CDQ09 Downloadable Edition (3dtotal Publish)
CDQ09 Downloadable Edition (3dtotal Publish)
CDQ09 Downloadable Edition (3dtotal Publish)
contents
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BEHIND THE OTHERWORLDLY MEET THE ARTIST: GETTING MEET THE ARTIST: GALLERY CHARACTERS
COVER ART: CHARACTERS LINA DŪDAITĖ EMOTIONAL PATRICK WITH FEELING:
AVELINE STOKART SCHOENMAKER AMAZEMENT
Discover the Daniel Tarrant Award-winning Magdalina Dianova Experienced and The gallery shows Jefrain Gallipoli
fascinating demonstrates children’s book shares her top tips highly adaptable artwork by Ben creates an
processes used by how to create illustrator, Lina for creating line creative, Patrick Whitehouse, innocent young
Aveline Stokart to believable Dūdaitė allows art that conveys Schoenmaker Aleksey Baydakov, alien amazed by
craft this issue’s characters with a peep into her tired or excitable talks about his and Alessandra the wonders of
adorable cover art fantasy origins artistic career characters varied pursuits Criseo planet Earth
WELCOME TO CHARACTER DESIGN QUARTERLY 09
Greeting you on the cover this issue is Aveline Stokart’s inquisitive creature. With form inspired by nature, this
endearing beast has been designed to win your heart with his glossy eyes and quirky disproportionate features. In
her making-of tutorial, Aveline reveals her methods for creating an engaging character and captivating cover design.
To demonstrate the diversity of the character design industry, this issue features a wondrous roster of artists
working in distinct styles. We highlight the enchanting illustrative work of Lina Dūdaitė and showcase a collection
of varied designs in our Gallery. Let Lulu Chen’s magical creatures entice you into her stylized world of demons and
fantastical beings, and continue the pursuit of magic by delving into an imaginative otherworldly mini-feature by
Daniel Tarrant. As well as form and function, consider color, lighting, and costume to
develop convincing characters.
And finally, we pick the brains of Disney veteran, Armand Serrano and capture
his insights into the professional creative industry. His inspiring interview tells
a story of determination and provides hope that practice and perseverance
can take you to the places you want to be.
sophie symes
EDITOR
68 74 86 90
DESIGNING INDUSTRY PROFILE: THE LANGUAGE REDESIGNING
WITH WHIMSY ARMAND SERRANO OF SHAPES CHARACTERS:
NINJA
Over the following pages, I will share my creative process for the realization of an engaging and whimsical
creature. I will explain how to develop a unique creature, including a breakdown of the most important design
considerations, such as shape language, composition, color, and lighting. My goal is to showcase my final creation
in an eye-catching illustration that tells a story.
To create my initial design, I use the application Procreate on the Ipad Pro with the Apple Pencil, and I finalize my
creation on my MacBook Pro, using Photoshop and a Wacom Intuos Pro graphic tablet.
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ARTIST NAME
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find inspiration
Often the most difficult thing is just to start! To begin, get
comfortable with your subject matter and search for visual This page: Sketches of
inspiration in books or on the internet. When designing a inspirational natural details
creature, the best place to look for inspiration is nature
– it’s full of incredible details! Learn to observe and take Opposite page (top):
time to understand how things work. Look at insects, birds, Generating ideas using several
fish, flowers, mushrooms and even fruits and vegetables! questions and answers
Throughout your discoveries, start collecting all the things
that inspire you. Your aim is to create a library of references Opposite page (bottom):
that can help you later. Examples of different characters
based on basic shapes
Aveline Stokart | 7
Background
story
Your goal is to design a
cute and engaging forest
creature. To achieve this and
to give personality to your
character, it’s important to
create a background story.
This will help define who your
character is and what they will
look like. To guide you in the
construction of this story, ask
yourself several questions (the
list is non-exhaustive). You can
answer these questions with a
diagram to keep an overview.
All the answers will remain in
the forefront of your mind
while building your character.
Understand shapes
You have probably already heard of “shape language.”
In character design, playing with shapes will allow you
to convey a range of different emotions. With the three
basic shapes (circle, square, triangle), you can create
all kinds of directly recognizable characters, with a
strong sense of identity. Each form therefore evokes
something different. The circle conveys softness,
implying kindness. The square conveys stability, which
implies strength, and the sharpness of the triangle
implies danger, and inspires mistrust and fear.
Explore shapes
In order to create the design of a unique
character, play with the shapes to find the
one that will suit your character the best. You
can start from basic shapes, using them in
their simplest form (which is often the most
effective way to have a direct visual impact),
or combine them to create a more complex
group. Create a bunch of silhouettes by
deforming shapes: squash and stretch them,
round the angles, pinch the bottom or the
top of a side to make a trapezoidal shape; the
possibilities are endless. Above: A collection of shape
possibilities that will allow
you to explore further
Shaping with
Below: Features research with
opacity lowered in a layer
scraboutchas Play with silhouette on top of the basic shapes
If you don't know where to start Once you have drawn your initial shapes, start adding
with the shapes, explore them as features to give them more personality. Continue to Opposite page (top): The
if you were watching the clouds. work by silhouette, it will already give you an idea of chosen shape looks like a little
Your brain likes to identify what how the design works overall. This method allows you squashed egg, conveying a
it sees. You can have the same to be directly aware of which aspects of the design are fun and cute character
effect with what I like to call readable and recognizable. That said, let your designs
"the scraboutchas." Scribble flow, don't think about your final design yet. The goal Opposite page (bottom): Ask
on a sheet of paper without here is to explore different paths! You will focus on the questions about what fits your
thinking. Then let your brain see complexity level of your design later, depending on the character and what doesn’t
what it wants. Don’t hesitate to character you want to create.
change your point of view by
flipping your canvas. Fill in the
shapes that inspire you and play
with their silhouette.
