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Artist insight
Francis Tsai
COUNTRY: 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.
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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 ideas are communicated in different character design case studies.
3 SILHOUETTE EXPLORATION
One 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 lighting conditions can affect how the characters colour is perceived. Rarely will a characters silhouette be altered by environmental conditions.
This is usually the first step towards a character design. The main goal with this step is simply to generate as many ideas as possible, without worrying about editing anything out. There will be some interesting ideas, and most likely some unusable ideas. Thats okay. Almost everything from this stage onwards involves paring down and editing, so for now its good to push the boundaries and get as much out on the table as possible.
2 PATTERN RECOGNITION
Human beings are very good at pattern recognition. This is a trait that designers should take advantage of, and its also the basis for designing with a silhouette in mind. Related to this is the idea of teams its sometimes helpful to define groups based on colour, shape, or line. Associating certain groups with certain shapes or silhouettes helps the viewer to quickly determine if character X is part of the Evil Empire or one of the Good Guys.
Sometimes its useful to rely on visual cues and ideas with which people are already familiar and have certain associations. One example Ive provided here shows a super-cyborg soldier type with a design that borrows equally from Nazi and bondage visual cues. This was intended to create a fearful and disturbing aura, and relies on ideas people already have regarding certain kinds of imagery.
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7 ALTERED PROPORTIONS
With 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 and small body evokes a different emotional response than a character with a small head and large body.
An issue thats related to the area of body proportions is scale. A piece of concept art showing a lone character (unless its obviously a human character) is often not effective in communicating that characters size relative to something the viewer is familiar with. Its usually helpful to add a human figure for scale. 11 CULTURE SALAD
The term actually refers to something you should avoid doing. Borrowing from real-world cultures and religions for 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.
9 SCALE
12 THE TWIST
8 SHOW PERSONALITY THROUGH EXPRESSION
Another 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 important aspect of that characters personality. Its not usually a critical design element, but it does contribute to the visual communication part of the job.
Putting a twist on a familiar character or idea is another way to generate interesting character designs. Depending on how strongly the original idea shows through, its not quite as useful a technique for character designs that are very specific; however, it can be a useful exercise at times to explore visual cues you might not otherwise use.
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Workshops
13 PROPS: WEAPONS
Certain characters derive much of their identity from the equipment they carry for example, many scifi 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.
If a weapon is prominent or odd enough, it forms a significant aspect of the characters silhouette
14 UNIFYING DESIGN ELEMENTS
Relating 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.
Once your design is more or less finalised, there are many visual communication techniques available to help you communicate the important aspects of it. For instance, using lighting to focus a viewers attention on the key elements such as logos, facial tattoos, costume graphics and so on and enabling less important areas of a character design to fall into shadow reinforces the important parts of the design. 19 FOCUS ATTENTION, BE DETAIL ORIENTED
Too 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 detail you include, the less memorable each detail becomes.
In addition to literal logos and symbols, colour and pattern can be used in a more abstract manner to subtly imply particular ideas or motifs. Using complementary or contrasting colours for skin and costume can provide an opportunity to create graphic shapes that can become a unique identifier.
20 SYMMETRY
Human 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 and extremes. Part of the task of visual communication is emphasising the message you want to communicate, and playing down what you dont.
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22 SEX SELLS
This is an advertising adage that has been proven time and time again. However, I again dont think sexy can be the main concept for a character design, at least not for one that needs to have any sort of staying power. A sexy twist on something thats not traditionally considered sexy is more interesting the sexy nurse archetype is a great example of this idea.
A sexy twist on something thats not traditionally considered sexy is interesting the sexy nurse archetype is a great example of this
23 THE SUBTLE, CREEPY TWIST
A phenomenon thats been discussed a lot lately in the games industry, called The Uncanny Valley, refers to the creepy 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 THE TURNAROUND
Normally 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 reveal problems 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.
One very effective way of communicating a character design is by creating a more narrative style of illustration. Obviously, this kind of image should be created once the character design has been fairly well developed. By showing the character engaged in some major conflict or story point, we are getting more information than we would from a simple character design sketch.
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