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Character Design Notes for Jan 26 2007 SHS presentation
Character design
- What is character design?
- What is character? – Dictionary.com
- The combination of qualities or features that distinguish one person, group of thing from another
- In Literature – descriptive analysis of a particular human virtue or vice as represented in a person or type
- In Genetics – any trait, function, structure or substance of an organism resulting from effect of one or more genes as modified by the environment
- In Theater – representing a personality type, especially by emphasizing distinctive traits, as language, mannerisms, physical makeup, etc.
- Character is: virtues and vices, qualities, likes and dislikes, traits, functions, mannerisms, personality, etc
- May also include social status, occupation, etc
- Think of character design as designing character
Psychology of character design
- What type of personality are they?
- What makes them do what they do?
- Written Character bio
- Can be useful
- May also be excessive
- However deep you delve into a character’s psyche should probably be determined by how you plan on using them
- Approach to designing Neil Helm’s character
- He had specific character traits in mind
- Intangible concepts (personality) need to be translated into something tangible (or in this case, visible)
- The outward appearance of your character should ultimately reflect your character’s personality, whether intentionally or not
- Consider shapes, proportions, predominant features, weight distribution/emotional center, posture, scale, manner of dress and color
- Some times visual concepts will proceed personality
- Just be careful that personality of some sort is there
- Visual cues can tell half of your story
A starting point
- The human form – what makes it so interesting?
- Shapes, S-curve, tapering, curves vs. straights, repetition, variation, etc
- System of checks and balances
- Basic anatomy and facial structure
- We relate easily to ourselves and look for human features in other things
- Animals and inanimate objects
- It also goes the other way – giving humans animal features tends to dehumanize them and often times, they take on characteristics attributed to those animals
- Variety in the human form
- Age, body type, sex, ethnicity
- Start paying attention to these sorts of things in people you see or meet
- Clip images out of magazine or download them off the internet
- Carry a sketchbook to jot down something you see
Developing your own visual language (style)
- Art is a visual language, a form of communication
- Some attempts at communicating are more successful than others
- Draw, draw, draw – builds your visual vocabulary
- Communicate concisely, yet effectively
- Artistic prose is unnecessary, even in detailed comps
- The old illustration vs. photography debate
- Just keep things simple
- Expose yourself to other artists
- My influences include: Humberto Ramos, Carlos Meglia, Doug Tennapel, Jamie Hewlett, Ian McCracken, Genndy Tartakovsky and Retro Cartoon Design
- Look at different genres of art – even some that you’re not too fond of
- Shat makes these genres/styles successful?
- Borrow, take, steal successful elements from other artists and genres
- Ultimately you will adapt these elements to your own ends
- Create a visual “grab-bag” for yourself
- Emphasis on drawing from reference, if not life
- Abstract real-life forms into simplified elements
- Use visual language of other artists.
- If somebody else uses successful elements, use them. Chances are they borrowed stuff from other artists too
- Be careful not to fall into a rut
How I design a character
- Tools of the trade
- Col-Erase pencils, plastic erasers, smooth paper (even computer paper), markers, brush, crow-quill and ink, super sculpey
- Photoshop, Illustrator, Corel Painter
- Beginning a design
- Sometimes it begins as a bio, sometimes as a sketch
- Start with the most important part, whether it be the head or the body
- Whichever will be used more to convey the most character
- Loosely drawn, basic shapes – don’t commit too much too soon
- Gradually commit more to the drawing tightening and refining

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