Character Design
Character Design
Discover the Learn new James A. Castillo John Loren Stephanie Rizo Almu Redondo Take a behind-
insights and stylistic effects to designs a coherent shows how to Garcia’s quick shows how the-scenes look
animated world communicate your circus troupe light a character tips for designing cross-disciplinary at award-winning
of Elastic studio’s design ideas with with impact and to add narrative a bear who has techniques can animation studio
talented Art Jens A. Larsen Aas personality to a design overindulged aid your designs Blue Zoo
Director
WELCOME TO THIS SAMPLE ISSUE OF
CHARACTER DESIGN QUARTERLY
You can also find inspiring words and invaluable career insights
from renowned artists Meg Park, Kenneth Anderson, and Max
Ulichney. Enjoy!
sophie symes
56 58 76 88 92 104
SIMPLICITY HAPPY WHIMSICAL MEET THE ARTIST: UNICORN CREATE A MEET THE ARTIST:
& IMPACT MONSTER KENNETH SLAYER DISAPPOINTED MEG PARK
ANDERSON GORILLA
Steph Laberis Shaun Bryant The animator DreamWorks’ Ida Hem takes up Meg shares her
shows how to shows how he discusses the Avner Geller the random-word lively work, and
achieve maximum creates a friendly pros and cons gives a quick brief challenge advice on working
impact through monster that of different guide to creating to design a as a full-time
minimal designs exudes happiness processes and an audacious down-beat ape freelancer
growing his career character
Multi-faceted designer Max Ulichney shares a
wealth of experience from his varied creative
work as Art Director at animation studio, Elastic.
Charmed by the playful aesthetic of the Cartoon
Modern movement, Max crafts energetic art with
a high level of energy and narrative. Working in
commercial design at advertising agencies during
his formative years, has also given him a powerful
understanding of how to create eye-catching and
arresting designs that are readable and clean.
Creator of the MaxPacks brushes for Procreate,
Max also enjoys a strong connection to the
creative community and strives to empower
other artists to reach their creative potential.
Thanks for taking the time to various times I wanted to work in comic books, of my time in commercial animation, I’ve had to
chat to CDQ! Let's start at the comic strips, automotive design, practical be a chameleon and work in a range of styles.
beginning! How did your creative movie effects, and animation. That wild mix However, one of the strongest influences of
journey start? of interests ended up getting me into CG and my character designs can be found in my love
concept art. of mid-century Cartoon Modern aesthetics.
My story as an artist has been shaped by many
influences, but the first and most important How would you describe your Increasingly, I’ve been exploring a painterly
one has to be my father. He worked as a style and creative process? approach to my digital paintings. Using
creative director in advertising agencies where Procreate has taken me away from the
we grew up in Ohio. My parents cultivated a My personal illustration work is driven by a layer-heavy technical approach I employed
great appreciation for art and creativity in me. love of quirky characters and rich color. I aim in Photoshop previously; I now embrace
I spent a lot of time drawing, taking inspiration to capture a sense of a larger story in a single texture and expressive mark making. Selling
from movies, comic books, and cartoons. frame, something that probably stems from my MaxPacks brushes for Procreate has also
During my high school and art school years, I the single panel comics I drew throughout connected me to the community in an exciting
spent my summer break working at ad agencies my childhood. I enjoy exploring strong new way. It’s a great feeling to be able to
and enjoyed work as a caricature artist. I had lighting in my paintings, building on years empower other artists’ creativity.
so many artistic interests that I struggled to spent lighting shots in CG, and my interests in
decide what I wanted to do with my career. At cinematography and Impressionism. Because Above: Believers - Commission for Procreate
6 | Meet the artist
I think of the Cartoon Modern era as the pop culture version of modern
art movements such as Cubism, Expressionism, or Impressionism. Just as
those painters questioned the conventional wisdom and tradition that
said realism was the gold standard, they explored abstraction, simplicity,
and pushed boundaries. Art is the difference in what we see in the world
around us and what we create. It’s the choices we make to interpret
reality, to bend its rules, to tell a story, or design a character. The bigger
the departure from the familiar, the more we can see the mind of the
artist. The radical simplicity and expression of shape and linework in
that era of cartooning makes every choice important and meaningful.
It brings to mind the efficiency of a John Singer Sargent brush stroke,
where every mark is energetic and important. Those mid-century artists
were at the vanguard of a young medium, and they were bringing that
same spirit of fine art innovation to a broader audience.
Right: Retirement
Max Ulichney | 7
8 | Meet the artist
Opposite page:
Upperclassgator
Right: Retro Venice
Where do you look for fresh inspiration when if I like what I’m sketching, I can develop it further. It removes a sense
working on a new design? of pressure and makes it feel more like it did when I was a kid, drawing
for fun.
One of my favorite things to do on the weekend is sit and sketch at
coffee shops and bars or otherwise draw people from life. It’s a fun Creativity thrives on novelty. As artists, we are filters for our experiences.
challenge to try to capture a person or a moment quickly, before they I believe we need to take the time to fill up our creative reserves so that
change position or walk away. It helps me get out of my head and limit we have richer experiences to draw from. That can take many forms,
the decisions I have to make if I’m feeling creatively drained or stuck. It’s such as visiting museums, taking hikes, or traveling. I’ve been lucky
the perfect way to warm up and get a train of thought moving. enough to take some amazing trips through Europe and Japan in the last
few years and I still draw on those experiences to this day. I only wish
I’ve been finding that painting in Procreate on my iPad has changed the my watercolors hadn’t frozen in Europe in January so I could have done
way it feels for me to be creative. Rather than being stuck at my desk some plein air painting while I was there!
in a way that feels like work, I can paint in locations that have a sense
of energy. Getting away from my stale routine can lead to interesting
sparks of ideas. It’s made me more likely to want to paint casually, and
10 | Meet the artist
“ I try to
create
characters
that read
quickly and
simply, like
a good logo
should ”
It's fantastic that using a mobile techniques, but ultimately, I got bogged down Can you tell us about your role as
device for painting has given you with technical nonsense, particularly at later Art Director at the award-winning
so much freedom; do you think it stages of painting. Procreate has made me multimedia studio, Elastic and
has also changed your approach loosen up and have more fun, using fewer layers. what your average working day
and the aesthetic of your work? Now I often approach paintings by restricting looks like?
myself to traditional painting techniques. I
I have always had a sketchbook nearby, but for tone my canvas, do an underpainting to work I’ve been working at A52 and Elastic for
the last few years my iPad has filled that role. out simple values, and then layer paint up just fourteen years. The studio has grown
The biggest difference is that I can casually as I would in oils. I challenge myself to work on dramatically in that time, as has my role in
doodle like I would in my sketchbook, and if I minimal layers and flatten often. it. I started straight out of school as a Maya
see the start of something interesting, I don’t generalist, and now I’m an art director, CG
have to wait to start painting it. It has given me As I paint, I’ll temporarily make a layer to supervisor, and director.
the ability to develop fully rendered character experiment on and then flatten it down once
studies while they’re still fresh in my mind. And I’m satisfied. The last thing I want to do when I’m involved from pre-production through to
I can also add lighting and texture. Of course, I’m trying to be creative is to stop and look production. I begin at the pitch phase, painting
Procreate has all of the usual benefits of digital for a specific layer in a stack of similar layers. concept art and designing characters. As
work too. Undo and Transform tools mean I can Procreate’s interface is so minimal, it never production begins, I start supervising the CG
stretch and exaggerate shapes and experiment gets in my way. That helped me return to a team. I’ll often model some of the characters
more confidently. more intuitive way of painting. It’s hard to in ZBrush and Maya. Sometimes all I have
quantify, but I think it’s encouraged me to time for is a design sculpt of a character, like
Over the twenty-five years I have been using paint more often, and that practice is evident a digital maquette, that I’ll hand to one of our
Photoshop, I have developed some powerful in my work. modelers to finish.
