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8/3/2019 Effective Character Design - ImagineFX - Francis Tsai
1/4
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.
8/3/2019 Effective Character Design - ImagineFX - Francis Tsai
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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