Aveline Stokart | 9
“Make sure
that the
features you
choose are
engaging with
the viewer”
Create a mood
It’s important to consider the general mood of magical moment in the forest. To highlight the background and foreground contrast with the
your image and choose the tone. Determine character, play with the color contrast. The cool colors of the character. This allows him to
your context and choose a color palette that goal is to render an eye-catching illustration. pop out of the scene.
could match it. Here, the context is a pretty Warm, slightly desaturated colors in the
IDEA TRASH CAN up the full illustration. Refine the lighting, play with textures, and add
details. At this point, feel free to take a break and come back to your
During the exploration phase, when I played piece later. This will give you a fresh perspective to make your tweaks
with different features and their proportions, in a relevant way. That said, be careful! If you’re a perfectionist like
the character took several directions. This me, you'll like to waste a lot of time on tiny details that no one will
step helped me to see the looks that didn’t notice! The dilemma now is to be reasonable and know where to stop!
fit with my character. After analyzing them,
I eliminated those that didn’t convey the
right message depending on the identity
and personality of my character. The short
limbs were eliminated because they made the
proportions too equal. Those that looked too
young, shy, or goofy were put aside, to opt for
a smarter and dynamic look.
Aveline Stokart | 15
NATURAL
INSPIRATION
If you’re trying to create something believable,
why not imitate nature? Research animals that
encapsulate characteristics of what you’re trying
to create. Combine a humanoid figure with
elements from different animals to accentuate the
character’s personality. Think of the classic harpy
from Greek mythology. Inspired by vultures, this
character displays their sinister side.
EXTRAORDINARY EVOLUTION
How has your character’s environment affected their anatomy? How
would they have evolved in response to low light, weaker gravity, or a
toxic atmosphere? Perhaps a ground-based threat forced them higher,
so they developed prehensile feet and extra arms. Avoid making choices
solely for aesthetics – the design should make sense.
BEND BIOLOGICAL
BOUNDARIES
Our world is full of carbon-based lifeforms
but since your character is from another
world, they don’t have to be. It’s okay to bend
the rules; perhaps they’re made entirely out
of a gas or liquid, or maybe they’re just an
intelligent shade of the color blue.
EVOCATIVE COSTUME
Clothes maketh the character. Once you’ve designed the
physical appearance of your character, give them clothes
that enhance the overall design and further explain who
they are and where they’re from. Think of unique ways to
incorporate their culture and personality into the design.
ALTERNATIVE COLOR
Changing the color palette of your character to one not often
seen in nature is a simple but effective way to show that they
are from a strange world. Avoid using usual skin tones and hair
colors, but try to make sure the colors are complementary as
you still want them to be appealing to the eye.
Daniel Tarrant | 19
GATHER REFERENCES
A good place to start when creating a new character
design is to produce lots of really fast and rough
exploratory sketches in order to find a good starting
point. Once you have a design or two that you really like,
it’s time to start refining. At this point it’s helpful to do
some research and compile a heap of reference images.
The more images you gather the more details you’ll be
able to add, and the more believable your character will
be. It’s also a really handy way of generating ideas you
might not otherwise have thought of.
ILLUMINATION
Once your character is designed
and clothed, another way to push
the otherworld aesthetic further is
with lighting. Think of unique light
sources that would enhance the tone
you’re trying to set. These illuminated
mushrooms create a sense of drama
and intrigue.
All images © Lina Dūdaitė
Explore the mind of children’s book illustrator and graphic designer,
Lina Dūdaitė. Based in Kaunas, Lithuania, Lina graduated from Kaunas
J. Naujalis Art School and majored in graphic design at Vilnius Art
Academy, Kaunas Art Institute before embarking on her career as a
children’s book illustrator. With an innate passion for fairy tales, she
crafts stunningly textured drawings that evoke a sense of wonder
and intrigue; appealing to adult and child alike.
22 | Meet the artist
Left: An illustration
from the book “The
Story of a Seagull
and the Cat Who
Taught Her to Fly”
by Louis Sepulveda,
published by Nieko
Rimto, 2008, Vilnius
Opposite page: An
illustration from
the book “The
Lion’s Roar” by Juris
Zvirgzdiņš, published by
Pētergailis, 2015, Riga
“it is crucial to
you found this acclaim
has helped your career?
nowadays – you
don’t think awards are essential.
They encourage you to move
need to find
forward, they make you feel nice,
but at the same time they put on
Opposite page:
Spring, 2017
When designing for a children’s book, where do you Your characters are highly detailed but still maintain
begin with the invention of a character? a minimalist aesthetic. How do you produce this
style, and why?
I read the text again, and again, and again… until the character starts to
appear and respond to me. I need to be able to feel the character and to Actually, I don’t think about how I draw, it just happens. I don’t have a
immerse myself in the topic so I can start performing with my pencil. If certain plan or way to develop my characters or style. I have to admit I
I try to create a certain character it has to be clear to me in my mind. I like minimalism because there is more room to play with; there is space
need to get to know it before I can draw it. for thoughts. And then I just do what I like.
I can’t illustrate if the text doesn’t awaken anything inside. I think it’s I have noticed that some of my fields of interest are changing. Previously
very important to do the work you genuinely like, you can’t get a good I was very focused on developing my technique; I wanted to refine it
result with material you don’t like or feel lukewarm about. to perfection, but I never found myself satisfied with the result. Now,
however, I try to get back to a time when I was more imperfect. I want to
I don’t usually take on projects I don’t like initially. But if I have to do keep my style more alive, unfinished and messy in a good way, emulating
something I’m not that interested in then I try to adjust the idea by the feeling of sketching. I want to run away from perfectionism and get
wrapping it into something close and familiar to me. away from my comfort zone to stimulate personal progress.
