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Appeal in Animated Character Design: Concepts and History
James Edward Walker
Submitted in Partial Fulfillment of the Requirements For the Degree of Master of Fine Arts in Animation
at The Savannah College of Art and Design
© January 2013, James Edward Walker
The author hereby grants SCAD permission to reproduce and to distribute publicly paper and electronic thesis copies of document in whole or in part in any medium now known or hereafter
created.
Signature of Author and Date_____________________________________________________ !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"!!!"!!!!!!!!!!!!!!!Wen Seun Signature Date Committee Chair !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"!!!"!!!!!!!!!!!!!!!Ashwin Inamdar Signature Date Committee Member !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"!!!"!!!!!!!!!!!!!!!William Wright Signature Date Committee Member
Appeal in Animated Character Design:
Concepts and History
A Thesis Submitted to the Faculty of the Animation Department In Partial Fulfillment of the Requirements for the
Degree of Master of Fine Arts Savannah College of Art and Design
By
James Edward Walker
Savannah, Georgia January 2013
Table of Contents
List of Illustrations 1 Thesis Abstract 2 Introduction 3 Approach 4 Body of Investigation 4-20 Conclusion 21 Filmography 22-23 Still Image Sources 24 Bibliography 25-26
1
List of Illustrations Fig. 1. Scene from Beowulf. Sony Pictures. 2007. 7
Fig. 2. Pyramid Head . Silent Hill. 10
Fig. 3. Scene from Snow White and the Seven Dwarfs. Disney. 1937. 11
Fig. 4. Mickey Mouse 1928. Disney. 12
Fig. 5. Mickey Mouse 1939. Disney. 12
Fig. 6. Tin Toy. Pixar. 1988. 16
Fig. 7. The Incredibles. Pixar. 2004. 16
2
Appeal in Animated Character Design: Concepts and History
James Edward Walker
January 2013
This thesis investigates appeal in relation to animated character design. In addition, it will look
into animated films and studios to illustrate the use of design cues to achieve allure. These design
concepts are essential parts for creating effective characters and are present in most financially
successful films. Characters that are monotonous in terms of design and that are more
generalized are far less exciting. Moreover, this can be accredited to the decline of enticing
characters in two- dimensional animation and the transfer to Computer Graphic (CG) animated
characters. The primary goal of this research is to assist other filmmakers in understanding ways
to ascertain intriguing characters for use in animated films, as well as to understand the profound
trend of attraction in characters made for animation.
3
Introduction
In the realm of American animation there are thousands of characters. These characters come in
all shapes and sizes varying in quality of aesthetic charm in terms of design. For instance, some
of the first cartoons were Gertie the Dinosaur in 1914, and Farmer Al Falfa in 1916. This was
when characters designs were in their infancy stages, to the current CG animation era with
notable characters like Shrek and Woody. This thesis investigates in hopes to understand what
constitutes as quintessential and what attributes lead to creating poignant character designs.
These attractive qualities of the character designs may be an essential part that aids in the
audiences reaction and compassion for the characters in which can improve the quality of film.
To better understand the concept of appealing character designs, the process and the criteria to
achieve fascinating characters will be investigated and explained. The thesis will also cover the
history of animated character design and the design cues used to vehemently achieve intrigue in
design. This will investigate the trends in amusing characters to compare to designs that are not
as well developed visually. Based upon the research gathered, this thesis will research to
understand and define appeal, as well as finding design cues used throughout history in
captivating designs.
4
Approach and Overview
In order to understand appeal in terms of character design, numerous aspects will be overviewed.
The sections following will explain the lure and relate it to animation. The design principles
come from various sources including Disney Animation and are the foundation of understanding
character design to translate it to animation.
Appeal
Appeal can be defined as anything that is intriguing that draws and maintains attention.
Something appealing is what a person wants to see.1 Appeal is a perplexed principle to define. It
is based on a characters personal attractiveness so arguably, also it is entirely subjective on the
viewer s point of view, and personal opinion as to what constitutes as visually pleasing.
