Tuesday, March 20, 2007

Learning Agreement

Proposal
I have been experimenting/learning animation skills. I have mainly focussed on vector and 3D animation. I have found the 3D CG aspect of animation very challenging yet satisfying. I have been learning to use 3D Studio Max. Here are some images that I have created using a mixture of vector art and 3D.

The final outcome will be a short animated story. This project has started to become quite overwhelming to produce this animation by the end of year two. I don’t want to rush this project so I plan to carry this on through into my third year.

The story for my animation has stemmed from the experience of living with my housemates. It is about what happens if the washing up is left too long. There has been a lot of conflict in the house between us all over this year and this is where most of my ideas have come from. The story is based around what actually lives in the washing up. A surreal new world starts to evolve.

I need to look back and reflect on my current character designs because I feel they aren’t solid enough.

I feel sound is going to be very important to the success of this project. I have a friend who is on a sound engineering course and has done the sound on some of my older animations. He will be able to help me with this aspect of the project although it won’t be implemented till my third year.

Why have I chosen animation?
I love watching animation as it really appeals to me. There are so many different types of animation and each one has its own strengths and weaknesses. It’s such a challenging art form to use and I really appreciate that fact. I enjoy the challenge, and making my characters come alive.

What makes a character successful?
I am focussing a lot on character design at the moment. I have found that
  • Creating characters with a durable personality is important.
  • The design needs to be strong and interesting to get peoples attention.
  • Building back stories will help make a more solid character.
  • The main character should have something that the viewer can relate to.
  • Characters with at least one flaw or weakness are more interesting that a perfect character.
  • Colour can help communicate a characters personality.
  • Exaggeration is the key in cartoon caricatures and helps emphasise certain personality traits.
  • Since I am working with 3D, I should work out what the character will look like from all angles on paper first or make a model.
  • Interesting looks + strong personality = good character design.
What makes a good story?
A good story should have
  • A well chosen setting.
  • A good plot (conflict or struggle).
  • Something to tell the reader.
  • A strong theme.
  • Unforgettable characters.
  • Fitting structure.
How important is sound?
Sound and animation should work together. This is what makes animation successful, which can mean sound is more important than the animation itself. The viewer probably won’t remember or notice sounds used in animation but they will instantly notice if you use no sound or bad sounds. The effect of sound is subconscious and that what makes it so powerful.

What alternatives do I have to CG?
Stop frame animation would be my choice for an alternative route. But it is such a time consuming process that I would attempt developing this skill during my third year. I have done a tiny bit this year, just to get a feel for it and I did find it fun to do. It does however have its limitations which I will need to fully understand if I’m to master this technique.

Thursday, March 15, 2007

Thursday, March 08, 2007

Wednesday, March 07, 2007

Cartoon clouds and grass in 3DS Max


A scene I made in 3DS Max

Animated character in 3DS Max with shadows


3DS Max test with working shadows using a vector animation sequence.

Friday, March 02, 2007

Character Design: Whiteman

Vector Character just using black and white.

Behind the scenes at The Monster Mash

Behind the scenes at The Monster Mash

A recent monster-themed exhibition at a small gallery in Bristol proved to be a masterstroke of self-promotion for Peskimo, a talented Cheltenham-based design duo. We find out what all the growling was about

It may seem that we at Computer Arts shamelessly bang on about self-promotion, but if you’re really serious about a career in visual design there’s no point in being modest. Nowadays, with the world and his wife registering a .com for their business, sewing circle or pet goldfish, just having a website isn’t enough. So, to ensure they get noticed, designers are increasingly looking for ever more inventive solutions to showcase their work.

The Monster Mash: A Tournament and Exhibition of Monsters was the brainchild of Peskimo (also known as Jodie Davis and David Partington), a design agency that creates an eccentric array of illustrations and cartoons, as well as toys of its characters. The duo’s exhibition had a simple but intriguing premise: artists were invited to design their own monsters for inclusion in a presentation to be held in Bristol, where visitors to the gallery would be given the chance to vote for their favourite in a series of heats, leading to an overall winner.

As an accompaniment to the exhibition, Peskimo created a set of gaming cards featuring the monsters. These recorded the monsters’ ferocity, size, appetite, agility and intelligence, enabling visitors to play them off against one another.