Lina Dūdaitė | 27
“it's very important to do the work you genuinely like, you can’t get
a good result with material you don't like or feel lukewarm about”
28 | Meet the artist
Lina Dūdaitė | 29
Left: Dancing –
illustration for
an international
exhibition “Running
with Wolves”, 2018
"perfection as a fixed concept is just When reimagining the Brothers Grimm tales you
didn’t shy away from their disturbing nature and
That is so interesting that you find yourself searching I read so many fairy tales when I was a kid – folk tales of all different
for imperfection rather than perfection – what do countries and nationalities. Anything I could get! I was genuinely
you feel it adds to your designs? fascinated and charmed by the profoundness of fairy tales, but never
disturbed. My imagination allowed me to relive them again and again,
I think this new interest in imperfection may have happened because and I have always wanted to bring them to life on paper. I think it was just
of the general global trend of going back to nature. Nature is more a natural instinct.
comfortable and there’s less tension within it. Perfection as a fixed
concept is just an illusion – it doesn't exist. Original fairy tales are very distant from the reinterpretations you read
today. They may appear grim and gloomy but mostly this is because
Forcing things to the edge can be stressful and artificial. But on the they are unfamiliar to us. We can’t relate to the time when they were
other hand, it is also a creative motion and way of learning, and can push relevant and held more functions than just entertainment. So perhaps
your creativity in new directions. My hope is that the imperfections add the unknown appears morose in my illustrations. However, it happened
vitality to my work. without my conscious intentions. I was just following the feeling.
30 | Meet the artist
book publishing:
saying "following your feeling" I don't mean blindly
wandering until something works; you need to use
the whole set of creative tools when doing your
work. If I get stuck with my work, I try to make
something beyond the "must do" area. Sometimes it
helps, but I don’t think there is a universal cure for
Work on a variety of different projects artistic block. I just believe you need to create more
and promote yourself on social media and think less.
GETTING
EMOTIONAL
MAGDALINA DIANOVA
In this article I am going to share useful tips and techniques
on giving your characters believable expressions that convey
a tired or excitable emotion.
EXAGGERATE!
The key to drawing expressive characters
is exaggerating their emotions. I
usually start out with a simple, very
rough sketch of the expression
I’m going for, without worrying
too much about the design. Then
I will make another pass, further
exaggerating body language
and expression, this time paying
more attention to the character’s
overall design. I repeat this process
and when I’m happy with the result
I do yet another pass to see if further
exaggeration will make the expression
stronger or if it will start looking awkward.
Magdalina Dianova | 33
“BE CAREFUL AS
WRINKLES MAY
EASILY AGE YOUR
CHARACTER”
LIFELESS HAIR
Besides incorporating a slouched posture to
imply tiredness in a character, you could also
draw the hair as if it is a character that has no
energy itself – flatter and heavier. Drawing
a few skin wrinkles and bags under the eyes
also adds to the tired look, just be careful as
wrinkles may easily age your character.
TIRED
EXHAUSTED EYES
To exaggerate an exhausted expression,
draw the eyebrows high and the eyelids
heavy and stretching down to emphasize
their weight, and to display the character’s
struggle to keep their eyes open.
“YOU NEED
TO BE ABLE
TO SAY A
LOT WITH AS
FEW LINES AS
POSSIBLE”
CLEAN LINES
Resist the urge to draw a lot of detail.
You need to be able to say a lot with
as few lines as possible. When drawing
expressions, it’s easy to want to draw
every wrinkle and skin fold that forms
around the mouth and eyes, but you
should consider whether that is really
necessary to get your expression
across. You want to aim for a clean
and readable design.
EXCITABLE
A SENSE OF ENERGY
An excited character usually has a very open attitude
– you can convey this by drawing their eyes and
mouth wide open and eyebrows high. Consider
smaller design details that add to this emotion, for
example, here I have drawn rolled-up sleeves and
given movement and volume to the hair to make the
character appear more energetic.
“PLAY AROUND
WITH POSTURE AND
USE THE ANIMAL’S
UNIQUE FEATURES”
DYNAMIC POSES
An animal’s face is not usually as expressive as that
of a person, so you can play around with posture
and use the animal’s features, such as ears, tail, and
whiskers, to strengthen the feeling of excitement.
Working in a variety of different styles and media, versatile character
designer and animator, Patrick Schoenmaker has an abundance of
invaluable knowledge and experiences to share. Patrick has worked in a
wide range of fields, including toy design, feature animations, editorial
illustration and short film through his work as a freelance designer, and
as a founding member of animation collective, Frame Order. Learn
about Patrick’s eagerness to keep exploring media and how he has
pushed himself to get to where he is today.
All images © Patrick Schoenmaker
38 | Meet the artist
“Being
surrounded by
an enormous
pool of talent
was an amazing
experience,
I don't think
I developed
faster as an
artist as I did
during my work
on Brendan”
Working as a freelance artist, I have also had acting the way the director envisioned, as a way
the chance to work with large clients such as to prevent direction getting lost in translation
Sesame Street and Cartoon Saloon. During my between studios. This actually started out as
work for Cartoon Saloon I worked on Brendan an internship, but the Cartoon Saloon soon
and the Secret of Kells as a character posing offered me a steady position, which was very
artist. Part of the animation for that movie generous of them. Being surrounded by an
was sent to studios overseas and I provided enormous pool of talent was an amazing
several poses per scene of all the characters experience, I don't think I developed faster as
involved as a reference for the animator. It was an artist as I did during my work on Brendan.
important to get the characters on model and
40 | Meet the artist
Early
influences
My first experience going to the cinema
was seeing Snow White when I was about
four years old, and the impact it made on
me sparked my love for both traditional
animation and horror movies. I vividly
recall being scared to my bones by all the
scary images in the movie, like the forest
scene, the queen’s transformation, and
the moment the witch gets struck by
lightning before being crushed by a
large boulder.
Your character designs are very and writing short animated films, but also from Disney films, anime, The Simpsons, artists
varied in style. How have you become learning sculpting, molding, and casting. I’ve such as Mike Mignola and Ralph Bakshi, and
so adaptable in your style? even created some zombie masks for a horror European comic books like Asterix and Lucky
movie as I believed at one point my future was Luke. Having a broad spectrum of styles to
I think this is mostly a product of my in practical effects. (Actually, I’m still hoping offer has certainly helped me get jobs in the
restlessness. I’ve always had a problem being that somehow I will be able to magically past and it also gives me a lot of freedom in
comfortable with focusing on something and develop these two careers simultaneously in my personal work. I think it’s always a good
just sticking with it. I’m sort of addicted to the future). thing to stay curious and push yourself out of
learning new skills. In the past fifteen years your comfort zone. Even though daily life can
or so my ambitions have been all over the When developing my drawing skills, I went be busy enough, free up time to follow your
place from creating comic strips, designing through many phases where I drew inspiration interests and learn new things.