Max Ulichney | 11
I then like to get into the early development of creative collaborator, Andy Hall. He’s the In a highly competitive world
some of the key shots of the piece, lighting in creative director at Elastic that I work with it's great to hear that you work
Maya and V-Ray and compositing in Nuke. At most often, and his trust in me has been a to empower other artists. Which
various stages of production, I often do paint model for me in how I work with the artists in skills do you encourage in your
overs to help my artists better understand my my care. team of artists?
notes. Near the end of a project, my job shifts
into looking out for the ticking clock, juggling The management side of my job is something I Observation is the foundational skill that
priorities, and rallying the team and keeping grew into over time. Handling schedules, lists is common to every artist, no matter the
morale high. of assets, and talking to clients wasn’t what medium. Recently I spoke with an artist who
got me into this business, but I’ve found an was working on a shot based on concept art I
While I can be particular about artistic choices, unexpected sense of pride in helping shepherd had painted. The values of the shot were a little
it’s important to me to help foster creativity a team to make something greater than all of bit off, and it changed the story of the shot
in the team. I try to empower my artists to us could make on our own. because the focal point was lost.
make their own artistic choices, just as my
mentors have done for me. I have to mention Opposite page: Smoke Break
the influence and generosity of my long-time Above: Bar Bubble
12 | Meet the artist
“ strong problem-
solving skills
and interesting
thoughts can make
an artist much
more valuable
than someone with
otherwise similar
drawing talent ”
Right: Nice Costumes! Created for the Beginnings
art book benefitting Save the Children
Max Ulichney | 13
14 | Meet the artist
You have a background in sculpture (both traditional of expression for an animator. Commercial schedules are usually fast and
and digital). How does this experience of creating in budgets are often tight, so I need to make sure that I’m not going to
3D affect your approach to character design? design something that can’t work within the limits of the job.
I begin my sculpts and character designs similarly, blocking in broad Among my favorite things to do in CG is to employ some 2D illustration
simple shapes, focusing on the gesture and weight of a character first. tricks. I love manipulating 3D shapes to look more like you might
It’s the classic idea of starting with primitives like spheres, cylinders, illustrate a flat cartoon character to break away from the expected CG
and cubes. If the attitude comes through at this early stage, I know perfection. Sometimes that means cheating on the nose so it’s flatter
I’m on the right track and I can start layering on detail. When painting, to camera, or skewing the mouth to one side of the face to capture the
understanding the underlying 3D shapes helps me turn the light over the spirit of the concept art that couldn’t be translated without some smoke
volumes of a body, or find the right place for a highlight. and mirrors. Breaking the rules like this can take planning but it may
make all the difference to the charm of a character.
In animation production, it’s crucial to be able to design a character that
you know you can translate into 3D predictably. And my production
experience means that I’m constantly considering different aspects
of the design that make it more complex to create, for example; how Above (left): Stalker
friendly a certain shape might be for rigging, whether using a piece of Above (right): Best Friends
clothing means that we will need to simulate cloth and therefore add Opposite page (top): Blues Man
another team member, and how a facial feature might affect the range Opposite page (bottom): Pets
Max Ulichney | 15
DIMENSIONAL
CONCEPTING “ Th e
I have
process
developed
for combining
my own
2D th eory
and 3D concepting. I start by
thumbnailing initial ideas as I do
is m ore
for any design, but I’m not trying
to create a finished presentable
im porta n t
drawing. I aim to create a simple th a n th e
tools ”
character, and a seed of an idea.
This could be a pose or a strong
shape or facial feature. Next, I
rough out the forms in ZBrush.
Typically this means smashing
spheres together, pushing and
pulling simple shapes and finding
the volumes, the gesture of a
pose, and the center of gravity. I
take care to develop that original
seed idea. I stop long before I get
into detail, when I can squint and
see a few strong choices. Next, I
take a screenshot and paint over
it to continue the design in 2D.
Now I can develop the concept
with the benefit of knowing my
shapes work in 3D, and I have a
head start on the shading. It’s
much easier to focus the mind
on a few variables at a time.
Stylistic design
boosters
Jens A. Larsen Aas
In this article I will show you some ways traditional stylistic effects
can be used to enhance and inform your character designs, regardless
of how these effects are created. You do not need to use traditional
drawing materials to be able to use the effects to enhance your design
work; just some basic observational skills and curiosity will go a long
way. This article will focus on how these stylistic effects can be used
to suggest design ideas to your viewer.
Line variety
Young character designs need to show movement and imply a
sense of fun. To portray the playful naivety of this character,
different types of line are used to introduce variety into the
Texture marks. Pencil-like marks give an urgent, scribble effect, which
Traditional textures can be used suits the energy of a young character. Colored exterior lines
to imply aspects of a character’s can also help to add interest and tie the shapes together.
personality. This character is
a soft-spoken gardener, so
introducing roughness to the
design while maintaining a bright
color palette can achieve an
impressionistic, summery flair.
Show up!
One important thing you need to do to be a
The coarse texture helps to professional character designer is simply to show
support the rustic role of the up. This encompasses everything from scheduling
character and, by referencing meetings face-to-face with producers and art
impressionism, tells us about directors to regularly sharing new work on social
the character’s spontaneity and media. Do not wait until you feel “ready” to start
connection to nature. making in-roads on your career as the chances are
you will never feel fully prepared.
Jens A. Larsen Aas | 17
Abstract shapes
For some projects, simplicity of design is the priority and
it can be challenging to capture character personality.
Playing around with abstract shapes and color washes
can help to simplify your shape language. Here, a soft
round gray wash fits the innocent character perfectly,
and the oversized head informs the awkward demeanor
of the rest of the design. Limit yourself to a few washes
Flowing
and see what interesting ideas spring from them. lines
Simple flowing lines can
communicate qualities such
as elegance and strictness
in your character designs.
The continuous nature of the
line removes rough breaks
in the design and suggests
decisiveness which can
support a character with a
steadfast personality. You can
then introduce interest with
very subtle variations such as
ink marks which will make the
design less stiff and help the
viewer perceive the age and
experience of the character.