Based in Cheltenham, Peskimo has previously been involved in exhibitions in London, but after becoming frustrated with all the travelling, Davis came up with the idea of Partington and herself curating their own exhibition. She found gallery space in the basement of Here – a small arts and crafts boutique in Bristol. When it came to deciding on a theme, Peskimo knew it wanted to make the exhibition interactive. “Once we had the idea of the vote, the idea of monsters popped into our heads and stuck,” says Partington.

Attention to detail
Planning for the exhibition began in July 2005, with the gallery space booked for January this year. Artists invited to submit work were given strict guidelines and a deadline of 1 November. To create a tournament, Peskimo decided to invite 32 entrants, a number that would be whittled down with each round until a final winner was decided. This put Peskimo in a tricky situation: “We knew we were restricted to 32 artists, so we didn’t want to allow too many in because that would mean turning people away,” says Partington. “On the other hand, we didn’t want too few artists.”

Peskimo realised it could attract a bigger audience by expanding the exhibition to run simultaneously at a second venue, and contacted Playlounge, a London-based company known for its designer toys. It was decided that its shop would be too small to host the whole exhibition, so instead Peskimo decided to use it to host the final few stages of the tournament.

The final task was to drum up some interest. Peskimo designed a flyer to distribute around bars, cafés and clubs in Bristol, attracted media interest by sending out press releases to print publications and design websites, and created an online presence at www.themonstermash.co.uk.

The opening night was well attended by many of the artists and was hailed as one of the best exhibitions the gallery had seen. “It served as a good way for us to gain exposure and to showcase our talents as well,” says Partington, reflecting on his and Davis’s success. “It was also beneficial in helping us to approach people and organisations that we had wanted to contact. We feel that it has given us a great deal of confidence in our ideas and our organisational skills and we look forward to putting on other events and producing other products in the future.”

Adding Character From Computer Arts Magazine

Adding character

Character design has been around longer than graphic design itself – the challenge for today’s designers is how to move the genre forward

Open your refrigerator or wander the aisles of your favourite supermarket chain, walk into any cool design studio from San Francisco to Solihull, channel-hop through numerous digital TV programmes or plug into your PSP – what do you see? From the Jolly Green Giant to Kaws or from Tony the Tiger to Sonic the Hedgehog, it’s clear that the wonderful world of graphic design continues to use character designs in effective, proactive and increasingly creative ways. The art of character design is alive and well and living in… well, living just about anywhere and everywhere as platforms, markets and opportunities continue to open up.

Character history
Some history for starters: where exactly did it all begin? This is impossible to answer, but the finger points at our ancestors living in caves and dressed in fur. By painting directly onto cave walls or carving representational figures and animals out of wood or chipping them out of stone, these distant relatives, in their quest to visually comprehend their own place in the world, attempted to capture the essence and spirit of, for example, an animal that was to be hunted for food. These ancient drawings and personal sculptures were man’s first character designs.

New technology
While technology has come on in leaps and bounds and carving characters from wood or stone has since been replaced, in three-dimensional terms, by the use of roto-cast vinyl, the spirit of character creation remains intact. The joy, as a designer, in seeing your own character start to take shape – take on its own identity, begin to breathe and then walk by itself for the first time – can be compared to giving birth, obviously without the physical pain and the endless nappies. Sleepless nights, however, can often be part of the creative process in character design.

Creating characters, despite prehistoric beginnings, is a relatively new discipline; much, though, has occurred since its humble beginnings. In their quest for producing greater revenue, many companies at the dawn of the last century began to recognise that personifying the products that they manufactured could be a valuable marketing tool. Essentially without the aid of huge advertising agencies, brand development teams, focus groups, art buyers and account handlers, these manufacturers started to promote their own company’s characteristics by unveiling their own company characters.

Corporate mascots
In 1895 the Michelin Tyre and Rubber Company introduced Bibendum, the Michelin Man, as its corporate character. Inspired by a stack of car tyres, Old Rubber Ribs, as he was fondly referred to, remains an iconic symbol to this day. Another that has proudly stood the test of time, albeit with a make-over or two throughout the years, is the Jolly Green Giant. Launched in 1924, the Green Giant was developed as the corporate mascot of the Minnesota Valley Canning Company with a sense of style and a touch of friendly humour. In 1999, celebrating his 75th anniversary, the Green Giant expressed this and maybe passed a wry comment on the American diet, in a promotional ad campaign encouraging families to Give Peas a Chance.