Patrick Schoenmaker | 41
As one of the six founders of extra to the group. My expertise is mostly decided we wanted to be less dependent
animation collective Frame Order, character design and layout, but we also have on work coming from outside and to instead
how have you found running an a script writer, a storyboarder, a 3D animator, create projects of our own that would use
animation studio? What are the and so on. This way, there is always somebody the strengths of the entire group. During the
challenges and rewards? who can offer you feedback when you get past two years we have set up two YouTube
stuck on a project and usually from a surprising channels and we have a couple of concepts
When we started Frame Order, the intention perspective. Also, our studio is a place where in development that we’re hoping to turn
was to remain a group of freelance artists honest, unrestrained feedback is very much into series that we could release on those
operating under one roof to make it easier for encouraged. Almost up to a point where I start channels, or maybe even pitch to broadcasters
clients to find us and also as a sort of safety missing my family members who praise every or streaming networks. So far, most of the
net for each other. This way we could reduce scribble I make, no matter how bad. But it's this projects we have created have been developed
the chance of one of us not having something kind of feedback that pushes you forward, so from original concept, all the way to final video.
to work on. Sometimes we would work on it’s been very valuable.
our own projects and when projects came in I think the shared journey of finding your place
that were too big for one individual, we would However, since we didn’t start out with a single in the world as an artist is truly what gives me
work on these as a group, utilizing each other’s unified goal or ambition, it was a challenge the most fun and satisfaction in my work.
strengths. While we all graduated as animators, to develop a clear identity for the studio.
each of us has a specialty that adds something That changed about two years ago when we
Patrick Schoenmaker | 43
Opposite page: An
illustration for Turf,
a personal project
Below: Turf
character line-up
Which elements do you think are most important to focus Left: Miss Moxy’s
on when creating character designs? unexpected road
trip companion
When I’m working on a design for a character, there are a few important
elements that I take into account. The first is what the final design will Below: An
be used for. Does it have to be designed from all angles so it can work illustration for
in a 3D production? Sometimes this means you have to sacrifice some Miss Moxy
expressiveness in your shapes and angles. If the output is a 2D cut-out
puppet with a single three-quarter view, you have more freedom in the Opposite page
choice of your shapes and exaggeration, but there are limitations in how (top): Characters
the joints and different body parts fit together for example. for Miss Moxy,
a film currently
It could even be that the character will never be seen in close-up, which in development
would mean you have to go for different proportions to make sure at BosBros, The
expressions can be read at all times. There’s usually a whole list of Netherlands
things to think about, and most of it differs from project to project.
Opposite page
But these are all technical considerations. The (bottom):
most important goal, the thing I'm looking Moxy
for most with any design, is to create a
character that has lots of appeal. You want
to create a character that instantly
clicks with the viewer at first sight.
Patrick Schoenmaker | 45
The funny thing is that I always find it surprisingly difficult to explain how I approach
this. Of course, I think about the fundamentals, including shape language, color, and
facial features, but for me it starts with drawing the eyes. By working on the eyes first,
or more specifically the emotion in the eyes, I try to get inside the character’s head. It
helps me feel the character, so to speak. So in a way I’m trying to emotionally connect
with the character, and once I’ve figured that out, the rest sort of follows naturally
from there. If I can’t make that connection, I can try and apply all the tricks and
techniques I have up my sleeve, but the design will remain lifeless and unappealing.
I believe that people tend to look at the eyes of a character first. I usually draw a semi-
rough layout of the character, trying to find a pose and proportions that I like, then
once I have general idea of where I want things to be, I try to get the eyes right. From
there, I work my way out so to speak. In the end, I think a good character design is a
balance of many things, but when I’m not feeling the eyes, that’s the first place where
things could start to fall apart.
46 | Meet the artist
Patrick Schoenmaker | 47
Gallery
In every issue we hope to inspire you with superb character designs and character-based
artwork from a selection of talented professional artists. This issue features work by:
Ben Whitehouse | Aleksey Baydakov | Alessandra Criseo (MAIS2)
Ben Whitehouse | 49
BEN WHITEHOUSE
IS A CHILDREN’S
BOOK ILLUSTRATOR,
CHARACTER DESIGNER,
SCULPTOR, AND
STOP-MOTION PUPPET
MAKER. HE RECENTLY
WORKED AT AARDMAN
ANIMATIONS AS
AN ASSISTANT
ANIMATOR ON EARLY
MAN. HE LOVES
SHAPE LANGUAGE
AND TEXTURE
AND IS HEAVILY
INSPIRED BY 1950S
ANIMATION DESIGN.
50 | Gallery
© Ben Whitehouse
Ben Whitehouse | 51
© Aleksey Baydakov
Aleksey Baydakov | 53
Here, the brief was to create a character that conveyed amazement. Before I began, I asked myself, “Who is most
likely to be amazed?” For me, the answer is children – they are always discovering new things and are often astounded
by everyday experiences. So, to begin the design of my amazed character, I work with the idea of an impish young
child in total awe.
Jefrain Gallipoli | 57
In Search of Inspiration
Coming up with unique and original ideas can be stressful and very difficult for many
artists, regardless of how many years they have in the industry. Ideas can come from
the most unexpected places, and they can also come at any time; while listening
to music, reading books or short stories, watching movies, and even from going
outdoors and looking at the surrounding environment. Writing down key words that
come to mind is a great way to organize thoughts and ideas that will help develop the
concept for your character later on.
Right: Writing
down your
ideas will make
it easy to
remember them
Left: Digital
painting tools
Below: Answer
these simple
questions
before creating
your characters
Unexpected
inspiration
I strongly recommend that you always keep a
sketchbook or notebook with you to capture those
rogue ideas that come to you while on the go.
