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Game Art Art Direction Principles of Character Design PDF Free

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171 views42 pages

Game Art Art Direction Principles of Character Design PDF Free

Uploaded by

Vercingetorix
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Game Art Design – Critical Studies

Art Direction 1

Principles of Character Design

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 1
Game Art Design – Critical Studies

Principles of Character Design


what makes a character
visually interesting

what is their story

how do we convey this


visually

where do we begin

Roller Bunny by Gregory Callahans

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 2
Game Art Design – Critical Studies

What is good character design?


is it believable

silhouette

readability

fit for purpose

‘Journey’ by Thegamecompany

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 3
Game Art Design – Critical Studies

Believable

‘Ideal Proportions’ from Figure Drawing For All It’s Worth, Andrew Loomis

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 4
Game Art Design – Critical Studies

Believable - exaggeration
A B C D

‘2D Tutorial ‘How to’ Exaggerating Body Proportions by Mike Crilley

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 5
Game Art Design – Critical Studies

Believable - exaggeration
A B C D

‘2D Tutorial ‘How to’ Exaggerating Body Proportions by Mike Crilley

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 6
Game Art Design – Critical Studies

Comparison – Jack and Robin

‘2D Tutorial ‘How to’ Exaggerating Body Proportions by Mike Crilley

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 7
Game Art Design – Critical Studies

What is good character design?


is it believable

silhouette

readability

fit for purpose

‘DC Comics Batman by Neal Adams

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 8
Game Art Design – Critical Studies

Who am I?

‘by Andy Fairhurst

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 9
Game Art Design – Critical Studies

Silhouette
silhouette must be clearly readable

designed with a signature pose

pose should reinforce character traits

weapons should complement character

‘Wolverine’ by Andy Fairhurst

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 10
Game Art Design – Critical Studies

What is good character design?


is it believable

silhouette

readability

fit for purpose

‘Tangled’ by Disney

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 11
Game Art Design – Critical Studies

Readability – the value gradient


value – the range of light and dark
regardless of colour and saturation

value gradient – value should shift from


darker at feet to lighter at head

creates focal points – draw the player’s


eye to important areas

creates illusion of depth, enhances 3D


‘Dota2 Character Art Guide’ by Valve

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 12
Game Art Design – Critical Studies

Readability – value patterning


human eye looks for patterns

create contrasting blocks of value to


highlight forms

increase contrast between objects

separate unique pieces into value

test value patterns in-game, before adding


colour

characters most important features


draw the eye ‘Dota2 Character Art Guide’ by Valve

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 13
Game Art Design – Critical Studies

Readability – colour and saturation


primary + secondary and tertiary,
complement or contrast

avoid colours dominant in the world

saturation/colour intensity draw the eye

higher saturation to reinforce interest

ALWAYS recheck values in greyscale


‘Dota2 Character Art Guide’ by Valve

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 14
Game Art Design – Critical Studies

Readability – colour for mood and story

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 15
Game Art Design – Critical Studies

What is good character design?


is it believable

silhouette

readability

fit for purpose

’Farmer’ by Jolyon Webb, Game Art Team

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 16
Game Art Design – Critical Studies

Is it fit for purpose?


check character in context

test shapes

test colours, values


and scale

ensure it does not


distract

’Farmer’ by Jolyon Webb, Game Art Team

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 17
Game Art Design – Critical Studies

What is good character design - checklist


is it believable – based on reality

silhouette – is clear, recognisable, unique and unmistakeable

readability – value gradient, value pattern, colour and


saturation, colour for mood and story

fit for purpose – does it fit into the environment, your world

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 18
Game Art Design – Critical Studies

Who am I? Superhero recognition time…

‘Hello Kitty super hero designs by Joseph Senior

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 19
Game Art Design – Critical Studies

The many faces of Batman

a strong design will become iconic

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 20
Game Art Design – Critical Studies

How do we create a character?


rules and story
gathering reference – visual research
refining reference using mood boards – visual research
thumbnail sketches – generating and testing ideas
refined sketches
exploring palette
final concepts

ready for production!