M-I-C-K-E-Y
While static print advertising posters and trademarks captured the attention of the public, it was animated characters that truly captivated their imagination. Steamboat Willie, released on November 18, 1928, was Walt Disney’s first outing for Mickey Mouse. Known for being the very first animated short film with a completely post-produced soundtrack of music, dialogue and sound effects, Steamboat Willie shot Mickey Mouse en route to global fame and fortune.

After the Stars and Stripes flag, it is claimed that Mickey Mouse may be the most recognisable symbol of America, President Jimmy Carter once even saying, “Mickey Mouse is the symbol of goodwill, surpassing all languages and cultures.” This may be considered high praise for what is just a drawing of a mouse, but the legal team for Walt Disney Productions expressed it well when it stated, “Mickey Mouse and his various friends are performers and salesmen who serve without pay. They work at all hours, whenever called upon. They are not temperamental and they need no union card. They need no food, no transportation, no lodging. But one thing is certain – they need a lawyer!”

The battle of the video games
With the advent of the digital age, increased avenues along which characters could parade opened up and it was the video games industry that paved the way. Inspired by a pizza with a missing slice, Namco designer Tohru Iwatani came up with Pac-Man’s look during dinner with some friends. After eight people worked constantly on the software and another eight on the hardware for 15 months, Pac-Man was good to go. In 1980, the year that the game launched, 100,000 Pac-Man machines were made and sold around the world, making it easily, and still, the best-selling coin-operated game in history.

Two years later in 1982 another arcade game, Donkey Kong, appeared for the first time and became an instant hit. Earlier, Shigeru Miyamoto, a Japanese games developer working at Nintendo, had created two iconic characters that were to become central mascots for Nintendo when introduced to gamers through Donkey Kong. It’s hard to imagine a focus group today getting to grips with two overweight, badly dressed plumbers with ridiculous moustaches and over-sized red hats, let alone giving them the green light, but the Mario brothers – Mario and Luigi – were to take the world by storm. At the height of their popularity, a 1991 poll found that more children could identify a picture of Mario than Mickey Mouse.

Nintendo’s vice-like grip on the gaming industry was to be put to the test. Sega recognised that alongside hardware and software developments they needed to develop a company mascot to rival Mario. Yuji Naka and Naoto Ohshima, two artists at Sega, were charged with the daunting task of wrestling gamers away from Nintendo with an icon that was instantly likeable. Sega’s response: Sonic was born – an ultra-fast, spiky-backed, finger-waving blue hedgehog with a good dose of attitude had been unleashed and was to rival Mario for cult status.

The designer toy
With gaming being such big business, even beating Hollywood in terms of revenue, digital lifestyles appeared to be very much the way forward in terms of character-based entertainment. And then something new bucked the trend. The desire for toys, designer toys at that, emerged as a growing trend from Hong Kong and Japan. Of course, collectable toy figures had been around a while – Tintin, Astro Boy, Asterix and many others were already changing hands for considerable sums of cash. What was happening in Japan, alongside the growth of three-dimensional toy figures replicated from popular manga comics, was the startup process of figures being created that knew no other cultural life, were not appearing in a video game, comic, animation or movie. The designer toy ‘genre’ had arrived.

While youth culture, hip-hop, skate fashions and street-art combined, blended and merged and Keith Haring took to the New York subways with his own brand of poster art and Futura 2000 customised box-fresh Nikes, a new interest in creating plastic toys and figures was germinating. A growing, but seemingly never-ageing, army of punters would start to queue around the block for the first toy figures as they hit the stores.

According to Jeremy of Jeremyville in Sydney, in his book Vinyl Will Kill!, the cultural phenomenon of designer toys began when Hong Kong-based artist Michael Lau arrived at a local toy show with some customised GI Joe figures. He’d reworked them “into urban hip-hop characters, wearing cool streetwear labels and accessories,” says Jeremy. Initially known as ‘urban vinyl’ the accepted term soon morphed into ‘designer toys’.

The market for these toys grew, as artists globally joined a network of those interested in creating ‘cool’ products. Companies such as Critterbox Toys, Kidrobot and Kubrick sprang up to design, create, produce and market designer toys aimed predominately at big kids – those that had a real interest in displaying these artforms in their ultra-cool urban live-work spaces in places like Hoxton or the Lower East Side in New York.