Contradictions
Think about how the style of your design can contradict
your character’s personality. This teenage character is
disconnected from her traditional culture, as shown by
the sneakers, cigarette, and grumpy expression. By using
a nostalgic style, an extra layer of contrast is created,
as at first glance the design appears to be a very classic
patriotic depiction, and it is only as you look further that
the modern details become clear.
I will explain how I move from the initial ideas and sketches, to the final product, expanding
on topics such as shape language, anatomy, color, and gesture. Let’s begin!
James A. Castillo | 19
Back to the shapes a way that suggests strength. The clown is Design through gesture
Now that we know what we are designing, the most repressed/ridiculous, his extreme A character, whether in a film, video game, or
we can go back to exploring shapes. We have curves and contrasts creating comedy. The illustration, is rarely ever standing perfectly
discussed how shapes have to relate to and showman is the most unstable/untrustworthy, straight. The way we stand, walk, and emote
contrast with each other, but we have not his unbalanced shape appearing unreliable reveals a lot about who we are and our
talked about the inherent meaning behind and not to be trusted. Finally, the bearded personality, so you should always try to add a
each shape and silhouette. This is important woman is the most seductive/manipulative stage of gesture exploration into your design
when defining the character’s personality. character with an abundance of curves. process. If you make decisions on a static
character alone, you might have problems
Shapes have rhythm, normally determined by Generally speaking, long, tall and narrow with its silhouette when it moves. In addition,
the way they hold their weight. A shape will shapes will feel more unstable than short and make choices about the proportions and
always counter balance its weight to be able wide shapes. In the same way, pointed figures clothing that enhance the character’s gesture
to stand; the way your character stands will appear more aggressive and confrontational and therefore personality. Take into account
determine much of their personality. In this than rounded ones. Experiment with your pockets of negative space that any clothing
case, the strongwoman is the most stable/ characters' and make sure they contrast with creates, because they become part of the
reliable character, with her curves used in each other. character’s silhouette.
22 | Creating a cohesive group
+ Body Shapes
Even though each body is very different, we are all made up
of the same muscles groups. Understanding these and how
they relate to each other will allow you to play around with
more interesting and believable characters.
+ S TRAIGHT LINES
AGAINST CURVES
Symmetrical shapes can result in a
figure that lacks movement and fluid
lines. One way to combat this is to pair
straight lines with curves to create
a contrast that gives your figures
dynamic impact. No matter what the
body shape, applying this rule creates
a more believable character.
James A. Castillo | 25
IDEAS TRASH
CAN
As I was developing the line-up, I thought that
an acrobat would be interesting. I could try
some cool and twisted silhouettes, which would
definitely contrast with the other characters. The
problem is that I could not find a character in the
poses I was creating, or an interesting personality
that I could push on to the character.
Eventually the acrobat fell from the line-up
in favor of the bearded woman, who had a
more interesting personality (or at least one
that I liked more, and had fun playing with).
“create a
hierarchy
of three or
five colors
to keep
the group's
palette under
control”
Closing the tent heist on the local bank, or being chased by the local police, or maybe
As I finish this tutorial, I would like to come back to what I think is the even having some conflicts between themselves. They are so obviously a
most important aspect of design: storytelling. Every aspect of the group of related characters, but through their body shapes, poses, faces,
process is governed by the need to explain who these characters are, and costumes, we can tell that they are all contrasting personalities and
what they do, and how they do it. Making cool shapes for the sake of it the dynamics between each will be fascinating.
will only result in empty characters with whom it is very hard to connect.
If I was to develop this group further, I would create turnarounds and
We set out to create a group of characters united by a theme (in this case, draw a few scenes to show them interacting with each other. I would
the circus) and created a group of characters who appear to have stories probably simplify the style if they were for animation but overall, I
to tell both as a group and individually. I can imagine them planning a big created interesting, relatable characters, which is the important thing!
© James A. Castillo
28 | Lighting to enhance your storytelling
Lighting to enhance
your storytelling
John Loren
When lighting a character, the two questions I like to focus on
Get feedback
are: what setting does the character occupy? And, what do we want Find other artists, whose judgment you trust, to give
to say about the character's narrative? In the article, I will encourage you feedback. Your own vision and instincts are the
you to think about light as a tool to help set the appropriate mood and most important perspective, but feedback from a
guide the viewer’s eye, showcasing five different types of lighting and second set of eyes while a piece is developing can help
their varying effects. Lighting will also determine the values and color to ensure your work has the impact you want.
information in your character design.
Daylight
Even in a typical daylight setting, color is used to separate light
and shadows. In this case, the tones of the shadows are a little
cooler than in the areas hit by warmer daylight. By carefully
choosing where to create areas of contrast, lighting can be
used to call attention to the important parts of the character,
such as the face. For example, the very low-contrast peg-
leg allows the high-contrast face to remain the center of
attention. The character is outdoors, and the daylight gives
him an approachable, energetic feel.
John Loren | 29
Dim light
In a dimly-lit environment, rim lighting (light that highlights the edges of
the character) can be a good way to keep a character visible. Do not apply a
rim light too evenly, though, as you may flatten the design. Keep in mind the
narrative purpose of the story. For example, in an acting or emotion-driven
moment, look for ways to illuminate the face to make it readable. Here,
the face is only slightly lighter than the rest of the body, but it is enough to
highlight it without losing the overall impact of the low light. The darkness
adds a mischievous feel; maybe he does not want to be seen.
Dramatic light
We do not often see characters lit from below, so this form of lighting
can help to create a strange or dramatic mood. Think about holding a
torch under your chin to create an instantly spooky face! Another way
to immerse a character in their environment is to let the ambient light
spill over their silhouette, such as the green haze shown here. This adds
additional clues to where the character is situated. Uplighting creates
sensations of surprise, drama, and even mysticism.
Rich setting
This character’s skin is normally green, but a richly colored setting such as a sunset can
override that. Here, the green scales becomes a shade of red. Do not worry about keeping
a character's colors consistent; instead, prioritize keeping the character consistent with
the lighting conditions. Even the normally white eyes and teeth reflect the lighting. The
implied sunset creates a feeling of optimism that is almost romantic.
Shadow
Casting shadows across a character can help to believably integrate it with
other objects in the environment. In addition to incorporating shadows from
the character’s surroundings, think about the shadows the character casts on
itself that will help to give convincing volume. For example, this character’s
tail shows a shadow cast by the hat. He could be hiding in partial shade, or
overshadowed by other, larger or threatening characters, or objects.
In this design approach we will ask questions about the character to really understand,
and narrow down, how to design and stylize this grizzly bear. The first thing I do before
I even start sketching is to make a small list which answers the “who” and “what”
questions. When finished, I am ready to design an old bear that has eaten too many
blueberry muffins!
Stephanie Rizo Garcia | 31
Simple shapes
Shape
When first exploring a design for a character I like to play around
with the shapes that will form the base of the design. For an
animal character, begin by looking up a lot of references on how
the animal is constructed and study its shapes. For this article I am
designing a bear, so I want to focus on how much I can exaggerate
the basic shapes that signify he is a bear, such as the large body
mass and rounded ears.