Mind mapping
Once you have your ideas down on paper you can start
to compare and match the ideas to help come up with
a great concept for your character. It is also important
to have in mind these simple questions: Who? What?
Where? When? Answering these questions will lead
to a better understanding of your character and it will
become easier to visualize it.
"draw quickly"
Remember not to focus on any details just yet, and draw quickly. Many This is a child-like character, so I have chosen a child-friendly aesthetic.
artists have different ways of working at this stage, but the one I find Your aim is to generate sympathy towards the character from the
the most useful is working with silhouettes. This method gives you a viewers so they can empathize with it and relate to its emotions.
general understanding of the shape of the character, and carving into
the general shape allows you to add interest.
Jefrain Gallipoli | 59
Anatomy and
proportion
Even the most stylized character designs must have
coherent anatomy, and it is very important for every
artist to have a basic understanding of anatomy
and proportion before exploring the possibility of
exaggerating the features of a character.
Color scheme
Choosing colors can also be tricky when developing
a character. That is why I recommend thinking
about the personality of the character and its
background story. Keep in mind that colors can Pose Above: Think about the
tell the story by themselves. Think about the color The hard part is already behind you. At this point volumetry of your character
wheel and consider which colors are analogous you already have a defined character that you even if 2D, as it will come in
(colors that are side by side on the color wheel) and can work with. Usually I like to play around with handy when you redraw your
which are complementary (colors that are directly the emotions of the character and put them in character in different views
opposite to each other on the wheel). different situations. I do this to make sure that
the character is strong and can work in different Opposite page (top):
For this character I have chosen to go with situations. Think about body language, not just Considering color theory
complementary colors, such as green and magenta, the facial expression. Use the whole body to will make coloring easier
which also brings a magical and “out of this world” communicate the character’s emotion, and try to
quality to my extraterrestrial being. I am also using play with different angles. A frontal view will not Opposite page (bottom):
a little hint of blue in order to bring some harmony always do the trick and is often the least interesting Always draw your character in
to my highly contrasted choice of color. way to portray characters. different situations and views
Jefrain
Artist
Gallipoli
name | 61
"Think about
body language,
not just
the facial
expression"
Line of action
The line of action is an imaginary
line that goes through a character’s
body. Its function is to act as the
foundation for a character’s action.
Without the line of action your
characters could end up not being
as dynamic as you want them to be.
That is why using this technique will
help accentuate the dramatic effect
on the pose of your characters, and
will also add more interest.
62 | Characters with feeling: Amazement
Color blocking
With your pose already defined and with the color palette chosen, start
blocking out the shapes of the character with color. Try not to focus in
on any small details just yet. Play around with the contrast within the
colors. Separate each shape by assigning colors to them. Doing this
will allow you to check the overall silhouette of your character one last
time, and offer an opportunity to make further adjustments in order
to make the character stand out.
Jefrain Gallipoli | 63
Opposite page
(bottom): Go back
and check your
character’s silhouette
"Consider
that the
line weight
can create
depth in the
drawing"
Linework
Start adding definition to the character with the do not use much linework unless it is a heavily
linework. Consider that the line weight can create detailed character. In this case the character is
depth in the drawing; what is in front will usually not heavily defined, so I am only using lines to
be thicker and what is further behind will be separate the shapes and to give definition to the
thinner. Lines will also help us separate anything character. Linework will depend on each artist’s
that is overlapping and add definition. I personally style and preferences.
64 | Characters
Chapter title
with feeling: Amazement
Opposite page:
Light will always
make everything
feel real and alive
Final Result
My idea from the beginning was to
create an extraterrestrial character
IDEAS
who was amazed by what he has
discovered on Earth. Now that I am
TRASH CAN
satisfied with my little guy’s final
look, I can make small adjustments,
such as adding more textures or
In the early stages of ideation for this tutorial, I was new elements. Adding props or Above: Don’t overdo
thinking of developing a teenage alien character. I other characters will improve the it with the details
decided to not go further with that idea, because narrative of your concept. The
I realized that a teenager’s proportions could be addition of the butterflies helps to Opposite page: This
too awkward. The proportions of a child-like alien show my character interacting with alien boy is ready to keep
allowed me to play more with its facial features its surroundings, creating a scene exploring our world
and stick more with the original concept of babies in which it shows its amazement of Final image
discovering the world as they grow. Earth’s nature and life. © Jefrain Gallipoli
Jefrain Gallipoli | 67
All images © Lulu Chen
Designing
with whimsy
LULU CHEN
Here I will demonstrate how I conceptualize whimsical and surreal character designs. To create
my designs, I personally enjoy using Adobe Photoshop CC 2019 and a Wacom Intuos Pro.
In order to showcase how I develop surreal characters, I will introduce a pair of demonic
siblings accompanied by a group of friendly magical creatures. When creating fantastical
characters, there are fewer rules to follow, and you will have more freedom to create a
dynamic and engaging story.
Lulu Chen | 69
ADDING COLOR
Adding color is by far my favorite step
when it comes to designing characters
as it brings the designs to life. I have
designed these two main characters as
the children of demons. The little brother
has pointed teeth and the sister has a red
skin tone. I usually play around with cool
and warm palettes after deciding the
value I want for the characters.
Lulu Chen | 71
ASSIGNING VALUE
I always try to set the values at an early stage “ADDING COLOR IS BY
of my painting process. I only recently started
doing black-and-white value design a year ago. FAR MY FAVORITE
I found it useful for the overall design process,
especially because I tend to be very ambitious STEP WHEN IT
when it comes to using colors.
COMES TO DESIGNING
Left: Painting the characters with different
values to assign key elements of the design
CHARACTERS AS
Below: Adding color gives life to the designs and
IT BRINGS THE
conveys further details about the characters
DESIGNS TO LIFE”
72 | Designing with whimsy
BUILDING
PERSONALITY
I love to imagine the stories
behind my characters. I wanted
to give the sister a very calm and
caring personality, whereas the
little brother has a very loud and
energetic personality. I convey
these personalities by designing
shapes based on the personalities
that I gave them. The shape language
reflects these characteristics: the
sister has a soft and rounded form,
reflecting her easy-going and
gentle nature, whereas her brother
has angular shape language to
represent his strong presence and
boisterous nature.