From BMX to KIA
Pete Fowler was in it from the start. Fowler grew up in Cardiff, Wales, in the 80s and rode for a BMX team, skateboarded and was heavily into music. At the end of the decade, he left Cardiff to study fine art in Cornwall emerging quietly at first, only to be catapulted into the limelight with his work for seminal band Super Furry Animals. Fowler picks up the story from there: “I was interested in sculpture and, to a certain extent, toys, since I was at art school. I’d drawn several characters that I thought of as 3D objects and started to sculpt them. I got a studio and made six or so large sculptures. I showed these at an exhibition in Japan, and Sony Creative Products offered me the opportunity to design a range of toy figures.”

From a right-place, right-time starting point, Fowler’s own website, Monsterism, launched followed by his own company, PlayBeast. Fowler describes it as “a small independent company with big ideas” – it handles the manufacturing, marketing and distribution of his creative toy output. So far, nearly 40 collectable figures have been designed, manufactured and made available to purchase.

Fowler explores his working methods: “Quite often the characters will come to life directly from sketches regardless of the toys. I draw and redraw the characters until I’m happy with them and they’re suitable for sculpting. I like to make something new each time and I try to communicate a parallel fantasy world in which my creatures exist.” He continues: “I like to engage people’s imagination in the characters and the stories surrounding them. I do think that people’s imagination is being deadened by worthless rubbish on TV.”

Despite Fowler’s views on TV programming, it is on your TV set where you can view his most recent and high-profile commercial work, with a range of characters created solely for four animated commercials for KIA cars. Fowler worked with Passion Pictures, using CGI 3D techniques as well as stop motion animation, to create the ads and was pleased with the results that came about from a previous working relationship with Passion – they had both been involved in working on a Super Furry Animals promo.

Jeremyville
A degree in architecture from Sydney University gave Jeremy of Jeremyville a start in 3D character design that most would envy. “I like the beauty of systems and methodology in design and studying the process. For me, the process and system by which an idea manifests itself is as much an artform as the final result – with the correct system in place, so much is possible,” says Jeremy. No wonder that he cites Le Corbusier, Gropius, Duchamp and Warhol among his art and design heroes.

Jeremy has been following the 3D toy genre from its initial start, producing his first 3D toy, an inflatable vinyl Space Puppy in 1994. Known simply as Jeremy, it sold over 10,000 units mainly through Jeremy’s own clothing label. He now has around ten toy designs currently available, and says: “Quite a few more are coming out in 2006 – a lot of toy projects are in the works but it is a slow process, taking anywhere from four to six months.”

Jeremy works hard: “I draw every day in my sketchbook, I clear my mind and open it up to anything that comes through. You just can’t beat a pen and a blank sketchbook as a starting point. A toy idea needs to be a new concept, something different to what’s already out there.” It’s exactly this type of freshness that has paid off – Jeremy has worked with a range of companies that include Strangeco in San Francisco, Play Imaginative from Singapore, Flying-Cat out of Hong Kong, Span of Sunset in LA and Kidrobot in NYC.

There are a number of spin-off mainstream projects that excite Jeremy too. “MTV Latin America, based out of Miami, recently commissioned me to design a huge series of animations based on my 3D characters and drawings,” he explains. “The project took about three months altogether, and involved a lot of late nights and hundreds of sketches.” 2006 looks to continue to be a fruitful year for Jeremy. A poster for Don’t Panic, another animation project for MTV, this time MTV Australia, and some toy-based art shows will keep the studio busy, but Jeremy will still make time for his everyday sketchbook doodlings.

TADO and JAKe designs
Mainstream commercial projects have kept Sheffield-based design duo Tado busy in recent months too. Designing a special edition Smart Car for Daimler Chrysler in Taiwan was an excellent departure for the pair – characters adorn the model, but sadly it may never see the light of day in the UK. “It would be amazing if stuff got to the next level here as it is in Asia – where every product, it seems, has a character,” the Tado team says.

Still, the company remains busy with projects in the UK: mascots for British Airways, branding for MTV International, as well as numerous character/toy projects including its own toy line called Fortune Pork, for Japanese toy manufacturer Flying- Cat. The line currently stands at 13 unique figures with Ryoko and the Sissyfits, five band members, in development and due for release later in the year. “We do think that the future is very exciting at the moment for smaller companies and freelancers who are now able to apply their distinct styles and approaches to bigger commercial projects,” the pair predicts.

Colette – the Paris-based too-cool-for-school, lifestyle gallery-meets-shop whose own motto reads ‘styledesignartfood’ – showed London-based illustrator JAKe’s first break into 3D character design for adFunture. “That first figure was part of a show at Colette and they saw that first prototype version and asked me to create a special edition in their own Pantone colours,” JAKe explains.