Although this explains the wide variety of different styles of animation and character types that
are provided, if all kinds of audiences liked the same things. For instance, with animal
characters shot in stop motion, there would be little demand for abstract animation, hand drawn,
or action scenes. In turn, this would make all animation rather unidirectional.2 On the other hand,
with the diverse opinion in what is 'appealing', the industry is encouraged to develop new ideas
and specialize in styles to create a familiarity with their audience. In the book Illusion of Life, the
author describes appeal as follows. Appeal was very important from the start. The word is often
misinterpreted to suggest cuddly bunnies and soft kittens. To us, it meant anything that a person
likes to see, a quality of charm, pleasing design, simplicity, communication, and magnetism.
Your eye is drawn to the figure that has appeal, and once there, it is held while you appreciate
what you are seeing. A striking, heroic figure can have appeal. A villainess, even though chilling
1 Bennett, Doug. Character Design Principles . Web. 2011. 2 Kricfalusi, John. Disney Principles 4- Appeal 1. Web. 2008.
5
and dramatic, can have appeal; otherwise you will not want to watch what she is doing. The ugly
and repulsive may capture your gaze. 3 Elaborating on this concept further the author notes that,
Villains are usually the most fun of all characters to develop, because they make everything else
happen. They are the instigators, and as Chaplin pointed out, always more colorful than the hero.
They may be dramatic, awesome, insidious, or semi-comic, but inevitably they will be rich in
unusual personality traits. 4 For this reason, appealing has many facts. The word has flexibility,
adaptability and versatility when characterizing its use in animation.
Simplicity
Simplicity involves using basic shapes for a foundation for the overall shape of the character.
When utilizing basic shapes, it creates a recognizable silhouette, which in turn separates a
character from another.5 It is important to keep in mind the shape of the whole figure. It s a
simple technique taught in most art drawing classes, using basic shapes takes attention away
from detail and focuses on form. By building details from form designing characters is made
easier. The shape defines who the character is and the details add to character without
overpowering or detracting.
Clarity is the cleanliness in a design that is made to prevent confusion.6 Too much detail can
become confusing to the viewer creating a what is that moment. A streamline design with just
enough detail will overwhelmingly assist the viewer in seeing the point clearly. It is important to
remember that too much detail can take away from the face of the character, causing a loss of the
3 Thomas. Johnston. The Ilusion of Life. p68 4 Thomas. Johnston. The Illusion of Life. p417 5 Bennet, Doug. Character Design Principles. Web. 2011. 6 Ahad, Alex. Character Design: Big Shapes vs. Small Details. Web. 2011.
6
focal point in most cases. A conducive character design does not need excessive details to make
it interesting. Often time s refinement is superior.7
Quality of charm There are numerous examples of character designs, although many of them are not created equal.
When comparing character designs throughout the field, there can be a higher quality level. This
benchmark is set when concepts are actualized and realized. These concepts improve design
aspects that were not necessarily present and or used as frequently; for example, comparing a
budget television animated character to a Disney feature film Character from the Golden era. The
quality of appeal in a character design is determined by the level of thought implemented into the
design and the cohesiveness of the final design. The quality is constituted by all elements of
design choices put into effect.
Pleasing Design
A pleasing design can be a combination of many different aspects. These aspects include
functionality, distinction, and personality.8 The functionality entails the build of the character
and how successfully the character can evoke emotion through animation. Starting with classic
animation time period these characters are comprised of simple and calculated forms that are
easy to control.9 Furthermore, distinction is the separation a character has visually from
characters in the respective film, as well as other characters from the world of animation.
Generally they are constructed using variations of shapes and details to not appear generic or
uninteresting. Lastly, a pleasing design involves personality. Voice actors, story situations, and
7 Bennet, Doug. Character Design Principles. Web. 2011. 8 Kricfalusi, John. Character Design 2: Primer. Web. 2007. 9 Kricfalusi, John. Character Design 2: Primer. Web. 2007.