‘Tangled’ by Disney

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 21
Game Art Design – Critical Studies

The game world helps define the rules


Positive
Hand-made
Chunky
Organic
Rural
Low-tech
Medieval

‘Tangled’ by Disney

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 22
Game Art Design – Critical Studies

The game world helps define the rules

‘Village’ by Mitch Small, Craig Mooney, Game Art Team

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 23
Game Art Design – Critical Studies

Rules
characters are real world proportions
silhouette must be bold and interesting with chunky shapes,
not fiddly small details
hands and feet may be slightly exaggerated
all colours from a warm, natural palette

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 24
Game Art Design – Critical Studies

Story
characters have a story to locate them in the game world
male
farmer
late 30s
overweight
rustic
jolly
likes a drink, and it shows

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 25
Game Art Design – Critical Studies

Gathering references
a collection of visual
ideas and stimulus

at this stage keep an


open mind

reject nothing

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 26
Game Art Design – Critical Studies

Refining references – mood boards


start to focus your idea

prioritise what’s really


interesting

impose order and


deduce visual must haves

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 27
Game Art Design – Critical Studies

Sketching – generating and testing ideas


work fast

work rough

don’t be precious

more done now


will save time later

’Farmer’ by Jolyon Webb, Game Art Team

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 28
Game Art Design – Critical Studies

Refined sketching

’Farmer’ by Jolyon Webb, Game Art Team

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 29
Game Art Design – Critical Studies

Exploring palette
warm and natural

no artificial colours

use saturated colour


sparingly

colours sit in harmony

’Farmer’ by Jolyon Webb, Game Art Team

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 30
Game Art Design – Critical Studies

Final concept
right proportions

right colours

right shape/silhouette

tells story visually

’Farmer’ by Jolyon Webb, Game Art Team

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 31
Game Art Design – Critical Studies

How do we create a character - checklist


rules and story
gathering reference – visual research
refining reference using mood boards – visual research
thumbnail sketches – generating and testing ideas
refined sketches
exploring palette
final concepts

now you’ve got a basic understanding of guiding principles of


good character design, it’s your turn!

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 32
Game Art Design – Critical Studies

Where 2D and 3D collide


Game Production:
introducing you to 3DS Max
learning modelling basics

Visual Studies:
fundamentals of drawing
visual communication
visual review, tools
and techniques

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 33
Game Art Design – Critical Studies

Character design – Cubee Man


we’ll provide you with

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 34
Game Art Design – Critical Studies

Cubee Man – a blank canvas

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 35
Game Art Design – Critical Studies

Cubee Man – colouring in

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 36
Game Art Design – Critical Studies

Your Cubee character

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 37
Game Art Design – Critical Studies

Your Cubee character and beyond!


small changes make BIG differences

add hair and props


add more geometry
add more complexity to
the base

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 38
Game Art Design – Critical Studies

Paper Art

Paper characters by Alexei Lyapunov and Lena Ehrlich from ‘People Too’

GAME 1002 Week 2 Art Direction 1 Emma Ash, Michael Powell August 2014 39
Game Art Design – Visual Studies

Takeaways:
believable
silhouette
readable
fit for purpose
ICONIC

GAME 1004 Week 1 Introduction Emma Ash, Michael Powell August 2014 40
Game Art Design – Visual Studies

Takeaways:
believable beast the research
silhouette work hard and fast
readable don’t concept too soon
fit for purpose AVOID EMOTIONAL
ICONIC ATTACHMENT

GAME 1004 Week 1 Introduction Emma Ash, Michael Powell August 2014 41
Game Art Design – Visual Studies

Further reading
For essential reference, you should get the Andrew Loomis books – there
is no better introduction to the technical skill of observational drawing,
and this skill will help you develop believable characters

GAME 1004 Week 1 Introduction Emma Ash, Michael Powell August 2014 42

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