“Every character that has been made into a 3D form” – and that includes projects such as the JAKe Ape and BADjUjU toys – “has started life as images that have evolved out of my sketchbook, characters that I, or in some cases other people, keep coming back to,” he says. “Many have been used elsewhere, for instance on T-shirts, which means that they are recognisable by the time they become a 3D product.” JAKe continues to work with adFunture, based in Hong Kong and Shanghai, and Comme Des Garçons from Tokyo, and when asked where he sees his craft heading he’s quick to quip, “Onwards and upwards, or charity shops and bargain bins!”

The future for character design
Character design remains an intrinsic aspect of modern graphic design – it’s hard to ignore, yet harder still to quantify the impact that it has had on commerce and entertainment. Gazing into a crystal ball might reveal what the future holds, but this group of global artists has its own opinions. “I’d like to see a greater use of the ornamental combined with the functional,” admits Pete Fowler, while Jeremy offers a warning: “The designer toy genre needs to diversify, spread out and to always keep fresh – it needs to re-invent itself with new directions based on art and ideas and not just commerce.” It would appear that the future of character design rests with artists and their sketchbooks…

Link

Create Perfect Characters From Computer Arts Magazine

Create perfect characters

Character-based designs are in greater demand than ever, from fashion illustration to designer toys. Nick Spence highlights one trend that’s here to stay, and discovers what it takes to create characters that will last a lifetime

Look around you; it’s not difficult to see why character-led design is increasingly popular. From High Street fashion houses to collectable vinyl toys, to the pages of Computer Arts, character-based design is in high demand. Why resort to a model, actor or stock image when you can create a vivid vibrant world full of beautiful people and inventive creatures.

There are also many fundamental reasons why characters stretching back to folklore fairytales and comic books have proven so enduring. As illustrator Gez Fry suggests, “We often see a bit of ourselves or people we know in well-designed characters, and we can then make an emotional connection with the work.”

“A well-designed character can appeal to all ages and all people in a way that a photo can’t,” add design duo Peskimo. “Good characters are so versatile and they also offer a nostalgia factor that takes people straight back to the picture books and kids’ cartoons that they once loved as children.”

A popular genre
It’s these characters that help entice and engage the individual, evoke memories, tell a story, sell products and services and allow them to buy, however fleetingly, into a lifestyle or other world. A recent ad campaign for the less than enthralling Vauxhall Corsa range used a set of five cute characters, the C.M.O.N.S, to help establish the New Corsa as a stylish and fun-to-drive car among urbanite 20-somethings. Conceived and developed by DLKW & Partners with Barcelona-based Boris Hoppek providing his distinctive characters, made from a variety of soft fabrics, the campaign has proved a hit, and not just with dedicated YouTube fans.

Similar campaigns will almost certainly follow – yet another sign that character design is growing in popularity. Tim Biskup, Jon Burgerman, Nicholas Deakin, Pete Fowler, Christopher Lee, James Jarvis, Jeremyville, Nathan Jurevicius, Peskimo and TADO are just a few of the leading talents often grouped together as contemporary character designers under the Pictoplasma banner. Many met up at the recent Pictoplasma conference, a four-day celebration of figurative design, held in Berlin in October.

“The Pictoplasma stuff is crazy at the moment,” says Nathan Jurevicius, the creator of ScaryGirl. “I’m writing this in Berlin at the Pictoplasma festival and the people I’m meeting are so interesting and diverse.” The just-published Pictoplasma – The Character Encyclopaedia offers a round-up of over 200 international designers, highlighting the latest trends in contemporary character design and art, spanning everything from drawing, design and painting to its use in installations and sculpture.

Alongside character designers, fashion illustration and design also play a major part in the appeal of character-based work. It’s hard to miss Jason Brooks’ omnipresent beautiful people, typified by the work he did on the Hed Kandi CDs. Patrick Morgan creates equally evocative images while juggling the demands of a busy client list with teaching fashion illustration in Milan. Both offer a way for clients to inject style, glamour and luxury without any of the financial commitment of an exotic photo shoot.

Jacquie O’Neill, another whose trade is in fashion-based illustration, offers a reason why many look towards illustrated characters. “If you hire a ‘face’ to promote your product and that ‘face’ misbehaves, it can wind up in a front-page scandal.” Illustrations behave themselves, show up on time and never cause a scene.”