7
character performance aid this aspect.10 With that being said, a personality of a character can be
suggested based off of the appearance. Not knowing anything about the character, the personality
can shine through from the design. Some examples of characters with all these aspects include
Buzz Lightyear from Toy Story and Scrat from the three dimensional (3D) animated film series
Ice Age. Overall, these designs should intrigue the viewer and should not be distracting. Yet,
there is a distracting area that should be avoided in CG character design. That area is the uncanny
valley. A term created by Masahiro Mori, a robotics scientist, is now used in CG animation that
pertains to characters that try to mimic human counterparts in appearance, but fall short in some
aspects, which lead to dismissal from audience.11
Films like Beowulf and The Polar Express are examples of this theory. In the New York Times
article Digital Actors in Beowulf Are Just Uncanny , David F. Gallagher explains, In the same
way, it s impossible to watch Beowulf without sensing that the actors are being pushed
around by invisible forces, not living and breathing on their own. The movies animation is
otherwise so sophisticated that it is hard to pin down just what is missing. Perhaps we have spent
10 Kricfalusi, John. Character Design 2: Primer. Web. 2007. 11 Plantec, Peter. Crossing the Great Uncanny Valley. Web. p1.2007
Fig. 1.Scene from Beowulf. Sony Pictures. 2007.
8
so much time looking at our fellow humans that we can detect a problem with something as
subtle as the physics of a muscle contracting, just a fraction of a second before it pulls the lips
into a smile. The motion-capture work in Beowulf, which was handled by Sony Imageworks
using technology from Vicon, is clearly leaving something out. People who are meant to be
enraged, or who are at risk of plummeting to their deaths, just look a little out of sorts. 12 In
2001, when CG animated films where on the rise in popularity, a film called Final Fantasy: The
Spirits Within was released. There were major advancements in computer technology at this time
and this was a film that spawned the creations of others like it. The characters were unflattering
and lifeless and strayed away from what was successful in terms of charming character designs.
This film was one of the first CG films that involved animated characters that were designed to
look like actual realistic humans. This film production was a crossover that took the story from a
popular videogame franchise. It also received heavy negative criticism and poor box office
numbers and is well known for the poster child for the uncanny valley in the animated film
industry. The main criticism on the film was that the characters tried to look too lifelike. Aki
Ross in Final Fantasy inadvertently comes across as pretentious: a cartoon character
masquerading as a human.13 As she moved, the spectator s minds picked up on the incorrectness.
Focusing on her eyes, mouth, skin and hair, destroyed the illusion of reality. Thus, identifying
Aki Ross in too many incompatible ways simultaneously and the brains of the audience could
not handle it.14 The issues with films like this were that the closer you get to reality, the harder it
is to convince an audience that it is real. Instead of enjoying the film, the sense of artificiality
creeps out at you and you get disengaged from the film. Realistic lighting, textures, cloth effects,
and geometry added to the downfall. Polar Express would be another example. The film released
12 Gallagher, David. Digital Actors in Beowulf Are Just Uncanny.(nytimes.2007). 13 Plantec, Peter. Crossing the Great Uncanny Valley. Web. p1.2007 14 Plantec, Peter. Crossing the Great Uncanny Valley. Web. p1.2007
9
in 2004, had many of the same problems as Final Fantasy. It relied heavily on accurate
representation of real life counterparts and did not achieve the level of quality in appeal of other
notable CG films that were far less realistic and relied on design concepts rather than realism.15
Creating digital actors with so much attention to detail and the sum of money spent brings up the
question; Why not just use real actors? Avoiding the uncanny valley can be difficult when
realism is the ultimate goal of the characters appearance. Animation is a tool, which artists can
use to create new character designs. These designs can be presented in a way that the audience
uses logical thinking to know that the animation is not real but still remaining interested. With
the dawn of the CG era, it was enticing for artist to attempt and match or a least get close to
photo real imagery with new technological advances.16 One place where this seems to be
executed differently is in live action film with rapid cuts to CG action and then back to live
action. In films like Spiderman and The Dark Knight the use of computer-generated imagery
(CGI) is masked, which can make determining real from simulation more challenging. Thus, the
actor s faces or rendered objects are not highlighted because of rapid action.
Contrast: Straight vs. Curves
In the design process, straight contour lines versus curved contour lines create visual tension and
variety.17 In nature there are forms in balance, and they are ready to move in any direction.18 Yet,
there are few forms that are completely symmetrical. The contrast in form and shape makes an
active type of balance. One side could be straight while the other bows out with the relaxed
weight. The eye responds well to things that are not fully clinical and stiff in design. Pyramid
15 Plantec, Peter. Crossing the Great Uncanny Valley. Web. p2. 2007 16 Plantec, Peter. Crossing the Great Uncanny Valley. Web. p2. 2007 17 Bennet, Doug. Character Design Principles. Web. 2011. 18 Thomas. Johnston. The Ilusion of Life. p68
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head from Silent Hill 2 is an example of straight contour versus curve contour.19 Silent Hill is a
survival horror videogame franchise that places the protagonist in a world of obscurity with
zombies, and mixes fantasy with horror, elegance with gore, and beauty with the hideous.
