that hint at gameplay roles
- Clear silhouettes and strong design language
- Cohesive, striking stylization unique to the world
- Callouts for crucial elements or hidden mechanics

Tip: Create a page with both ideation sketches and a final render to showcase your thought process

Tip: Create a page with both ideation sketches and a final render to showcase your thought process

Examples: John Powell from Ghost of Tsushima (L), Yoji Shinkawa from Metal Gear Solid (R)

Page 2

Character Evolution

Focus: Character Progression and Detailed Callouts

Include:
- Upgraded versions or alternate skins for one character
- Material and texture specifications
- Close-up details of key design elements
- Equipment variations that suggest character progression
- Accessory and weapon variants

Tip: Each variant design should be distinct from each other and rarity or level progression should be visually clear.


Examples: Naomi Baker from Ghost of Tsushima (L), Mitch Mohrhauser from Ghost of Tsushima (R)

Page 3

Weapon and Tool Design

Focus: Your Primary Character's Weapons and/or Tools

Include:
- The weapons or tools your primary character uses
- Multiple sketches of different weapon concepts that show design range
- How does the weapon function?
- Component breakdowns or exploded views

Tip: Design weapons and tools that reflect your world's technology level.

Examples: Yoji Shinkawa from Metal Gear Solid (L), Dorje Bellbrook from Destiny 2 (R)

Page 4

Creature Design

Focus: Enemies and/or NPC's In Your World

Include:
- Multiple creature concept designs
- Evolutionary stages or growth phases
- Special attacks if creature is an enemy
- How your creature moves
- Size comparisons with characters or environment

Tip: Combine familiar forms from nature in unexpected ways to create creatures that feel both foreign and believable within your world.

Examples: Nicholas Kole from Crash Bandicoot (L), Stephen Oakley from God of War (R)

Page 5

Vehicle Design

Focus: How Your Characters Travel

Include:
- Is your vehicle man-made or organic? (ex: spaceship or horse?)
- How does your character ride the vehicle?
- Show how the vehicle's exterior could upgrade
- Multiple views of the vehicles design
- Interior/cockpit layout if applicable

Tip: Use tools like 3D modeling software to block in hard surface vehicles forms to view at different angles.

Examples: Yoji Shinkawa from Metal Gear Solid (L), Dipo Muh from Destiny 2 (R)

Page 6

Prop Design

Focus: Environment Props That Populate the World

Include:
- Prop design ideation sketches
- Interactable props such as loot boxes, chests, save markers, etc.
- Callouts on how your props function
- Material and wear texture painting

Tip: Maintain consistent stylization across all props to unify your world's visual language.

Examples: Little Nightmares (L), Didier Nguyen & Khoa Viet from Crash Bandicoot (R)

Page 7

Environment Design

Focus: Architecture or Large Sections of Environment

Include:
- Technical line drawings showing detailed world views
- Important buildings or structures in the world
- Sense of scale in comparison to characters
- How the environment tells your game's narrative

Tip: Include callouts showing interactive elements, climbable surfaces, and navigation paths to demonstrate player interaction design.

Examples: Florian Coudray from Spyro (L), Yoji Shinkawa from Metal Gear Solid (R)

Page 8

Environment Painting

Focus: A Visionary Concept of the Mood of the Game

Include:
- One concept painting of an environment
- Show an important landmark in your game
- Your prop/environment designs within this painting
- Atmospheric effects that enhance storytelling
- Consider the player's path and level design principles

Tip: Use atmospheric perspective and lighting to create depth and guide the viewer's eye to key story elements within your environment painting.

Examples: Destiny 2 (L), Florian Coudray from Crash Bandicoot (R)

Page 9 (optional)

Keyframe Painting

Focus: An Important Moment in Your Story

Include:
- One painting of a defining moment in your story
- Characters you have previously designed in dynamic poses
- The mood of the moment through colors and atmosphere
- Cinematic framing and camera angles

Tip: Compose keyframes like movie shots with dramatic lighting and dynamic angles for the best emotional impact.

Examples: Jose Cabrera from God of War (L), Nicola Saviori & Florian Coudray from Crash Bandicoot (R)

Final Thoughts…

Remember, creating a strong portfolio always begins with solid technical and design skills. Strong technical skills will only amplify your creative voice and will set you apart in this competitive industry.

I hope this guide has given you a good starting point for building portfolios that studios are looking for. Again, this is a good basic template, but feel free to add or subtract things that serve your narrative and showcase your skillset to the fullest.

Good Luck!