Effective Character Design - ImagineFX - Francis Tsai

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    uccessfully designing a

    character means utilising

    and combining a whole

    range of skills, as well as

    having some basic knowledge.

    Put another way, a successful design

    comes out of a process that is one half

    design and the other half visual

    communication. The design aspectrelies heavily on analysing a situation,

    formulating a design problem, and then

    S

    2 PATTERNRECOGNITIONHuman beings are verygood at pattern recognition.

    This is a trait that designersshould take advantage of,and its also the basis fordesigning with a silhouettein mind. Related to this isthe idea of teams itssometimes helpful to definegroups based on colour,shape, or line. Associatingcertain groups with certainshapes or silhouettes helps

    the viewer to quicklydetermine if character X ispart of the Evil Empire orone of the Good Guys.

    devising an interesting and elegant

    solution. The visual communication

    component depends heavily on basic

    skills of anatomy, composition, colour

    theory, and the ability to communicate

    the ideas that come out of the design

    process. With that strategy in mind,

    Ill work through some examples

    showing different ways in which ideasare communicated in different

    character design case studies.

    Workshops

    February 200780

    EFFECTIVECHARACTER DESIGNCharacter design involves many different skills, from analysis and problem

    solving, to anatomy and colour. Francis Tsai shares his design tips

    Artist insight

    Francis TsaiCOUNTRY: US

    CLIENTS: Playboy,

    Mattel, Motion Theory,

    Privateer Press

    Francis works

    as a

    conceptual

    designer and

    illustrator in

    the entertainment

    industry. He studied

    physical chemistry and

    architecture and worked

    in the latter for several

    years before leaving to

    pursue his current career,

    in TV, comics and film.

    www.teamgt.com

    1 INITIAL THUMBNAIL SKETCHESThis is usually the first step towards acharacter design. The main goal with thisstep is simply to generate as many ideasas possible, without worrying aboutediting anything out. There will be someinteresting ideas, and most likely some

    unusable ideas. Thats okay. Almosteverything from this stage onwardsinvolves paring down and editing, so fornow its good to push the boundaries andget as much out on the table as possible.

    3 SILHOUETTEEXPLORATIONOne of the primary ways in which we

    recognise a character is through its

    silhouette. This is the main graphic

    read of a character, over and above

    details, textures and to a certain extent

    even colour. From a distance, textures

    and details are obscured, and lightingconditions can affect how the

    characters colour is perceived. Rarely

    will a characters silhouette be altered

    by environmental conditions.

    4 THE ITERATIVE PROCESSOnce weve had the chance to

    generate a lot of thumbnail sketches,

    we have many ideas available to sort

    through. This is the point in the process

    where we start refining, combiningdifferent elements and keeping the

    ideas that work and discarding the

    ones that are not clear or dont work.

    5 SHAREDVOCABULARY:OVERT REFERENCESSometimes its useful to relyon visual cues and ideas withwhich people are already

    familiar and have certainassociations. One exampleIve provided here shows a

    super-cyborg soldier typewith a design that borrowsequally from Nazi andbondage visual cues.

    This was intended tocreate a fearful anddisturbing aura,

    and relies on

    ideas peoplealready haveregardingcertain kindsof imagery.

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    February 2007 81

    Artist insightEffective character design

    Borrowing from real-worldcultures and religions for iconicimagery has the benefit of usingshared vocabulary, but thisusage shouldnt be arbitrary

    6 SHARED VOCABULARY:SUBTLE REFERENCESIn the previous example the borrowed

    visual cues were obvious, and very

    specific. Its also possible to hint at,

    rather than loudly state your

    references. In this sketch Im

    referencing religious, priest-like figures

    by using cues, such as long robes,sacred writings and ceremonial garb

    but Im not directly referring to any

    particular religious figure.

    7 ALTERED PROPORTIONSWith human and human-based

    characters in particular, altering the

    proportions of the body is another

    useful tool in communicating a

    character concept. Creating a

    character with a large head andsmall body evokes a different

    emotional response than a character

    with a small head and large body.

    9 SCALEAn issue thats related to the area of body

    proportions is scale. A piece of concept artshowing a lone character (unless its obviouslya human character) is often not effective incommunicating thatcharacters size relative tosomething the viewer is familiar with. Its usuallyhelpful to add a human figure for scale.

    11 CULTURE SALADThe term actually refers to something

    you should avoid doing. Borrowing

    from real-world cultures and religionsfor iconic imagery has some of the

    benefits of using shared vocabulary as

    described above, but this kind of usage

    shouldnt be arbitrary. If cultural

    references are used in an appropriate

    manner, and combined with other

    influences that they are not normally

    associated with, the results can be

    interesting and unique.

    12 THE TWISTPutting a twist on a familiarcharacter or idea is anotherway to generate interestingcharacter designs.Depending on how stronglythe original idea showsthrough, its not quite asuseful a technique forcharacter designs that are

    very specific; however, it canbe a useful exercise at timesto explore visual cues youmight not otherwise use.

    8 SHOW PERSONALITYTHROUGH EXPRESSIONAnother aspect of character design

    thats often story-based is the

    characters personality. One way to

    show some sense of that is to portray

    your character with some sort of facial

    expression that reveals an importantaspect of that characters personality.