Pyramid head has a sharp pyramidal shaped ornament around the head with a humanoid body.
This character also carries an oversized sword that is an accent to the large scale of the head,
which also has sharp straight contour line. In contrast, the soft draped baggy pant offer soft curvy
contour lines that accentuate the lean curvy body of the character. By emphasizing the silhouette
of the character, creates a unique visual presence. Characters designs have functions that are
capable of being posed and animated. Keeping that in
mind, the straight edges provide tension while the curved
contours provide rhythm.20 This combination equates to
visual interest which animators and designers can use to
lead the eye to predetermined areas.
Cuteness
Cuteness is a term that describes the visual attractiveness of an object. It is a basic opinion, but is
often tied to persons or anthropomorphic animals, which occupy body proportions that resemble
infants.21 Additionally, this body type is pear-shaped, small with an exceptionally large head and
eyes and small features like a nose. Character designer Charlie Thorson was well known for
developing these types of characters. Although his career was not extensive, he designed
characters like Bugs Bunny, Elmer Fudd, Sniffles the Mouse, Raggedy Ann, and Snow White;22
all of which are examples of cute characters. These characters are a mainstay in American
19 Ahad, Alex. Character Design: Big Shapes vs. Small Details. Web. 2011. 20 Bennet, Doug. Character Design Principles. Web. 2011. 21 What Mickey and Babies Have in Common. (itsamomsworld.com). Web. 22 Walz, Gene. Character Design in Classic Animation. Web.1997.
Fig. 2.Pyramid Head. Silent Hill
11
culture and are heavily popular and recognizable to many. A cute character designed involved
more than large eyes. It is a strategically planned combination of large and small aspects that do
not over power each other. The dominant masses act as a focal point and are complimented with
smaller features and parts.23
History
The history of character design has a distinct backing of repetition and basic forms. With that
being said, through the years designs have changed considerably through use more advanced
shapes and styles. In addition, it has evolved from simply drawn characters to computer-
generated designs. By knowing the history of character design it can enable one s ability to
distinguish the difference between early character designs in comparison to today s modern
characters and incorporate into their own projects. This next section will give specific details of
the evolution throughout animation history, as well as, giving benchmarks set by animation
studios. Furthermore, there will be numerous examples of character designs that have been
repeated over time with more distinct precision.
23 Bennet, Doug. Character Design Principles. Web. 2011.
Fig. 3.Snow White. Disney. 1937.
12
Walt Disney Animation
Disney took a lot of its inspiration from children s picture books as well as fairy tales. The
beginnings of anthropomorphic animals can be accredited to illustrations in Lewis Carroll s
Alice s Adventures in Wonderland novel.24 The name Disney is synonymous with Mickey
Mouse. Ub Iwerks designed the original Mickey Mouse and over the years, Mickey has had
significant changes in appearance. These changes were made to increase the likeability of
Mickey as well as make him easier to animate. To begin with, the first Mickey was comprised of
a series of circles. The design was simple, clean and easy to animate. He had large goggle like
eyes with small pupils. Later, his eyes became solid black ovals. This version of Mickey was in
Steamboat Willie in 1928. The design improved over the original but it was difficult for
animators to make him look in multiple directions, other than straight ahead, and retain a
pleasing expression.25 Next, Walt Disney sought to revitalize the appearance of Mickey in the
wake of Donald Duck s success. Animator Fred Moore was in charge of the overhaul.26 The
changes including a pear shaped body, smaller cheeks, and whites of the eye with black pupils.
24 Anthropomorphism in Literature. (fantasybookreview.co.uk). Web. 25 Thomas. Johnston. p447 26 Thomas. Johnston. p447
Fig.4. Mickey Mouse 1928.(left). Fig. 5.1939.(right). Disney.
13
The eyes were a modified version of the original but much smaller and more oval shaped. The
new version of Mickey first appeared in the Disney s 1939 film The Pointer.27 In later years,
other major changes to Mickey included increased size to focal points like the hands and feet as
well as the thickness of his arms and legs.