This bear is sluggish and tired from eating all of those muffins, so
I create big blobby shapes that are low to the ground, as if gravity
is pulling them down. By comparison, if you were to create a
happy or alert character you would need to create shapes that
were much lighter, and standing or sitting upright.
32 | Greedy grizzly
Rough sketch
Once a few possible poses have been loosely sketched out, choose a shape to sketch
“The eyes are pinched
over. I chose a shape with a big arc that really emphasizes how big and heavy the bear
together to give the
is. The sloping sides suggest he has slumped to the ground and is sleepy. effect of the bear
feeling very tired
Remember to continue emphasizing the character’s personality through the pose in and also show that
the rough sketch. The splayed pose of this bear, with the neck slightly turned to the he is an old bear”
side, and his arms and legs wide open, show he is too tired to move around. While
creating these shapes, it is important to be conscious of how they work within a
complete framework.
Pinch
Nose
Facial expressions
At this stage, create what I like to call a It is also a nice touch to have pinched areas,
“clean up” rough sketch. To give the design such as on the shoulder, to break the straight
expression, focus on exaggerating elements and curved lines. This gives an energy in the
of the design, especially in the face. The eyes character’s gesture, and shows how heavy
are pinched together to give the effect the his body is, and how his weight affects those
bear is feeling very tired, and also shows that other curves around his body. It helps again to
he is an old bear. I design the nose a bit bigger confirm that the character is grounded and not
than usual to best describe the character, and simply weightless.
to give the feeling that he is friendlier than the
average bear.
Above: Focus on exaggerating facial expressions
that help to show the character’s personality
In the corner of my sketch I quickly draw a
Below: Assess whether there is a sense of rhythm
couple of bear-like bags to explore how the in the design and add pinched areas for interest
weight of the bear’s neck creates a curve. I
compare the shape of the curved bag to a
bag that is also heavy, but does not show the
gesture as clearly as the first. This allows me
Pinch
to improve the gesture of the bear’s neck, and
emphasize the heavy feeling.
Rhythm
Moving along the rest of the bear’s body, make
sure that the sense of rhythmic motion in the
character is clear. The blue arrows I have drawn
over the rough cleaned-up sketch (right) show
a mix of straight and curved lines in the design
to help to create a clear rhythm.
34 | Greedy grizzly
Weaknesses,
external origin
strengths
Opportunities, Threats) weaknesses
COMMANDER
This is an exercise I have borrowed from my past SITUATION NOT VERY
HERO
ATTRACTIVE
experience as an architectural designer, which is used POSITIVE
PERSONALITY
for urban planning projects. In this exercise you create REAL
DELICATE BALANCE BETWEEN
FEMALE AND STRONG TYPE
a “SWOT board” where you identify the internal and GROUNDED
external qualities of the design that are potentially helpful
and harmful. In this sense, the internal elements are based opportunities
internal origin
threats
on the details in the narrative and are character-specific,
UNUSUAL STRONG FEMALE
while the external elements are caused by the wider FALL INTO STANDARD
CREATE A “REAL” CHARACTER “CUTE” CHARACTER
context the design will be viewed in.
CONTRAST BETWEEN MAKE A “BORING”
HER SITUATION & HER CHARACTER WITH NO APPEAL
Through evaluating the internal-helpful characteristics, PERSONALITY
you will locate the design’s strengths, and by finding the
internal-harmful elements you will learn where the design
may have weaknesses. By looking at the external-helpful
facets you can identify the opportunities the design 1
presents, and from the external-harmful aspects you can
identify the possible threats to the design’s success. 9 2
The four categories of strengths, weaknesses, opportunities,
and threats created by this exercise can be referred back
to and will keep your ideas clear throughout the design 8 3
process. This in turn enables you to commit to that key
concept that will be the soul of your design.
Psychology
You can use an extremely interesting technique used by 7 4
actors and psychologists to define the personality of their
roles or clients. This technique uses the “Enneagram.” The
theory states that every person can be classified by one of
6 5
nine personality types (although everyone has a little of
each personality trait), and each type has a main “fear” and
THE
a main “passion” that determines our actions and reactions 5 THINKER
ENNEAGRAM
to the world. observer, investigator
Fear: uselessness
1 PERFECTIONIST
The Enneagram technique also theorizes that each one of reformer, judge, critic
6 LOYALIST
Fear: anger
us has a hero and a demon side; we can be the brightest skeptic, questioner
Fear: deviance
hero when we are at our best, or we can be the worst 2 HELPER
villain when we are under the most stressful levels of our connector, manipulator,
7 ENTHUSIAST
nurturer
personality. Fascinating, right? adventurer
Fear: own needs
Fear: pain
You can learn more about this theory and how Enneagrams work 3 ACHIEVER
8 CHALLENGER
performer, status-seeker
at www.enneagraminstitute.com. This theory is incredibly helpful leader, maverick
Fear : worthlessness, failure
for character designers determining the character's story arc Fear: conflict
and inner conflicts. For this character I select personality type 4 ROMANTIC
9 PEACE MAKER
artist, individualist
six, the Loyalist, and list her strengths and weaknesses based mediator. Fear: conflict
Fear : ordinariness
on this.
Almu Redondo | 39
strengths WEAKNESSES
HEALTHY LEVELS UNHEALTHY LEVELS Sometimes just the position of an arm, or the expression on a face, can be the
trigger for inspiration. This will then bring a solid foundation to your design.
►S
TRATEGIST ►S
TUCK IN DOUBT
►S
ELF-AFFIRMING ►E
NDLESS Opposite page (top): SWOT grids show the pros and cons of the brief
►A
PPEALING QUESTIONING
►R
ELIABLE ►O
VER-ANALYSIS Opposite page (middle and bottom): An Enneagram can be used to define your
►T
RUSTWORTHY ►F
OCUS ON FAILURES
character’s personality
►S
ACRIFICING ►F
EEL PERSECUTED
►C
REATOR OF ►S
KEPTIC
STABILITY ►A
NXIOUS Left: The strengths and weaknesses of this character based on her loyalist
►S
TRONG BELIEFS ►S
ARCASTIC personality type
►D
EVOTED & LOYAL ►B
ELLIGERENT
TO A CAUSE ►B
LAMING OTHERS
Below: Go to cafés and bars to sketch real people and distill their essence for your
character designs
40 | Drifting free in space
Embracing contrasts feeling and story. However, it can look poor authority, and security that this character
Now it is time to look at the construction of if the exaggeration is done without a clear should exude. However, keep in mind the
the character. Your design will need to have purpose, sense of story, or direction. That is why key concept for the design. From these
contrast, not only in the basic shapes and it is important to have a clear understanding experiments choose a few that have the best
volumes, but also from the inside-out. Often, of the story, personality, and world of your contrast of shapes to develop the concept.
the most successful characters (especially character before you begin to manipulate the
in animation) are those where the physical character’s shapes and volumes. Below: Create dynamic and interesting
appearance is highly contrasted, or sometimes contrasts between the physical appearance
even opposite, from the personality. For For this character you could explore broad of your character and their interior self
example, the character Tyrion Lannister is shoulders and strong arms, square shapes and
described in George R. R. Martin’s books as straight lines. Balance them with some angles Bottom: Apply intelligent exaggeration to
small, ugly, and almost repulsive, but he has the and triangles to get the feeling of strength, your shapes that reinforce the story
most attractive and seductive personality of
the whole saga. Arya Stark on the other hand is
a cute-looking little girl who hides a dangerous
personality within.
