Arcane University:Clutter (2D)

In concept art (specifically in Skyrim modding) there are a variety of types of claims (or categories) you may encounter and choose to concept. Not all categories can be designed and presented the same way and they are often subject to different expectations.

Note that the information you read here might not apply to projects outside of Beyond Skyrim, or even within Beyond Skyrim - a project's art lead may have their own way of doing things. Be sure to clarify what their expectations are if you are unsure. But as a whole, if you follow these guidelines, you’ll be creating good Skyrim modding concept art.

Be sure to read our main Concept Art page for an overview of the basic workflow, expectations, and technical information needed for any claim. This page is additional reading.

Clutter
Clutter is typically an easy claim, though some may be medium.

The contents of a Clutter concept art sheet varies depending on the clutter design, but you must have:
 * Your name (from the start)
 * Claim name (from the start)
 * Orthographic front view
 * Size measurement
 * Notes regarding the design that can't be explained visually
 * Material image references
 * Optional: Additional orthographic views
 * Optional: Perspective view
 * Optional: Rendered view
 * Optional: Detail shots and design alphas
 * Optional: Project logo

Clutter includes objects like pots, plates, knick-knacks, food concepts, and more – any small object the player (for the most part) may pick up and use or store. Environmental assets, as the name suggests, include things that may be found outside in the environment such as statues, staircases, bridges, arches, and more. These may also fall under the clutter category.

Clutter usually only require a front or ¾ view. However, if the object is asymmetric or complex, then both a front, side and top view may be needed. Since these claims usually consist of several objects, providing multiple orthographic views of objects could be a time sink. Always consider the object you are designing and aim to make it as easy as possible for the next person who is going to handle the concept. Add any sides or details you must, but don’t waste your time by unnecessarily drawing and rendering every side and every detail. Remember to include size reference - either with actual measurements in CM or by comparing it to an in game asset or the player model - or potentially a real life object. If you are unsure of the size of what you're designing, ask your art lead.

A perspective view of the object with lineart and flat color (no render) may be needed when an asset has a complicated shape, indents, asymmetrical or several components, or need a render. A render may be needed to explain a specific effect, clarify shapes, highlight details or portray texture. However if your concept can be supplemented by real life texture and material photos that is always best.