Fundamental skills
When creating memorable characters among a potentially disparate group of creatives, covering everything from fashion illustration to designer toys, some common ground is clear. An understanding of anatomy and the way the face and body is put together along with traditional drawing and observation skills are solid foundations for producing your own winning characters.

Of those questioned for this feature, most designers agreed that these fundamentals played their part. “If it weren’t for a general understanding of traditional skills, such as anatomy, proportion, depth and everything else that makes drawings drawings, I can honestly say that I would not be where I am today,” says Matthew Woodson, whose own illustration work effectively showcases his masterly skills.

“Having traditional drawing skills and a knowledge of anatomy will always help you to make more sophisticated characters,” says illustrator Allan Sanders. “Even if you are reducing things to simple shapes, your experience in drawing and anatomy will inform what you do.”

“All skills are important, and everything is connected,” says fellow illustrator Dave Curd. “You can never have too much technical or academic skill. A good artistic background will reinforce your concepts.” However, according to Brazil-based illustrator Elisa Sassi: “The most important thing is not to let the school or the techniques dominate your creativity and your essence.”

Starting from scratch
The next step is to find inspiration. “We will generally start with a blank piece of paper and an idea. We usually know what the character will do, but his own persona is very much undecided,” say Jodie and David, character creators at Peskimo. “The process is organic and can change on paper and again on screen. Many of our mistakes and experiments have resulted in better characters.”

Another duo, Mike and Katie at TADO, find inspiration everywhere. “We just keep our eyes open all the time. We don’t have any tried-and-tested ways of getting instant inspiration, but we’re always finding cool new things we enjoy looking at.”

“We just absorb stuff without really knowing about it,” they say. “Then later on it’ll just plop out somewhere. We always take plenty of inspiration from the friendships we have with other like-minded people.”

Initially many may find inspiration from the work of others, although there is a fine line between homage and copying. “I think copying can sometimes be a healthy stepping stone to developing your own voice, but only if you move on from that stage pretty quickly, and if you keep it to yourself in your own sketchbook,” says Jeremyville.

“If you’re really going to produce characters that are different, it’s key to develop your own style, which should be happening anyway if you’re working hard,” insists Nick Deakin, whose own distinctive style has seen him included in the latest Pictoplasma collection. Hard work and experimentation can combine to create originality, as Deakin suggests: “Only in the last few years have I worked harder on nurturing the characters, and I suppose that’s why they have developed faster during the last couple of years.”

Creating characters can set unique challenges that other projects do not. “Creating characters is different from ‘normal’ design work in that you are instantly creating something that is ‘living’,” say TADO. “Even the most simple characters have elements of personality, which is what makes them popular to people who can easily identify with them.”

A whole new world
This issue’s cover illustrator, James Jarvis, suggests breathing life into your creations by visualising their world: “Think about exactly who or what they are, where they live and how they exist,” he says. Equally, Jarvis warns against creating characters simply for the sake of it. “Toys as an expression of someone’s ideas can be interesting. But there are a lot of ‘designer’ toys being made purely for the sake of making a toy.”

Once you start creating your own style it’s really important that you avoid repetition, especially if you intend to create a whole army of characters. “We always try and produce a new set of characters for each piece we do,” say TADO. “We do have some that we use more frequently, but generally we try to push ourselves to do something new each time.”

Maintain a style
Equally, as TADO suggests, you need to include enough characteristics within each character for you to maintain a recognisable and saleable distinct style. It’s a fine balancing act that Jeremyville, with numerous creations to his credit, is aware of. “My characters might now have evolved a generally similar look about them – maybe the eyes, or the nose,” he admits. “So I try and imbue each with their own characteristics and traits, but of course they’re all members of the broader Jeremyville community, and will therefore have a certain similarity or vibe.”

“Sometimes I’ll intentionally repeat themes within my work if the characters are from the same narrative,” adds Jurevicius, “but like people, we all have unique traits and personalities that make it easy to give individual characteristics.”

With fashion-based character design, in particular, it’s also important you try and avoid standing still for too long. In an industry that relies on creating a contemporary look, it’s important you don’t get left behind or rest on a style that’s looking dated. “There probably is a danger of it falling out of fashion at some point. Everything is swings and roundabouts in the end,” says O’Neill. “But I hope I can keep coming up with new subjects, ideas and approaches to keep my work fresh and in demand.”