Disney would go on to create a cast of anthropomorphic animals, including Donald, Daisy,
Minnie, and Goofy. Most of these characters retain distinct similarities in design cues to Mickey
Mouse. Most visible are the large eyes, mouth, pear shaped bodies, gloved hands, and rather
large feet. These characters were featured mostly in shorts and rivaled the emerging Looney
Tunes Cartoons. The Disney features were noted for their character design, animation, and sound
design. Snow White was Disney s first film and was followed by classics like Sleeping Beauty,
Bambi, and The Little Mermaid. The characters were indeed charming, and appealing mostly to
children. Most two-dimensional (2D) Disney animated films saw success until the decline in the
early 2000 s. Disney has since converted over to CG for most of their productions.
United Productions of America
UPA Productions was formed in 1941. They were influenced by Pablo Picasso s abstract
expressionist paintings as well as The Dover Boys short film and comic strips.28 Their studio
wanted to set itself apart from Disney. UPA did not want a realistic style of animation and
primarily focused on graphic elements to design characters, as well as backgrounds. Considering
many of UPA s characters designs were regarded as extreme in correlation to Disney s designs,
they utilized many of Disney s design concepts, including balance, construction, communication
27 Thomas. Johnston. p447 28 Kricfalusi, John. Wally vs. UPA. Web. 2007.
14
and simplicity.29 Using this collection of concepts they validated that characters could appear
largely divergent and have similar levels of quality of charm. Their unique style was instantly
recognizable to those who were familiar. Some extraordinary aspects included mostly side angle
views of the characters, geometric shapes, and thick outline of characters;30 UPA character
designs were almost all simplified caricatures of humans. Often noses were enlarged to give the
character charm and identity. Furthermore, the combination of small and large shapes created a
composition in the character itself, drawing the eye to keys points. UPA made a point of having
visually pleasing contour lines and silhouettes. Line of action in animation is a visual harmony
that leads the eye and balances the character.31 Some excellent examples of UPA design are
Gerald McBoing Boing and Mr. Magoo. Without a doubt UPA designs would influence the
industry for years to come and would include the character look as well as the concept for
animation.32 In the genesis, UPA started the limited animation movement that revolutionized the
landscape of animation. Afterwards, many studios adopted this technique because it was faster
and cheaper to produce than traditional animation. This method also allowed for more animation
to be produced but numerous films lacked originality, thought, and overall intrigue of those
previous.
If you grew up in the 70s or afterwards, you've probably come to accept ugliness and lack of
sensory pleasure in all the arts: music without melodies, sloppy illustration, icky fine art, ugly
cartoons both on TV and in feature films. A small handful of today's cartoonists look back to the
1930s to the 50s and see that obviously everything was more appealing to the senses back then,
but most people today just accept ugliness in art matter-of-factly. Anything obviously appealing,
29 Kricfalusi, John. Wally vs. UPA. Web. 2007. 30 Solomon, Charles. Pixar s Link to Picasso? Web. 2012 31 Kricfalusi, John. Line of Action. Web. 2006. 32 Kricfalusi, John. Wally vs. UPA. Web. 2007.
15
like an old time melody is automatically written off as corny and unhip. 33
At one time, the "look" of a cartoon was its main factor. It drew you in aesthetically, demanded
your attention based on being tremendously pleasuring to gaze upon. Currently when watching
cartoons it is an acquired taste. It has to be learned (like eating broccoli) because cartoons are not
attractive anymore.34 They actually hurt your eyes and you have to train from youth to ignore the
physical pain before you can accept cartoons for some other reason than that they are cartoons.35
Hanana-Barbera Productions was a studio that adopted the limited animation technique in the
early part of the 1960 s. Differing from UPA, Hanna-Barbara used the technique as a cost cutting
tactic rather than an artistic expression.36 Numerous accounts displayed the poor quality in
design and animation techniques. The core principles in design for production of enticing
characters were seemingly forgotten.
