Wednesday, 30 September 2015

Character Design and Development. (2)

The aim of this session is to; Create sketched ideas for a character; create a brand for the character; generate layouts for the package. Eventually this work will include; character sheets and layouts; package nets and artwork; printed prototypes and pack shots.

Things to consider:
- When developing character sheets, you should pay attention to the form of the character, make them dynamic and interesting to look at.
- When considering the brand aspect, you need to make your characters interesting to the consumer.
- What are your characters about?
- What is their story?
- Consider the age group the product will be aimed at.


At first, for my character development, I drew up something quite realistic looking.



My second and third lot of designs are a lot more cartoon like, probably for a different target audience.



This is my sketch of my character. I've drawn the front and back in scale of each other.


After deciding that my character development for Jay's process and production graphic design session will be this bear, I drew up this "three pose" character design sheet, showing the front, back and side portraits of my character.


After designing my bear, I sketched out the net of a cereal box with my character quickly sketched out on the plan. This design is annotated to support my idea.



Character Design and Development. (1)

This session introduced us to production techniques and workflows as they relate to character design. The outcome from our first process and production session will be character sheets and production layouts for a simple character. This character will be developed further in later lessons.

In this session we were expected to; create sketched ideas for a character, create character sheets for this character (poses), generate production layouts for this character (front and side views), consider a colour palette and target for the character.


I started off by drawing simple sketches of different characters, aiming for a dancer/ice-skater/gymnast style character.



I started looking in detail, at body shape, and displaying movement within my drawings.






My final character design, ended up being a gymnast. I want to show strength and movement within my design, although I want her to hold some level of beauty as well. I finished this weeks session off by creating a design sheet portraying a possible frame by frame sketch of a routine a gymnast would show off.


12 basic principles of animation:
1. SQUASH & STRETCH
2. ANTICIPATION
3. STAGING
4. STRAIGHT AHEAD & POSE TO POSE ANIMATION
5. FOLLOW THROUGH & OVERLAPPING ACTION
6. SLOW OUT & SLOW IN
7. ARCS
8. SECONDARY ACTION
9. TIMING
10. EXAGGERATION
11. SOLID DRAWING
12. APPEAL