Being fashionable in any field also means you attract your fair share of imitators. If you start seeing work you don’t remember doing, it’s probably time you started moving on creatively and adjusting your style.

There are also practical concerns to consider when creating characters for commercial commissions. It might be difficult to convince clients of the need to replace something more traditional with a three-headed four-armed creature just because it looks good. “It’s inevitable that you have to compromise to suit a client’s brief sometimes,” says young illustrator Allan Sanders. “It’s important to fight for your own artistic ‘vision’, but it’s also increasingly important to listen to what a client is saying. I don’t think illustration or character design is the right business for an artistic prima donna.” Be realistic and save your more outrageous characters for your self-initiated projects.

“Despite the fashion, people will always identify themselves with the characters you create, either physically or psychologically,” says Sassi. Creating a character with a durable personality is important for illustrators, and Fry agrees: “The best things your characters can have are real life and personality. The absolute worst thing a character can be is boring and unoriginal. This may sound obvious, but something that looks fresh and has had some thought invested in it will always make more of a connection with the person looking at it.”

Link

20 Character Design Tips From Computer Arts Magazine


20 character design tips

Lacking character? Jon Burgerman drums up 20 tips for creating fantastic characters and the best ways to bring them to life

Character design can be a tricky beast to tackle, because although many of the classic characters familiar to us all through cartoons, entertainment and advertising look simple, that simplicity usually belies the many hours of work that have gone into their development.

From Mickey Mouse’s famous three-fingered hands – drawn to save production time when the character was first developed for animations in the 1920s – to the elegant simplicity of Homer Simpson, character design has always been about keeping it simple. But aside from clean lines and easily readable features, what else are you going to need to know? There’s knowing what to exaggerate and what to play down, what to add to give a hint of background and depth, and what to do to develop personality. Getting started can be the trickiest part in any character development project, but once you’ve got some ideas these tips will help you breath life into your creation…

1: Research and evaluate
It can be helpful to try and deconstruct why certain characters and their characteristics work and why some don’t. There’s no shortage of research material to be found, with illustrated characters appearing everywhere: on TV commercials, cereal boxes, shop signs, stickers on fruit, animations on mobile phones, and more. Study these characters and think about what makes some successful and what in particular you like about them.

2: Design and plan
Where will the character be seen and in what medium? This will have a direct bearing on how you go about your design. For example, if the character is for a mobile-phone screen, there’s no point designing it to have a lot of intricate details and features. Nathan Jurevicius says, regardless of the format, “The process of thinking up concepts always starts the same: paper, pencil, green tea... lots of thumbnails, written ideas, scratches and sketches over sketches.”

3: Who is it aimed at?
Think about your audience. Characters aimed at young children, for example, are typically designed around basic shapes and bright colours. If you’re working for a client, the character’s target audience is usually predetermined, as Nathan Jurevicius explains: “Commissioned characters are usually more restrictive but no less creative. Clients have specific needs but also want me to do my ‘thing’. Usually, I’ll break down the core features and personality. For example, if the eyes are important then I’ll focus the whole design around the face, making this the key feature that stands out.”

4: Visual impact
Whether you’re creating a monkey, robot or monster, you can guarantee there are going to be a hundred other similar creations out there. Your character needs to be strong and interesting in a visual sense to get people’s attention. When devising The Simpsons, Matt Groening knew he had to offer the viewers something different. He reckoned that when viewers were flicking through TV channels and came across the show, the characters’ unusually bright yellow skin colour would grab their attention.

5: Line qualities and styles
The drawn lines of which your character is composed can go some way to describing it. Thick, even, soft and round lines may suggest an approachable, cute character, whereas sharp, scratchy and uneven lines might point to an uneasy and erratic character. Sune Ehlers characters are bold and seem to dance on the page, which echoes his approach to drawing them. He explains: “Drawing a doodle is about decisive pen-manoeuvring. A strong line for me comes from strength and rhythm.”

6: Exaggerated characteristics
Exaggerating the defining features of your character will help it appear larger than life. Exaggerated features will also help viewers to identif y the character’s key qualities. Exaggeration is key in cartoon caricatures and helps emphasise certain personality traits. If your character is strong, don’t just give it normal-sized bulging arms, soup them up so that they’re five times as big as they should be!

7: Colour me bad
Colours can help communicate a character’s personality. Typically, dark colours such as black, purples and greys depict baddies with malevolent intentions. Light colours such as white, blues, pinks and yellows express innocence, good and purity. Comic-book reds, yellows and blues might go some way to giving hero qualities to a character.