There are more executives in charge of animation today at each studio than there ever were, and
they equate "appeal" with "too cartoony". They all want to be taken seriously as filmmakers, so
to them the uglier, blander, more detailed and less fun to look at their characters are, the more
"realistic" they are. "Realistic" equals "quality" to the sensory deprived.'37
Computer Graphics Era
When Pixar screened a computer-animated short film called Tin Toy in 1988, test audiences
hated the sight of the pseudo-realistic baby named Billy who terrorized the toys. Such a strong
reaction persuaded Pixar to avoid making uncannily realistic humans.38 The short Tin Toy was
33 Kricfalusi. Disney Principles 4- Appeal 1. Web. 2008. 34 Kricfalusi, John. Disney Principles 4- Appeal 1. Web. 2008. 35 Kricfalusi, John. Disney Principles 4- Appeal 1. Web. 2008. 36 Kricfalusi, John. Appealing Character Design Goes A Long Way. Web. 2008. 37 Kricfalusi, John. Disney Principles 4- Appeal 1. Web. 2008. 38 Hsu, Jeremy. Why Creepy Uncanny Valley Keeps US on Edge. Web. 2012.
16
not Pixar s only brush with the uncanny valley. Early films Toy Story and Toy Story 2 involved
humanoid characters that seemed off and unflattering. The human characters, though not
featured extensively, had an eerie feeling.39 Eventually, Pixar would retire from using humanoid
characters extensively until the release of the Incredibles in 2004. In this film they figured out
how to make captivating humans in CG. They used caricatures, which distort proportions of
characters, thereby keeping the essence clean and recognizable. Their goal was not to reproduce
reality but to enhance it. The inspiration for the character design was flat two- dimensional
mock-ups. Brad Bird describes in a DVD interview, Characters and their unique frustration,
that s what appeals to me. I think all the characters look wildly different from one another but
they feel part of the same universe. How are we going to do humans? Are they going to be
believable? How are they going to look? Brad wanted a very stylized human design type for The
Incredibles film. He continued, It s always tricky finding a balance between realistic to stylized
scale that s both believable and compelling but still cartoony and appealing. 40 The key was to
hint at reality, not duplicate it.
39 Hsu, Jeremy. Why Creepy Uncanny Valley Keeps US on Edge. Web. 2012. 40 The Incredibles DVD interview with Brad Bird and directors. 2004.
Fig.6. Tin Toy. Pixar. 1988. Fig.7. The Incredibles. Pixar. 2004.
17
Far different from The Incredibles, Pixar introduced a new character to their line up in the
animated film WALL-E in which they give human qualities to robots. Katie Hood, animator,
explains I find WALL-E s charm in his expressions especially the way his binocular looking
eyes are slightly drooping, which gives him a kind of sad or inquisitive look .41 The film is
largely without dialogue because most of the thoughts and emotions are physically expressed.
The eyes and body language were responsible for telling the story and communicating thoughts,
feeling, and emotion. A supporting character Clean N Go M-O is also small and intricate. The
childlike proportions add to the cute factor. In general, the humanizing of objects and animals
gives them likeability and it is something of a recurring theme in Disney with such examples as
Beauty and the Beast with numerous characters and more recently Finding Nemo. Creating
appeal in a villainous character is not so straightforward, large eyes and the usual tricks would
not necessarily sustain and could cause the character to appear unbelievable.42 For example,
Captain Hook from Peter Pan had an aesthetic charm. His regal clothing and styled curled
hair suggested that he was not only a man of vanity, but of importance as well. His extravagant
movements and constant overlapping action of his feather plumage made the eye fixate on him
and humor was created through the constant flopping of a feather over this proud character.43
Again, it is hard to create appeal for a villain, as the substantial purpose of the villain is to be
disliked. By creating situations, which reveal Hook's more human side, he is a far more relatable
character. This is expressed in several points, most obviously Hook's fear of the tick tock
crocodile, displaying vulnerability in his character. Another point highlighted was the attention
the character made to his appearance, suggesting that he has insecurities in his appearance. The
41 Hood, Katie. Appeal. Web. 2010. 42 Hood, Katie. Appeal. Web. 2010. 43 Hood, Katie. Appeal. Web. 2010.
18
battle scars he has obtained create sympathy.44 A notable feature is that he has one hand and it is
often highlighted.