Intelligent
exaggeration
Cartoonish exaggeration can be your best
tool to create mind-bending characters full of
Almu Redondo | 41
Proportions
Proportions, and relative proportions, will help
you most when defining an appealing character
with personality, and enable you to get the style of
the character. Keep in mind that one of the most
important ways to achieve good proportions is to
avoid “the ladder.” The ladder is an even distribution
of the different body parts (generally the head,
torso, and legs) which looks quite uninteresting.
Sometimes inspiration will not come, so instead
you can generate random distributions and then
fill these in with the three main body parts later.
Complex vs.
simple designs
The need for complexity or simplicity
of style is often determined by the kind
of production the design is to be used
for. Animation usually requires simple,
clear characters to save time and make
the production posing of them efficient,
especially if it is a 2D animation.
Soft and
straight lines
Angular lines, straight, broken, or spiky
lines; these can evoke different emotions
from more flowing and soft lines. This
can be an extremely useful technique for
character designers. You can combine
different types of lines to create
straighter, more righteous characters or
friendlier, more rounded ones. The type
of line that is most prevalent and the
quantity of other line types that are used
can be the difference between a mean and
dangerous character, and a highly sensual,
natural character.
“combine different
types of lines to create
straighter, more righteous
characters or friendlier,
more rounded ones”
1/2
VISUAL WEIGHT 1/3
1/2
MARBLE THEORY BABY CHILDREN
1/2
1/3
1/2
1/2
1/2 1/3
• Leaning forward
– accessible
• Wider stance – even Body language
more authoritarian
For learning about the many meanings behind
• Furrowed forehead –
anxiety, concentration, human body language, I highly recommend What
distressed Every Body is Saying by Joe Navarro. With this
• Puffed up chest –
information you can create high contrasts in
territory dominance
the evolution of your character’s body language
throughout the narrative.
USING HAIR
IN DESIGN ►
As the master animator Glen Keane says,
the hair is an extension of a character’s
personality. The design and movement
of the hair can tell the audience as much
about a character as the face or hands.
“The perfect face does not exist in real life, is also practical, unkempt, and natural.
It suggests she has been isolated for so
but through comparison you can see when
long that she has forgotten to take care
a nose is longer than normal, and what
of herself and simply allows her hair to
emotion and personality that offers” grow disheveled.
46 | Drifting free in space
© Almu Redondo
48 | Studio profile
Studio profile:
Blue Zoo
Discover what goes on behind-the-scenes of London-
based multi-BAFTA-winning CG character animation
studio Blue Zoo. We speak to the studio’s Co-Founder
and Executive Producer, Tom Box, about his experiences
setting up an ambitious creative business, and how the
studio is continuing to develop. Blue Zoo Concept Artist
Izzy Burton also shares her experiences at the studio and
offers advice for future animators...
Blue Zoo | 49
episode which gets taken to broadcasters and layers of management, so artists can have as
TV festivals to raise funding to make the series. much creative control as possible.
Alternatively, other companies approach us
with their ideas; sometimes this is a few pencil What do you tend to look for when
sketches, but sometimes it is a fifty-page recruiting artists?
presentation. There are no set rules which Competition is extremely tough so artists
means every project is unique, and this keeps hunting for jobs need to use every trick in
it fun and varied! the book to stand out. Firstly you need to
make yourself relevant to the job you are
What is the culture like at Blue Zoo? applying for; if you are applying for a cartoon
Our culture is always about collaboration character animation role, a reel full of
and enjoying the work we do, and finding realistic galloping horses won’t demonstrate
new ways of making even better work. One you can animate with personality and
Left (top): Albert, a character from the of the ways we do this is with our short films humorous timing. Pay attention to detail;
Digby Dragon show, looking surprised program, where we ask anyone in our studio make sure your website is professional, and
to submit an idea for an animated film. They that your cover letter is addressed to the
Left (bottom): Cheeky Chips from then pitch their ideas to the whole studio, correct person and company, and has been
Digby Dragon who vote for the winner; the winner then triple proofread. If you rush these without
gets to direct their short using the studio’s checking them, we’ll assume your work will
Below: The whole Digby Dragon gang resources and artists. We also try to minimize be of similar quality, or lack of!
52 | Studio profile
What qualities do you most value in BAFTA (British Academy of Film and Television
a concept artist? Arts) award for Independent Production
Being able to understand a brief and implement Company of the Year. Receiving this award
all of the client requests without cherry- meant so much to us, as every single person
picking which bits you like, and leaving out the working in the studio was responsible for
bits you don’t! Communication skills are one of winning it, it wasn’t just down to one individual
the key reasons we do face-to-face interviews. or project.
We have big teams that work very closely; if
you can’t collaborate well with others that’s a Do you see the studio expanding
bit of a non-starter. further in the future?
Expanding further in size isn’t our goal. Instead
A project is only as good as the team’s we want to expand in quality and produce Left (top): The Digby Dragon series
communication and management skills. Failing more of our own projects. We want to make is fifity-two installments of eleven-
to meet the deadline because people weren’t more of our own TV series and expand into minute CG episodes, all funded and
sure who was doing what, and by when, can new areas such as VR. produced entirely by Blue Zoo
sink a project and lose a studio their reputation
and trust. We’ve also won funding from the BFI (British Left (bottom): Blue Zoo had lots of fun
Film Institute) to develop a few feature films creating characters like Chips, Fizz,
What are Blue Zoo’s proudest which is really exciting. As a result, we have and Grumpy for Digby Dragon
achievements? been carefully developing a few screenplays
When we reached our current size a few years and making animation tests for features which Above: Character development for an
ago, it also coincided with our studio winning a will hopefully go into production in 2017. experimental VR short
54 | Studio profile
Blue Zoo | 55
Employee
profile Izzy Burton
Concept Artist
BA (Hons) Computer
Visualization and Animation,
Bournemouth University
www.izzyburton.co.uk
Best bits of the job: One of the best Another challenge is learning to draw in various
things about working at Blue Zoo is the trust styles to fit different briefs. There will always be
everyone has in me to experiment and find some essence of my style in everything I draw,
a way to make a pitch or concept work. This but it’s challenging to unlearn what I already
ability to experiment means my skills are know to be able to draw differently. At Blue
improving daily, and I’m developing my art Zoo we create quite simplistic characters and
style more each day. It’s amazing to see my one of my biggest challenges is finding ways to
concepts come to life in 3D, and how my art portray characters with as little information as
style is affecting the look of Blue Zoo’s work. possible. It’s an awesome skill to be able to give
a character life with just dot eyes and a line for
Probably most importantly, it’s great to be a mouth; I’ll get back to you when I’ve worked
able to work in a place surrounded by so many out how to do it!
creative and talented people. I am constantly
inspired to do more and work harder. Also we What advice would you give to
have beer o’clock; need I say more? budding character designers?
