Today, I had the first official meeting with my panel of
traditional animators*. I showed them my design which I finished last week.
They liked it, but they said it was “obviously” designed for a game. It lacks
personality and the typical “thumbnail” approach was something they considered
really typical a games approach.
*These are the same animators which I interviewed a while ago. They are 4th year HKU animation students Ben Vinkenburg, Jessy Suharyanto and Tom Mourik.
Here are the comments
of the panel;
First off, it looks nice! (Why, thank you)
- But… There is a lot of problems with this design in its current
state if you want to adapt it for a traditional animation
- Way too much detail. Unless you got a very big team, this is undoable to animate properly
- She is very realistically proportioned. This means that the quality of the animation has to be realistic as well, or else it will look just plain weird
- She also has a lot of loose, flowing elements, like the
shawl, her hair, the quiver, her belt etc. This means you have to animate all
these different elements by adding secondary motion. A lot of work, to say the least
- Try to use more shapes than lines. Use contrast in colors.
This really helps if your character’s arms are going to overlap her body, it
keeps it all readable
- Her facial features are not very visible. This is a big
problem if you want to emote with her. Lay more emphasis on this, as this is
vital for every animation character.
- Think about the visual style you want to use. What kind of
lines will be used? How will the character interact with the background? Will
the character haves lines or the background? This will avoid your character
melting together with the background. You never want that to happen, because
your audience will never know what is going on
- We animators don’t have a lot of time tell the big backstory
of a character. So we have to give all the information about the character through
its visual design
- I think that we as animators start to think way earlier
about implementing a certain visual style in the design process. I think that
is a big difference with games. Your character’s personality comes more from
its backstory than the actual, realistic design
- We also use more basic shapes in our designs. This helps to
boost the readability of the character
- As animators we ask ourselves these questions as quickly as
possible during the design process of a character;
“ What is possible with this character?”
“ What does this character have to do?”
Additional comments, tips and
feedback;
- Look at How To Train Your Dragon characters. The armour that
they wear is designed around their personality
- Look at the design of the main character of Brave. She
shares the same setting and is also an archer
- Dexter’s Labaratoy. The shape language between the characters are very distinct and really pushes the readability
- Samurai Jack. The character design of Jack is very serene, very pristine while the backgrounds are very rich in detail. It’s mostly the other way around, but they decided to it this way
- Look at the concept art of Sleeping Beauty and how they implemented the medieval form language in the characters. This could also be helpful with your character design.
- Journey, the game is a good example of how the visual style influences the game and how it helps
- Look at the secret of Kells. A strong shape language and again very in the same setting as your project
This meeting was very useful and now I feel I’m able to move
towards the second design of Brenna! Basically I’ll have to push her
personality more and lay more emphasis on the face, use simpler, basic shapes
and try to get rid of some unnecessary detail.
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