The animation landscape has seen a shift in the designs of its lead characters. The villainess type
of character like Captain Hook and non-expected lead character types are put in lead roles. In the
film Ratatouille, Pixar faced a unique challenge in making a rat named Remy appealing as a
main protagonist. They achieved appeal by focusing on articulation.45 Remy s body was
designed in a teardrop shape and posed in a way that had a slight s curve shape to his spine.
The low center of gravity added softness to his round body. By focusing on body contour Pixar
was keen on creating simple direct shapes. The clean silhouettes and simplified forms helped
retain a stylized design. The large eyes and mouth of Remy were meant to produce wide range of
expressions and make him more enticing. The protruding parts of him such as the muzzle, brows,
and ear produced interesting contour lines in the silhouette.46 Teeth can heavily influence the
appearance of a character. Depending on the ratio of teeth and gums shown, a character could be
more or less attractive. By simply exposing more of the gum line, it would make the character
less attractive than only exposing a portion of the teeth.47 In the film, animators have the control
to pose the teeth for a more charming effect or stress a rat-like appearance for Remy. By cradling
the teeth within the lips it was possible to make the teeth look smaller and more attractive.
Deformation form expressions with compositional purposes provided character poses that
delivered clear communication. Allowing the facial deformation to flow and connect to other
44 Hood, Katie. Appeal. Web. 2010. 45 Konishi, Sonoko. Articulating The Appeal. Pixar Animation Studios. Web. 2008. 46 Konishi, Sonoko. Articulating The Appeal. Pixar Animation Studios. Web. 2008. 47 Konishi, Sonoko. Articulating The Appeal. Pixar Animation Studios. Web. 2008.
19
features allowed for the ability to read the whole body as an emotion. Appeal is the visual
qualities of a character that get the viewers attention during storytelling.48
Further following this trend, DreamWorks Animation is most known for films like Shrek and
How to Train Your Dragon. Shrek is not your typical hero type, in fact, he is the opposite.
Shrek s inspiration in design stems from the children s book Shrek! By William Steig. The
design team faced challenges to create an ugly, yet intriguing character. The original design from
the children s book was a lot harsher than what was developed for the film. Steig s version of
Shrek had sharp teeth, pointy horns, and blemishes on the face. The final design was more round
and refined. Shrek received human like features that were not present in the original book. This
added to the likeability and fascination. The attraction to him is his lime green color, design, and
demeanor.
In 2004, when the design team at DreamWorks began designing for Kung Fu Panda, the
filmmakers were still shaping the plot for the film. However, they knew that the film would tell
how a goofy panda named Po would discover his inner discipline. This in turn made him able to
trump animals representing the five base forms of kung fu, the tiger, crane, monkey, viper and
praying mantis.49 Multiple artists took passes at Po, offering various solutions to
anthropomorphize the film's energetic panda. Nico Marlet, a lead character designer for
DreamWorks Animation, had an approach that broke away from the assumption that animals
needed to look human in order to practice kung fu.50 With this he created Po.
"The way Nico designs, he looks at the actual animal and tries to distill down what's there into
something that works for the film," Raymond Zibach, production designer for Kung Fu Panda,
48 Konishi, Sonoko. Articulating The Appeal. Pixar Animation Studios. Web. 2008. 49 Debruge, Peter. Panda Designer Breaks it Down.Web. 2008. 50 Debruge, Peter. Panda Designer Breaks it Down.Web. 2008.
20
says. "Some of the rules we followed were actually his, like we don't stick necks straight up out
of torsos and then put animal heads on the top or it just looks like a guy in a costume. Instead, we
have the neck coming forward, so the head and neck and body are really one unit." 51
Marlet's early designs explored the panda's basic shape, which were round curves, stooped neck,
and heavy belly. "They're very appealing already,"52 Marlet says describing the character Po.
Then he tested the balance of black and white in the bear's face. Jeffrey Katzenberg, executive
producer of Kung Fu Panda, did not want to have too many black patches on the face in fear of
making Po appear villainess.53 Marlet s breakthrough became apparent in Po s eyebrows, which
were big and flexible enough to accommodate the full range of Jack Black's expressions.
DreamWorks has a reputation for creating unusual lead characters. The film MegaMind is one
example of this continually trending theme. The first sketches of MegaMind were highly
villainess and had very harsh features. The art director felt it wasn t a character that an audience
could sympathize with as a main character. The next design pass was a bit more friendly. He had
a more sly and nefarious side to him which it turn adding more charm. The designers focused on
the shapes in his face. The new goal was to have round and attractive shapes and expressions.