8: Adding accessories
Props and clothing can help to emphasise character traits and their background. For example, scruffy clothes can be used for poor characters, and lots of diamonds and bling for tasteless rich ones. Accessories can also be more literal extensions of your character’s personality, such as a parrot on a pirate’s shoulder or a maggot in a ghoul’s skull.

9: The third dimension
Depending on what you have planned for your character, you might need to work out what it will look like from all angles. A seemingly flat character can take on a whole new persona when seen from the side if, for example, it has a massive beer belly. If your character is going to exist within a 3D world, as an animation or even as a toy, working out its height, weight and physical shape is all important.

10: Conveying personality
Interesting looks alone do not necessarily make for a good character; its personality is key as well. A character’s personality can be revealed through comic strips and animations, where we see how it reacts to certain situations. The personality of your character doesn’t have to be particularly agreeable, but it does need to be interesting (unless your characters is purposely dull). Personality can also be expressed simply in how the character has been drawn.

11: Express yourself
Expressions showing a character’s range of emotions and depicting its ups and downs will further flesh out your character. Depending on its personality, a figure’s emotions might be muted and wry or explosive and wildly exaggerated. Classic examples of this can be found in the work of the legendary Tex Avery: the eyes of his Wild Wolf character often pop out of its head when it’s excited. Another example of how expressions communicate motions is deadpan Droopy, who barely registers any sort of emotion at all.

12: Goals and dreams
The driving force behind a character’s personality is what it wants to achieve. This missing ‘something’ – be it riches, a girlfriend or solving a mystery – can help to create the dramatic thrust behind the stories and adventures your character gets up to. Often the incompleteness or flaws in a character are what make it interesting.

13: Building back stories
If you’re planning for your character to exist within comics and animations then developing its back story is important. Where it comes from, how it came to exist and any life-changing events it has experienced are going to help back up the solidity of, and subsequent belief in, your character. Sometimes the telling of a character’s back story can be more interesting than the character’s present adventures… or not, in the case of the Star Wars prequels.

14: Quick on the draw
Don’t be afraid to experiment and ignore all the rules and tips about planning and crafting the look of your character. Going against what is supposed to be the right way of doing something could create unexpected and exciting results. When artist Yuck creates his characters he doesn’t really know what he’ll draw. “I just listen to music and draw the result dependent on my mood: freaky or cute. I always want to have a drawing that I find interesting. I then work more on the character after it’s okay with me and my brain,” he says.

15: Hone, plan and polish
Instead of just drawing or doodling without too much pre-planning, Nathan Jurevicius prefers to take a different approach. “I take a long time creating finished looking roughs and also thinking about how the character could be expanded beyond a 2D artwork, what the character will do in a specific world, and how it speaks and acts,” he says.

16: Drawn in mud
Having decent materials to work with is useful, but not essential, for the early planning of your character. A lot of amazing characters were successfully designed years ago when no one had personal computers and Photoshop was just a dream. The drawings of your character should still work when rendered on paper with a simple pen or, as Sune Ehlers puts it, “The character should still be able to work with a stick dipped in mud and drawn on asphalt.”

17: Real-world drawing
Ian, of I Like Drawing, generates some of his characters away from both the computer and the sketchbook, allowing outside elements to influence his work. “I really like characters that interact with their surroundings,” he says. “The environment normally suggests an idea and then I let my strange mind do the rest. I prefer drawing in the real world with a pen instead of on the computer, because it feels good and odd things happen.”

18: Release the beast
Show people your creations and ask them what they think. Don’t just ask whether they like them or not. Instead, see if they can pick up the personalities and traits of your characters. Find who you think is the suitable or ideal audience for your work and get feedback specifically from them about it.

19: Beyond the character
In the same way that you create a history for your character, you need to create an environment for it to help further cement believability in your creation. The world in which the character lives and interacts should in some way make sense to who the character is and what it gets up to.

20: Fine-tuning a figure
Question each element of your creation, especially things such as its facial features. The slightest alteration can have a great effect on how your character is perceived. Illustrator Neil McFarland advises: “Think about the meaning of the word ‘character’. You’re supposed to breath life into these things, make them appealing and give them the magic that will allow people to imagine what they’re like to meet and how they might move. I think it’s strange how creating characters for the sake of it has become a distinct branch of graphic design.”

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Research: Mr Jago