You’ll get there. I’m definitely far from "there"
Job challenges: I still very much feel as but if you draw each day and you have a passion
if I’m learning, and sometimes I’ll get a brief for it, you’ll inevitably improve. I think it’s
and sit there blankly trying to work out how common for artists to feel like they’re being
I’m going to be able to create something left behind or not improving fast enough. But
with my current skills. It’s really difficult to it’s all about being patient and letting yourself
not panic when something feels impossible develop your skills in a timescale that suits
to do, so I’d say staying calm and working out you. It’s by no means a race, so just focus on
how to approach things is one of my biggest your own goals and achievements, and not on
Left: No More Stuff, the studio's 2016 challenges. In these moments I often consult what everyone else is doing. Learn from other
Christmas short, was a parody action my Pinterest boards to work out how other artists, but experiment as much as you can to
movie trailer featuring naked elves! artists have tackled similar briefs. find your own style.
56 | Simplicity & impact
Simplicity
& impact
Steph Laberis
Concentration of details
The concentration of detail in a design can be used to
guide the eye to important areas. Although this cat
character has a large body, there are more markings,
whiskers, and variety of color on the face, which draws
the viewer’s eye. If you want to create impact with a
focal area it is best to leave the majority of the design
simplistic and then add detail in a concentrated area to
attract the viewer’s attention.
Steph Laberis | 57
Color
A quick way to give a simple design impact, is
to use bright, saturated colors. This dinosaur
character appears drastically different by
changing the colors from desaturated greens
and grays to highly saturated red, yellow, and
blue. The bright design stands out, so it is
appropriate for a bold and imposing character.
Desaturated colors evoke a more mature,
earthy feel, so are a good choice for a simple,
subtle design.
Line of action
Successful poses have a clear line of action, and the angles can be
worked into the character design to make the gesture stronger.
The beak and wing of this bird design both follow the arc of the
feathers on the head. As the bird’s head is twisted, the curve that
is created by the back is continued into the mouth, and the claws
in the center of the feet mimic the angle of the bird’s legs. This
unifies the design and reinforces the line of action.
The only caveat in the brief is to create a character based on a feeling, so let’s create a character that
exudes happiness. I create a little plot for a story that we can use to create our character:
On the top of a sunny mountain lives a huge monster. He comes down into the valley and scares all the sheep
and shepherds away. One day a brave shepherd who isn’t afraid to be eaten, turns and starts to perform for
the monster. So pleased that he has someone to talk to, the monster shares in the good cheer. It turns out this
monster isn’t hungry for sheep or shepherds, he is just starved for attention.
Mind-mapping
I find that when I’m given an open topic, or if I’m free-
sketching, the best thing to do is impose a boundary or
theme. This helps to generate usable ideas quickly because
you will have something to throw your ideas against.
Try making a short list of subjects for the theme and emotion
of angry pirates, happy monsters, confused aliens, or
surprised animals. Select one and try to create a mind-map
to explore a variety of ideas using text. Use verbs to describe
the feeling and nouns to describe the character theme.
Then use word association to create a web of ideas that can
help direct exploratory drawing, and save time by creating a
compass for your designs.
Finding references
Using a mind-map as a shopping list in your hunt for
references will give you a less ambiguous target and save you
time. Shoot your own references when possible. Go to zoos,
museums, or life drawing classes to shoot photos and draw
studies that will help create more detailed designs.
Quick sketching
Spend some time reviewing your references and the story to
get into the right mind-set. Start sketching some quick ideas,
keeping your lines loose. Amazing drawings are not the focus
now; just start exploring what works for this character and
what doesn’t.
Building blocks
MACRO TO MICRO ► Use basic shapes as building blocks to create Round shapes will reinforce the happy, good
Creating a design is easiest when you dozens of silhouette variations. When creating nature of the monster despite the sharper,
keep a hierarchy of steps in mind. Try each new silhouette, try to vary the shapes more dangerous, tips of the character’s design.
to remember the mantra “macro to and their sizes to create contrast and interest.
micro.” Create big dominant shapes Some repetition of shapes in a character It is easy to flatten your character out when
and then back them up with smaller design can however create unity and balance. drawing symmetrically. To avoid a flat image,
supporting shapes. place a perspective grid on the ground plane
Think of an iconic shape that fits the emotion and draw through your forms to create a
Start at a macro stage and get you want to convey. I choose an arcing smile three-dimensional design.
your silhouette, proportions, and shape that is repeated in each design to evoke
gesture right, and then move on to the feeling of happiness and joy. Detailing designs
progressively smaller details. When Adding details to your design will help you to
you get bogged down in the tiny Using symmetry create solid volumes. To add more interest to
details first, your character’s overall Working symmetrically initially can help you the design, break the symmetry of the last
design can suffer. zip through many ideas quickly, because you step and add details that align with your theme.
can concentrate on anatomy without having to That being said, at this stage try not to get too
worry about making a difficult pose work. As I wrapped up in the finer details and posing. The
design, I keep the smile icon in my thoughts. I try idea in this stage of the process is to quickly
to reinforce that design idea by creating forms generate interesting design ideas, for building
that turn upward and have rounded undersides. upon in later iterations.
64 | Happy whimsical monster
Generating expressions
One of my favorite parts of the process is generating fun expressions.
Grab a mirror or a camera and start taking selfies! Once you have
blocked in the gesture of the head, start with the eyes and then the
mouth, working your way outward.
The eyes and eyebrows are the genus of conveying emotion, and the
mouth tells you the character’s species. To put that in context, a pair of
cocked eyebrows and a smirk gives you an arrogant, confident emotion,
but cocked eyebrows and a frown give you a confused expression. Play
with this idea by mixing and matching eye and mouth shapes.
Simplifying expressions
So now you want to push this character’s face
around and see what kind of expressions you
can make. When creating expressions you can
get bogged down in all the details of the face.
Instead, try simplifying the shapes around the
eyes and mouth to make the job much easier.
Color development
Our next step will be a bit of color development.
I want this character to have a darker exterior
color and then a warmer center; I think this will
suit the story very well. In our story outline his
outward appearance makes him seem big and
scary, but it is revealed that he is a warm, kind,
and happy monster.
Examine your character’s line of action and make sure it is advancing throughout your
design. This will help avoid a static and segmented drawing. You want to have flow and
rhythm, and a continuous interchange of shapes and form. Refer to your expression
sheet to help improve your final drawing and keep the design on brief.
Below: Use your construction drawing to create your final line work
“BRIGHT
COLORS
AND A
WHIMSICAL
STYLE BRING
THIS HAPPY
MONSTER
TO LIFE”
© Shaun Bryant
MEET THE ARTIST:
KENNETH
ANDERSON
Originally inspired by the iconic Aardman Animation films
of Wallace and Gromit, Kenneth Anderson aspired to be
an animator from a very young age. Since graduating
from a degree in animation in 2005, Kenneth has gone
on to work for a wide variety of games and animation
companies, and developed a successful freelance career.