Really sharp, pointy features are something you see in villains and can be taken as less of an
approachable character versus someone with more soft round shapes are typically found in
endearing characters.54 The financial success of films with similar style of character act as
evidence that there is a shift in what is accepted. The design concepts remained steady but
designers overhauled a landscape.
51 Debruge, Peter. Panda Designer Breaks It Down. Web. 2008. 52 Debruge, Peter. Panda Designer Breaks It Down. Web. 2008. 53 Debruge, Peter. Panda Designer Breaks It Down. Web. 2008. 54 MegaMind DVD. Animator s Cornrer. (2010)
21
Conclusion
Walt Disney Animation, along with other studios, laid the groundwork with its stellar character
designs and concepts, many of which are timeless classics that continue to inspire. The CG era
did more of the same as far as Disney design, even though CG animation added obstacles not
seen in the era of 2D animation. The CG animation studio Pixar followed the trend of traditional
Disney with character designs. With films like Despicable Me, Shrek, and MegaMind, it should
be evident that studios are bringing a new energy to the market, similar to UPA s projects, with
new and exciting character design. Their designs can break down barriers and be far less
conservative than previous generations. New trends in character design aim to prove characters
can look drastically different from years past, but yet, use and retain familiar design concepts
that make them appealing. The lack of satisfaction in creating what has been done could be valid
reasoning. Only time will tell if and when a new resurgence will occur and additional refreshing
and exciting characters emerge.
22
Filmography
Beowulf. Dir. Robert Zemeckis. 2007. USA: Paramount Pictures. Despicable Me. Dir. Pierre Coffin. 2010. USA. Universal Pictures.
Farmer Al Falfa. Dir.Paul Terry. 1916. USA: Bray Studios. Gertie the Dinosaur. Dir. Windsor Mc Kay.1914. USA. How to Train Your Dragon. Dir. Chris Sanders. 2010. USA. Paramount Pictures.
Kung Fu Panda. Dir. John Wayne Stevenson. 2008. USA. Paramount Pictures.
Megamind. Dir. Tom McGrath. 2010. USA. Paramount Pictures.
Ratatouille. Dir. Brad Bird. 2007. USA: Walt Disney Pictures. Shrek. Dir. Andrew Adamson. 2001. USA. DreamWorks Pictures.
Snow White and the Seven Dwarfs. Dir. David Hand.1937. USA: Walt Disney Pictures. Spiderman. Dir. Sam Raimi. 2002. USA: Columbia Pictures.
Steamboat Willie. Dir. Walt Disney. 1928. USA. Celebrity Productions.
The Dark Knight. Dir. Christopher Nolan. 2008. USA: Warner Bros. Pictures. The Dover Boys. Dir. Chuck Jones. 1942. USA: Warner Bros. Pictures.
23
Filmography cont.
The Incredibles. Dir. Brad Bird. 2004. USA: Walt Disney Pictures.
The Pointer. Dir. Clyde Geronimi. 1939. USA. RKO Radio Pictures.
Tin Toy. Dir. John Lasseter. 1988. USA. Pixar.
Toy Story. Dir. John Lasseter. 1995. USA. Walt Disney Pictures.
Toy Story 2. Dir. John Lasseter. 1999. USA. Walt Disney Pictures.
WALL-E. Dir. Andrew Stanton. 2008. USA. Walt Disney Pictures.
24
Still Image Sources
Beowulf. Web. Sony Pictures. 2007. Mickey Mouse. Web. Disney. Silent Hill. Web. Konami. Snow White and the Seven Dwarfs. Web. Disney. 1937. Steamboat Willie. Web. Disney. 1928. Tin Toy. Web. Pixar. 1988. The Incredibles. Web. Pixar. 2004.
25
Bibliography
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Debruge, Peter. Panda' Designer Breaks it Down. How Nicolas Marlet mastered art of 'Kung Fu'. http://www.variety.com/article/VR1117986536?refCatId=1043. 2008.
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Bibliography cont.
Konishi, Sonoko. Articulating The Appeal. Pixar Animation Studios. 2008.
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