    Its not usually a critical design element,

    but it does contribute to the visual

    communication part of the job.

    10 PERSONALITYTHROUGH POSE

    OR ACTIONThis one is a technique that is probablybetter used once the basic character

    design is mostly completed. Showing

    a character in some sort of character-

    specific action is part of the visual

    communication tool set that tells the

    viewer a little more about the character.

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    82

    Workshops

    February 2007

    16 ATTENTION, VISUAL

    COMMUNICATIONOnce your design is more or less finalised,there are many visual communicationtechniques available to help youcommunicate the important aspects of it.For instance, using lighting to focus a viewersattention on the key elements such aslogos, facial tattoos, costume graphics andso on and enabling less important areasof a character design to fall into shadowreinforces the important parts of the design.

    17 KEY GRAPHICOR COLOUROne way to create a strong identity for

    a character design is to focus attention

    on one key graphic or colour element.

    Many classic comic book superhero

    designs rely on this strategy a simple,

    clear logo on the chest, which often

    serves as a design motif for their

    equipment as well.

    18 USING COLOURAND PATTERNIn addition to literal logosand symbols, colour andpattern can be used in amore abstract manner tosubtly imply particularideas or motifs. Usingcomplementary or

    contrasting colours for skinand costume can providean opportunity to creategraphic shapes that canbecome a unique identifier.

    19 FOCUS ATTENTION,BE DETAIL ORIENTEDToo much detail can kill your design;

    its a common mistake to equate lots

    of detail with lots of interest. Similar

    to the way in which the comic book

    heroes mentioned above benefit from

    a single, memorable logo, details in a

    character design should be used with

    restraint. The more areas of high detailyou include, the less memorable each

    detail becomes.

    20 SYMMETRYHuman standards of beauty usually

    depend on faces and bodies exhibiting

    left-right symmetry. This is a useful

    note to remember, even if in real life

    people rarely exhibit perfect

    symmetry. In the field of entertainment

    design, we are portraying ideals andextremes. Part of the task of visual

    communication is emphasising the

    message you want to communicate,

    and playing down what you dont.

    15 OTHER PROPSWeapons are just one possibility, of course;you can provide insight into a character andcreate an interesting design statement byshowing him or her with a particular vehicle,

    animal companion, or mystical equipment.These items communicate an aspect of thecharacter by providing information such aswhat the character does, and how they do it.

    If a weapon isprominent or oddenough, it forms asignificant aspectof the characterssilhouette

    14 UNIFYING DESIGN ELEMENTSRelating one or more characters as part of a team can also occur at a second read

    level, where secondary details such as graphics, logos, costume colour treatments,

    and so on can indicate to the viewer that two or more characters are related.

    13 PROPS: WEAPONSCertain characters derive much of

    their identity from the equipmentthey carry for example, many sci-

    fi characters are identified by their

    weapons and armour. If a weapon

    is unusual or prominent enough, it

    forms a significant aspect of the

    silhouette. Stylised, oversized guns

    and swords are the most typical

    examples, but with a bit of thought

    and research, this strategy can yield

    some interesting design statements.

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    25 THE ACTION SHOT: BRINGING IT ALL TOGETHEROne very effective way of communicating a character design is by creating

    a more narrative style of illustration. Obviously, this kind of image should becreated once the character design has been fairly well developed. By showingthe character engaged in some major conflict or story point, we are gettingmore information than we would from a simple character design sketch.

    February 2007 83

    Artist insightEffective character design

    21 ASYMMETRYIf, on the other hand, you are including

    asymmetry as part of your designstatement, its better to be definite

    about it. The main thing to remember

    here is that making something very

    subtly asymmetrical just looks like

    you made a mistake; if youre going

    for an asymmetrical design element,

    make it obvious. This is again a visual

    communication matter your message

    has to be clear to be effective.

    22 SEX SELLSThis is an advertising adagethat has been proven timeand time again. However, Idont think sexy can be themain concept for a characterdesign, at least not for onethat needs to have any sortof staying power. A sexytwist on something thatsnot traditionally considered

    sexy is more interesting thesexy nurse archetype is agreat example of this idea.

    23 THE SUBTLE,CREEPY TWISTA phenomenon thats been discussed

    a lot lately in the games industry, called

    The Uncanny Valley, refers to thecreepy effect that an almost

    completely human-looking character

    has on a viewer. Because the character

    is so convincing except for one or two

    little things, the viewer perceives

    something wrong about the character.

    This is usually considered to

    be negative, but this effect

    can also be used

    intentionally to create a

    subtly creepy character.

    24 THETURNAROUNDNormally a character

    designer is also required to

    provide a turnaround, or

    orthographic drawings of the

    character that show front, side

    and back views. The process of

    making sure details line up across

    all the drawings will often revealproblems in the design. On

    paper, its difficult to anticipate

    every design issue, so doing the

    turnarounds is a good way to be

    rigorous about your design

    working in three dimensions.

    A sexy twist onsomething thatsnot traditionallyconsidered sexy isinteresting the sexy

    nurse archetype is agreat example of this