EXPLORATION
OF A WHIMSICAL
CREATURE
Here are some explorative sketches
demonstrating the process I use to
generate new character ideas. During
this phase, I experiment with different
facial expressions, body language,
and situations before choosing the
final design. Even slight variations
on different combinations of shapes
result in playful new characters.
Hi Armand! Thank you for speaking with Marvel TV, hired me as layout supervisor Teaching is another passion of mine. While
to CDQ! For those who are new to for the X-Men and Fantastic Four series. working in active productions, I was an adjunct
your work, please can you describe professor at Art Center College of Design in
your career so far? In 1996 I moved to California to work for a Pasadena, California and I currently teach at
game development studio called 7th Level in the Brainstorm Inland School together with
As of now, my career spans for almost three Glendale. During my stay with the studio, I took other professionals in the industry. I also
decades. I was born and raised in the beautiful a Visual Development and Background Design conduct an online mentorship class for CG
city of Manila, Philippines. Though I’ve been class in the evening from the animation union Master Academy.
drawing all my life, I never planned to go school and learned from Disney professionals.
into animation and although I planned to After thirteen weeks in the program and
study either fine art or music in college, I was barely a year in the US, I was hired by Disney
subsequently diverted into civil engineering, Animation Studios to work on their new film
as suggested by my parents. They believed that The Legend of Fa Mulan (which later became Above (Left): Murmillo
the creative fields didn’t have any economic Mulan). I stayed with Disney for seven years, – An illustration created
promise. My passion brought me back to the then with Sony Pictures for nine years. In 2013, for a demonstration
arts after I graduated university and undertook Disney hired me back to work on Big Hero 6.
a very short stint as an apprentice engineer in a Last July, 2018, I left Disney to go freelance Above (Right):
construction firm in 1990. full-time and I am currently working for Marvel Samuraibot sketch – A
Studios. 3D rough created using
I was hired and trained to be an in-betweener the Gravity Sketch
by Hanna-Barbera, who had just opened a For almost three decades now, I have worked app in Oculus VR
studio in Manila to help with the demands in several major animated films, conducted
on their Saturday morning cartoons. Shortly lectures, demonstrations, and workshops in Opposite page:
after, I moved to the layout department several countries, and have worked on game Samuraibot – The
and refocused my skills from animation to visual development and illustrations for final version after
designing the environments. Then in 1992, studios such as Blizzard Entertainment, Blur taking the VR model
Philippine Animation Studio in connection Studios, Riot Games, and Niantic. into Photoshop
Armand Serrano | 77
78 | Industry profile
How do you think working for and training with such the DreamWorks call, the phone rang again and it was Disney. They
a wide variety of different creative companies has informed me that they loved my work and they wanted to offer me a job
impacted your style? as a layout key assistant for the Florida studio working on Mulan.
The experience was definitely a combination of risk, challenge, and I stayed in the Florida studio for seven years until Disney shut it down
growth as an artist. There’s no better teacher than experience. When in 2004. Films I worked on there were Mulan, Tarzan, Lilo and Stitch
working on a host of amazing projects, with different artists of varied and Brother Bear. When Sony learned that they were closing down the
design backgrounds and discipline, in campuses of different studios with Florida studio, they offered me a job to work on their newly formed
diverse cultures, I couldn’t help but absorb the best practices of those animation unit. I grabbed the opportunity and they relocated me to Los
worlds. It’s truly a privilege and a blessing to work with the best this Angeles to work on the best penguin movie ever, Surf’s Up, this time as
industry can offer. a key visual development artist. For the nine years I stayed with Sony,
I worked on around fifteen projects including Surf’s Up, Cloudy with a
You have worked for several extremely successful Chance of Meatballs, Arthur Christmas (for Aardman Studios) and Hotel
animation studios. How did you get your roles at these Transylvania. Right after Sony, Mulan director Tony Bancroft hired me to
studios? do production design on an independent animated film, Animal Crackers,
which was created in Spain and was recently released in China. In 2013,
As soon as I arrived in the US in 1996 to work in a game studio, I knew Disney offered me to work again in the studio. During my second stay
the quality of my work wasn’t on par with what major animation studios with Disney, I worked on Big Hero 6, Zootopia, Olaf’s Frozen Adventure,
were looking for. So, the very first thing I did was to take an evening Ralph Breaks the Internet, and on very early development of a couple of
summer program at the animation union trade school, Associates in Art. upcoming films.
It was a thirteen-week program and my instructors were both Disney
professionals. After completing the program, I built a new portfolio, July 2018 was when I said goodbye to the studio for the second time
and sent copies to Warner Brothers, DreamWorks, and Disney. Warner to become a full-time independent artist. This move made me take a
Brothers outright turned me down and said “You don’t have it!”, breather from the craziness of production, and focus on other artistic
DreamWorks called me and told me that they liked my work, but as I endeavors, teaching, and travel opportunities that I couldn’t do tied to
came from TV animation, they wanted to make sure I could do the job a studio.
first, so they scheduled me to take a test in the studio. A few hours after
80 | Industry profile
Armand Serrano | 81
These pages:
Production design
for the Animal
Crackers movie
What was it that first drew you to I believe the three components of a successful glue to make the environment work is to
designing environments? animated film come in this order: a compelling support the personality, emotion, and design
story, appealing characters, and believable style of the character. The environment design
I believe the engineer in me has something world. Though I have to have a handle on has to have a personality and style of its own
to do with it. I am always thinking about the all three, I specialize on the latter. How that supports the mood and feelings of either
bigger picture, and creating the world that character design affects the environment the characters that live in that location or what
characters will live and evolve in excites me a can vary in different forms. The environment the story moment for that location evokes.
lot. World building puts me in the minds of an has to be researched. Every design element Location design supports the character that
architect, engineer, painter, and storyteller, all in the environment has to have authenticity, lives in that environment and not the other
rolled into one. believability, and functionality. But the main way around.