Some of Kenneth’s recent projects have included creating
character designs for children’s programs for the BBC and
Nick Jr.
With a wide interest in the different methods and illustrator living and working in Glasgow, You also studied anthropology
that can be used in animation productions, Scotland. I have been interested in drawing briefly which sounds very
Kenneth has developed his skills by exploring all my life, inspired by things like Calvin and interesting! Has this been
the capabilities of traditional 2D drawing Hobbes, Teenage Mutant Ninja Turtles, and the useful to you in terms of your
animation techniques, digital 2D processes, Monkey Island games I played as a child. When I character design work or
3D animation, and also stop-motion animation was about eleven years old, I became obsessed career in any way?
practices. As well as exploring these different with Wallace and Gromit and I knew then The main reason I decided to do the course was
mediums, through his freelance career Kenneth that I wanted to pursue a career as an artist, because of my great interest in other cultures
has been able to adapt to a range of styles, and preferably in animation. and the world around me. I love to travel so
in doing so has maintained a flexibility of style that was also an influence on my decision.
that has helped his career to flourish. After high school I studied animation at Duncan In hindsight, it was definitely useful in my
of Jordanstone College of Art and Design, character design process. It taught me to see
Here, Kenneth chats to us about the limitations in Dundee, a small city on the east coast of the world differently and to be more sensitive
of different animation processes, the things Scotland. My main focus while studying was when portraying other cultures. Animation
that have helped his freelance career grow, on 2D traditional pencil-on-paper animation sadly has a history of relying on cultural
and how developing his style is important to techniques, but I also had the chance to stereotypes and creating inappropriate
the work he now does. experiment in stop-motion and learn some portrayals as a result.
basic 3D animation skills.
Thanks for talking to us It also taught me to understand the complexity
today! Please can you tell I have been working in some form of design of characters, from within. Human beings are
us about yourself and where field since I left art school. I started out as an so complex culturally. We are not just products
you are from? artist in mobile gaming before moving into of our individual experiences but also of the
Thank you for the interview, it is an honor! I traditional animation, and then into freelance societies and cultures which help shape us, and
love your magazine. I am a character designer character design and illustration. which we can in turn also influence.
78 | Meet the artist
Anthropology tries to understand why What is working freelance of things from designing characters for games
people behave the way they do in a society. like and what types of clients to illustrating a board game, as well as some
A particular culture might influence how have you worked for? magazine illustrations.
a person acts in any given situation, how I officially went freelance in 2009, although
they think, how they talk, what they believe I tend to switch between freelance life and Since 2013 I’ve found myself mainly designing
about the world and what they desire in life. full-time employment depending on the for children’s television, working on a variety of
That desire is crucial, it is the building block opportunities that arise. I recently took on a shows for different networks. Usually I work on
of conflict, and conflict is the foundation of full-time contract but for the past four years I character designs or character development
good storytelling. have mostly worked freelance. but I also do the odd piece of environment
design and a bit of prop design.
So the course taught me about the complexity When I started freelancing, I was taking on
and variety of human nature. I try and bring anything I could find – bits of character In the past couple of years I have been
some of that into my work if I can. Character design for local games companies, or the odd fortunate enough to work with the BBC, Nick
design isn’t just about making nice lines on commission for people who found me via Jr., Sesame Workshop, Imagine FX, and Brown
a page, it took me a while to learn this. It is my blog, social media, and website. It took a Bag Films, who I am currently contracted
about character first and foremost; the story few years to really get going, but over some with. Most of my clients and work are for the
behind the drawing. The design should always time I started to get bigger clients and more animation industry, with the odd editorial or
support that. consistent work. As a result, I’ve done a range games client as well for variety.
Kenneth Anderson | 79
“GOOD DESIGN IS WORKING WITHIN clever with the design to make it work and
some designs just aren’t feasible. You also
LIMITATIONS TO COME UP WITH SOMETHING need to create the character from various
angles so there are limits (especially in terms
THAT LOOKS GOOD YET STILL WORKS” of time and budget) to how many angles you
could have on a head for example.
86 | Meet the artist
I think coming from a 2D traditional animation So in that sense, style is important if you want had to work hard to get my work to the point
background, where you can draw a character to chase particular work. I enjoy drawing the where it is good enough for people to want to
in any pose and in any perspective as long as way I do and I enjoy working on projects that pay me for it. That journey involved drawing
they are still on-model, makes puppet style allow me to draw in that way, so my style is my a lot of things in a lot of styles I wouldn’t
animation feel very limiting. New software is calling card in a way. necessarily choose. Thankfully now, I have a lot
opening up more possibilities however, and more freedom to choose which freelance jobs
there are ways to push what’s possible. In There are a lot of talented artists out there, I take on. This is generally down to experience,
the end, design limitations shouldn’t excuse so style is the main differentiator for catching but I think also in part to the evolution of my
bad design. Good design is working within someone’s eye and getting work. I’m not sure artistic style and it’s desirability as a product
limitations to come up with something that how unique mine is; although friends have or service.
looks good yet still works. Sometimes having said to me they know when something has
these restrictions can be a good thing! been drawn by me. I hope that’s a good thing! From another perspective, there are definitely
Finding a unique style is not something I have design and style trends. Right now, there
In what ways do you find actively pursued. It has been an unconscious seems to be a big push towards a modern
that style is important as a evolution, narrowing in on a drawing method interpretation of retro children’s book
freelance character designer? that I personally like. illustration. Personally, I try to avoid following
Often, people contact me to offer work and design trends (which may be to my detriment)
say that they love my style. So I guess my style I think adaptability is a good skill to have too. and instead prefer to hone a style I personally
is what attracts particular clients to me. I don’t Not being too stuck in one style and having enjoy working in so I can continue enjoying it
get people contacting me to work on dark- a degree of flexibility is important, especially and doing my best work! I think that is what is
themed games, which is no doubt due to my when starting out as a freelancer. I was never important, and no doubt potential clients will
kid friendly style. a naturally talented artist from the outset; I’ve respond to that. ♦
Kenneth Anderson | 87
“I WAS NEVER
A NATURALLY
TALENTED ARTIST
FROM THE OUTSET;
I’VE HAD TO WORK
HARD TO GET MY
WORK TO THE
POINT WHERE IT IS
GOOD ENOUGH FOR
This page: A scene from Kenneth’s
imagination that he had to draw
before the moment passed
Avner Geller
Create a
disappointed
gorilla
IDA HEM
In this article my aim is to make an in-depth character design tutorial,
and explain parts of a design that you may not even know you are looking
for. I have five randomly generated words to work from: “gorilla,” “ninja,”
“disappointed,” “hat,” and “purple.” Using these words as a starting point I
will guide you from the very first sketch to the finished product as I touch
on every technique I find important as a designer. I work digitally using
Adobe Photoshop CC and, as a freelancer who is constantly on the move,
the main tool I use is a portable 16" Wacom Studio Pro.
