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teaching character design

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14 comments, last by SOSFactory 6 years, 2 months ago
17 minutes ago, gameteacher said:

What aspects of character design for games are NOT being taught by this...

Clothing. Like for example character who need to be used a lot should have there faces behind mask or wear uniforms that are known for making people look a like. That is something that is more mechanic based and not thought as character art in general.

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What is not being taught? You have not mentioned the RESEARCH step, like, at all.

Separate the process of "character design" -- whether it's for games or linear media (TV, film) -- into two stages: concept and execution.

The research is part of the concept stage, including having a story for the character, their profile, the world and culture they're a part of etc. You can go as deep as you can. Depth and richness is good.

The execution stage involves making a visual representation of the character: their model (in the 2D sense), like a turn-around sheet and an action sheet (that image of them making several expressions and emotions, so everyone on the team can get a feel of the character and know how to stay in-model).

You're right. So this curriculum is deficient in both lack of concept (through research assignments) AND execution, in that only PS is used. I thought for sure some of you guys would mention how other programs would be better for the class.

I wouldn't be that concerned with software. I mean, a professional character designer can take a pencil and paper and blow your mind. The drawing is IN them, no matter what medium they're using. The software in this case would just be a convenient interface for working digitally.

If you (or your friend) want to make it only about the software, then be honest and say "this will be a program about digital art", not character design.

In the execution stage there are some important things like semiotics, shape language, colour psychology. This is a funny example of why these things matter: http://www.dorkly.com/post/80428/overwatch-fan-shows-asked-mom-to-describe-all-the-heroes-its-good

EDIT: on notable software, besides PS there's Clip Studio Paint.

Assuming that your students have a background in traditional art you should cover topics like anatomy, proportions (8 to 2 heads), posing, face expressions, clothing, hair and then digital painting for rendering style from flat look to realistic digital painting.

I have some tutorials about mascot design

preview-drunken-monkey-mascot.jpg

 

Checkout my Premium Avatar Creator: http://bit.ly/2GE5Fd7  

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