82 | Industry profile
This page:
Merida sketch
– An Inktober
2016 illustration
Opposite page:
Merida colored
in Photoshop
What advice can you give to our practice to keep artists’ skills sharp and artists must persist and persevere whatever
readers about improving their competitive. This is an industry with projects challenges come in front of them. Lastly, it
animation design work? that crucially require a solid team effort on takes a lot of prayers not to lose hope and keep
the part of the artists. A constant decision consistently focused on their purpose.
The combination of practice, patience, to be patient enables an artist to complete a
perseverance, and prayers. It takes consistent long project successfully. To stay the course,
Armand Serrano | 83
84 | Industry profile
Armand Serrano | 85
Does your experience creating for What influences your style and Now, with the availability of the VR medium,
animation inform your work for how has your approach changed Jama Jurabaev and Goro Fujita are definitely
other industries, such as video over the course of your career? the strongest influences, as they help me use
game development? this tool as part of my workflow.
In my three decades in the industry, there
The ability to stylize and push shapes and have been different artists that have greatly Where do you look for inspiration
sizes is a staple in animation design. This influenced my approach through the years. in the real world when developing
ability definitely crosses over to game design, The very first influences were US and Filipino a concept for environment design?
especially when the game art direction drives comic book artists, as well as traditional
into a highly stylized design language. The American illustrators and painters that I I try to travel around the world as much as I
best thing about the available technology, looked up to growing up. can and research environmental inspiration
whether in visual development or the for each world I build. My passion for history
production pipeline such as modeling, rigging, The next greatest influences on me as I grew mixed with my background in engineering
or animation, is that the same skill set is used stylistically in the animation industry, were play a big part in understanding the “hows”
across different platforms for both animation my colleagues who were working to keep and “whys” of establishing functionality and
and games. that traditional style aflame. Artists I worked believability of whatever elements I use for my
with in the Disney studio, including Paul Felix, location designs.
Marcelo Vignali, and Robh Ruppel were vital
practice, inspirations to me.
with speed!
‘Speed painting’ helps me sharpen When I worked at Sony, I had the opportunity Opposite page: Steampunk Bike – Poster
my skills, think efficiently, and to work with former DreamWorks artists Paul illustration for Icon Manila 2018
work at a good pace. Lasaine and Marcos Mateu Mestre. These two
artists were very inspiring and influential in my Above: Cavalry Charge
artistic growth into digital medium.
86 | The language of shapes
THE
LANGUAGE
OF SHAPES
TOM HÄNNI THE POWER
OF IMAGINATION
An elaborated shape language is crucial for crafting character designs. It Once you have really figured out who
enables you to develop interest, tell clearer stories, and therefore develop your character is going to be and what
more believable characters. adjectives suit them best, you need to use
your imagination. When you have some
Here are some of my design methods to explain how you can improve your vague ideas in your mind, sketch them out
overall shape language and create more impactful and expressive designs. roughly until you get closer and closer to
the appearance you visualized. It is kind of
a search using your mind’s eye.
THE BASICS
Let’s start with the basics of shape
design: there are curves, straight lines,
angular lines, the basic geometric
shapes and, of course, plenty of
variations in-between.
READABLE
COMBINATIONS
Using a combination of shapes and
lines, play around with roughing out
some character designs. Your goal is
to create a strong silhouette to make
your character instantly readable, so
try to capture the very essence of
your character in the simplest way
possible, and explain as much as you
can with fewer lines.
EXAGGERATE THE
LINE OF ACTION
Once you have your desired silhouette,
push it to the limits! Make big things even
bigger and small things even smaller to
make the design more exaggerated and
interesting. But try not to overcomplicate
the design, otherwise you may lose the
overall readability.
ALL ABOUT
THE CONCEPT
While mastering techniques and tools is important,
THE EBB AND I would advise concentrating on your concept first.
FLOW OF LINEWORK Think about adjectives that suit your character’s
Pay attention to your lines and consider how they flow; you personality and story and make sure they are
want to aim for a combination of curvy and straight lines that clearly reflected in your design. Consider how
flow together nicely. Don’t forget to break them up in some you will tell the story and concept behind your
places and build in strong corners and edges to give your character to the viewer. From the moment you
design more contrast, dynamism, and automatically develop define your character’s silhouette and shape, it’s
more interest. Oppose vertical lines to horizontal ones, and all about acting and finding the best pose.
angles to arcs, to build up further drama.
Tom Hänni | 89
LOOSEN UP
If you’re feeling a bit stuck or
uninspired, a great exercise
for generating fresh ideas for
character designs is by doodling
quick, loose shapes then bringing
the forms to life with the addition
of a few basic features. Don’t
overthink, simply draw whatever
comes into your head when you
see the shape. You might create
new faces, creatures, or objects –
your imagination is the limit.
“DON'T
OVERTHINK,
SIMPLY DRAW
WHATEVER COMES
INTO YOUR HEAD”
90 | Redesigning classic characters: Ninja
Redesigning
classic
characters:
Ninja
MICHAEL BILLS
This article will cover the creation of an attempted fresh take on the traditional ninja
design you would normally see in popular media. The goal is to take the classic traits
associated with a ninja and try to work them into a unique idea. Follow the development
of the character from the thumbnailing phase to final fully rendered design.
Michael Bills | 91
STREAM OF
CONSCIOUSNESS
The subject matter is straightforward,
and you’d be hard pressed to find
someone who wouldn’t be able to
describe a ninja. Quickly jot down
the first things that pop into your
head when you hear “ninja.” You’ve
likely written down characteristics
that apply to most ninja characters.
A fun way to break the mold is by
quickly combining other descriptors
with ninja. You should end up with at
the very least a jumping off point for
possible ideas you can explore.
ALL THUMBS
Time to thumbnail! Generating thumbnails
should be a quick and loose process. In a new
document, start with simple poses and shapes.
Keep the theme in mind as you draw, but don’t
get too bogged down in the details just yet.
The goal here is to lay down a foundation.