Ida Hem | 93
Understand your
character
The first step is always research. You may think you know
what a gorilla looks like or what a ninja looks like, but
you might be surprised by the new things you discover
while researching. Furthermore, people can tell when
something does not look the way it should. Note down
your initial ideas for the character then search for
images that will support these. Research will often help
you to expand upon those original thoughts.
Thumbnails
An empty canvas can render even the most talented
artist intimidated. It can be scary to start creating
thumbnails, because in many ways it is the most personal
and honest step of the design process. Every single
artist makes thumbnails differently, which can make you
question whether or not your way of doing it is correct.
SHAPE EXERCISE ►
Being able to see the basic shapes of
a silhouette is something you have
to practice. Take an artwork from
one of your favorite artists, turn the
opacity down, and draw the shapes
over them. Try to figure out what the
groundwork may have looked like for
that character.
Basic shapes
What do Mickey Mouse, Winnie the Pooh, and
The Powerpuff Girls have in common? Circles.
Deriving a design from a shape is an extremely
common and important technique to use as an
artist. In fact, it is so commonly used that many
artist use it without even thinking about it.
Pose the story torso stop, and the legs begin? This step takes
Visually explaining what a character looks like us back to that key word: contrast.
based on their personality and backstory is
essential to storytelling. Giving your designs Dividing the character into three uneven
the correct body language is an important sections (head, torso, and legs) will give you
part of that. A successful pose is easy to read, a better overall view and help you extend the
has a clear silhouette, and explains what the features for a more visually appealing piece. A
character is feeling. character that is evenly divided is realistic but
makes for a boring design that does not utilize
Taking the key words into consideration, it is a the full extent of what you can do with art and
good idea to put the character in their natural cartoon styling.
habitat in order to sell the idea of it being a
gorilla. Having the character slouch will further
illustrate the feeling of disappointment. Draw
Silhouettes
A silhouette is used to see if the pose
tells a clear story and how the negative
space around the character comes into
effect. Pick your favorite sketches and
flood-fill or color the character into a
solid shape for a better view.
Convey emotion
Now that the body is speaking the correct
language and conveying the emotion you are
aiming for, you can elaborate on this feeling
even more by using the expression of the face.
“The eyes are the windows to the soul” is a
popular expression, and it speaks volumes as to
why the face is so important. If the face does
not work, neither will the rest of the design.
“explaining your
character’s
volume will
help the viewer
visualize it
as a three-
dimensional form”
Weight balance
Sometimes you will have a design that you love, but
there is something “off” about it and you cannot tell
what it is. For example, the character’s feet may be
on the ground but it does not feel like it is standing
and this can break the illusion that this character is
real. When this happens it is usually the case that
there are issues with the balance of weight across
the character.
so often it is almost second nature for many as far as possible, and draw your character
designers. Experienced character designers will with confidence! Confidence makes all the
already integrate this into their initial sketches difference in a successful design so make a “Confidence
without even thinking about it. bold statement with every line, and stand by makes all the
difference in
your choices.
The straight vs. curved technique is exactly what
it sounds like. It is where one side of a design Do not be tempted to trace your sketch as a successful
element has straight lines, and the other side has you will never be able to achieve the same design so
curved. This adds to the whole idea of contrast quality of line. The energy of your sketch will
make a bold
within the design. It can be used on smaller parts be lost if you do. Instead, work through the
of your design, or the overall shape. drawing systematically, so the linework has statement with
a unified flow. Make sure to keep the whole every line,
Flesh out the piece in mind as you carve out your character.
and stand by
character If necessary, make several attempts at drawing
It is time to flesh out your character with more the linework until you are comfortable with the
your choices”
details, make your final tweaks, and clean up process and pleased with the results.
the design’s linework. There are a few things
to keep in mind while tackling the linework but This page: The “tie down” pass is where
you settle on the details for your character
the most important is to turn the opacity down before drawing the final linework
102 | Create a disappointed gorilla
© Ida Hem
MEET THE ARTIST:
Meg Park
With clients such as Disney, Sony Pictures Animation, and
Paramount Pictures, Meg Park has an understandably hectic
schedule, yet she still finds time for her playful personal projects.
We catch up with Meg to find out more about her work, side
projects, and what life as a freelance character designer is like.
Meg Park | 105
Hi Meg, thanks very much for taking the time How long have you been working freelance?
to chat to us! Please can you tell us a little what is it like and what opportunities have
about yourself and where you’re from? you had?
I grew up in a small town in Fife, Scotland. I’ve I’ve been working freelance full-time for four and
been drawing for as long as I can remember a half years. Some of the opportunities have been
and never really considered pursuing anything amazing. I’ve worked on feature films, short films,
else as a career. I tried a bit of everything in TV series, commercials, and children’s books.
college, from painting to sculpture, graphic Freelance work is pretty unpredictable, but I kind
design, and photography, but my heart was of enjoy not knowing what’s around the corner.
always set on being an animator. I went on
Opposite page: An illustration
to specialize and earn my degree in animation, Any down-time I have between client work I
from Meg’s book Alver
but as I learned more about the process spend on personal projects. It’s refreshing to
Below: Baddies from Fluff of animated filmmaking, I found myself be able to shake off the limitations of client
& Fangs volume 2 enjoying the pre-production side more than briefs and take complete creative control over
anything else. something on the side.
Right: A cool cat character for
one of Meg’s new side projects
Your side projects have resulted in three difference into consideration. It helps if I work
books Fluff & Fangs volumes 1 and 2 and later in the day so I can be around to answer
Alver. What are the ideas behind them? emails and Skype calls.
I try to put out an art book once a year. It’s nice
to have a printed collection of my work to look Strict daily schedules are not really my thing,
back on, and other people seem to enjoy them no matter how hard I try to structure one
too. The Fluff & Fangs books typically contain to suit me. Sometimes I feel like getting
a selection of my favorite works and sketches. everything done by 5 pm, and sometimes I feel
Alver is an illustrated story book I made in 2015; like working past midnight.
I felt like trying something different that year.
We love how lively and spirited your characters are, what influences
your style?
I always try to draw from life or from my own experiences wherever I
can. For me, thinking about the character’s outward appearance is
only half the job. I try to think about what’s happening beneath the
surface as much as possible, and this helps to inform my decisions on
everything from attitude to pose, and even the choice of clothing.
Nothing compares to real-world observation when it comes to looking
for inspiration and new ideas.
In the field of character design, it’s more important than ever right now
to find your own voice and stand out from the crowd. Pay attention to
current trends but don’t draw too much inspiration from other artists
already working in the industry. Show that you can bring something new
to the table.
What would you like to work on in the future? Do you have any
freelance or side projects in the works you can tell us about?
I have several books in mind and would love to make a short film one day.
I try not to reveal too many details of my side projects as I’m prone to
changing my mind and leaving things unfinished!
Right now, I’m just about to make the big move to Los Angeles to work
in-house at a studio. Working freelance has been amazing but the time
feels right for a change of scenery. I feel incredibly lucky to have landed
such an amazing opportunity. ♦
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