Tutorial 2 Character
Tutorial 2 Character
Tutorial 2 Character
Artist insight
EFFECTIVE
CHARACTER DESIGN
Character design involves many different skills, from analysis and problem
solving, to anatomy and colour. Francis Tsai shares his design tips
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 aspect
relies heavily on analysing a situation,
formulating a design problem, and then
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.
www.teamgt.com
2 PATTERN
RECOGNITION
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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.
5 SHARED
VOCABULARY:
OVERT REFERENCES
10 PERSONALITY
THROUGH POSE
OR ACTION
This one is a technique that is probably
better used once the basic character
design is mostly completed. Showing
a character in some sort of characterspecific action is part of the visual
communication tool set that tells the
viewer a little more about the character.
6 SHARED VOCABULARY:
SUBTLE REFERENCES
In 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 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.
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.
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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.
16 ATTENTION, VISUAL
COMMUNICATION
17 KEY GRAPHIC
OR COLOUR
19 FOCUS ATTENTION,
BE DETAIL ORIENTED
18 USING COLOUR
AND PATTERN
15 OTHER PROPS
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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.
A sexy twist on
something thats
not traditionally
considered sexy is
interesting the sexy
nurse archetype is a
great example of this
22 SEX SELLS
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.
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