Make sure to play with different body shapes
and throw in a few dynamic poses so that when
you get to the next step, you force yourself
to think a bit more. Trouble getting started?
Jump online and look for reference poses.
Michael Bills | 93
Opposite page
(bottom): While
these are digital
thumbnails, there
are no rules. Draw
on whatever
you want
"IDENTIFY
THE DESIGNS
THAT JUMP
OUT AND
THAT YOU'D
LIKE TO
EXPLORE
FURTHER"
WHITTLE IT DOWN
Once you have a sheet of thumbnails,
identify the designs that jump out the
most and that you’d like to explore further. This page: Don’t
On a new layer, take those chosen few and feel like you have
add them to the top of the sheet. Below, to stick with the
using those roughs as visual reference, poses of your
continue to explore the characters. It can chosen thumbnails
help to go a step further and draw a few
different head types to get a better feel for Opposite page:
each character's personality. It’s important Now is a good time
at this point to start thinking about who to set the tone
these characters are, and how they act. of the character
with a pose
Michael Bills | 95
LOOKING SHARP
Once you’ve settled on your character’s attire, it’s
time to combine all the linework. While the body and
clothing layer are still separate, work your way around
the design and erase the linework that otherwise
wouldn’t make sense when the layers are combined.
Use this opportunity to make tweaks to the clothing
as you go, such as refinding form or adding details.
Once you’re happy with it, combine the linework
layers and make them black again. On a layer under
the linework, fill the silhouette with a light gray to get
a better sense of your character.
98 | Redesigning classic characters: Ninja
ACCESSORIZE!
On a new layer, and using a new color, rough in some accessories that make
sense for your character. Depending on your choice of ninja, your character
may carry a ton of equipment, or next to nothing. Referencing back to your list,
ask yourself what sort of things your character might be carrying. Start to rough
in all the accessories on the figure in a manner that makes sense. If something
you add doesn’t quite sit right on your base, rough in what adjustments you’d
need to make before moving on to the final line art.
THROWING SHADE
Add a layer above the white fill layer and turn
the white fill layer into a Clipping Mask. The
empty layer will be your shading layer. Lower
the layer Opacity to 40% and using a black,
hard brush, apply shading to your character. For
the sake of clarity, don’t get too dramatic. Stay
ambiguous enough that the shading doesn’t
fight with the rest of the design. Once the hard COLORIZE!
shadows are laid in, use a soft round brush and Turn off your shadow layer for
do a couple of passes around the rounder parts now, and turn your attention to
to better indicate form. laying down flat colors. There’s
no real science to this process.
Find a color palette you like and
think works for the character,
and on a new layer, begin to drop
FLIP IT! color under the linework. A good
A well-known tip, but worth mentioning over and over method for doing this is to use
again. Make sure to flip your design as you work. Changing the Magic Wand tool to select
your perspective can help to draw your attention to things similar areas, such as skin. Go to
that are out of place and need to be adjusted, revised or the Select drop down menu >
redone. Working traditionally? Holding your picture up to a Modify > Expand and input 2 px.
mirror or simply turning it upside down can have the same This will prevent any weird halos
effect. It’s a habit worth getting into to avoid having to appearing along the line art after
make massive changes further down the line. you drop in your chosen color.
100 | Redesigning classic characters: Ninja
CATCHING SHADE
Turn your shadow layer back on and make sure it is above your new color layer.
While in your shadow layer, open your Hue/Saturation menu and check Colorize.
We are going to change the shadow color to something that better suits your
chosen color scheme. Every design is different, so adjust the Hue, Saturation,
and Brightness sliders until you find something that fits. Add another more
subtle shadow layer if needed until you’re happy with how everything looks.
Also consider placing gradients to help add interest to different areas.
HOME STRETCH
Choose a saturated color that suits your character
and add a rim light to convey a bit of drama,
without worrying about background elements.
Using that same color, add a gradient over the
entire character on a new layer, with the Blend
mode set to Screen and lowering the opacity. The
gradient sitting across all the other elements can
add nice subtle lighting and help to vary the colors
in the design. Adding color to the character’s
shadow and line art also gives the design
something extra. To color your line art easily, use
the layer as a Clipping Mask and color as desired.
IDEAS
TRASH CAN
I originally wanted the character to have more
than just one bag. The more I thought about it, SO NOISY!
the more I reasoned, if I were an old man running As a finishing touch I’ve added an additional noise layer on top of the
around, kicking butt, I’d want to be light on my character. Setting the Blend mode to Soft Light and Opacity to 20%, the
feet. The result was doing away with the sling bag, noise layer adds a little bit more implied texture to the various materials
and sticking with just the waist bag. Whenever I on the character. It also serves to help break up large areas of similar
see elderly on the go, the one constant is a nice, colors. It’s worth experimenting with different blend modes to see how
accessible waist bag. Easy access for medications, a noise layer may affect the final look of your character.
hard candies, and smoke bombs. Everything an old
ninja might need.
Contributors
MICHAEL BILLS LULU CHEN MAGDALINA DIANOVA LINA DŪDAITĖ
Artist at N3TWORK Inc. Student Illustrator Freelance Character Designer Freelancer Illustrator and
michaelbills.com luluchenillustration.com instagram.com/magdalina.dianova Graphic Designer
behance.net/dudaite
SCAD-graduate Michael has Imaginative Taiwan-based illustrator Magdalina is a self-taught artist who Lina is an award-winning children’s
worked in mobile games for ten Lulu loves drawing chubby loves telling stories through her book illustrator. The Lithuanian
years. He lives in Charleston, South dachshunds and crafting new characters. She works on animated artist has illustrated a range of
Carolina with his wife and dog. magical creatures. films and games. books and offers workshops.
Originally from Venezuela, Jefrain Co-founder of the design studio Patrick has worked in the movie, Armand works on animated
lives in Los Angeles, where he Pixelfarm. He has worked as a animation, and toy industry, and is films and games, as well as an
spends his time drawing, exploring, character designer and animator a member of animation collective international lecturer in visual
and learning new ways to make art. since graduating. Frame Order. storytelling and design.
3dtotal.com/cdq