Posts

Blog Post 4 ♡ Lara Croft is a Girlboss

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Introduction In this blog post, I will be talking about stereotypes and tropes in video game characters, and display a well-known example of a character that breaks this stereotype. I will also 180° their character and play with a different common trope, and showcast a sketch of this character based on this trope. Stereotypes and Tropes The word “ trope ” refers to a common motif or pattern in a work of art. In the context of fiction, character tropes refer to common attributes in certain types of characters. Very common troupes in games include the damsel in distress, the chosen one, the mad scientist, and more. For game characters, it is important that they are more than just a shell for the player to inhabit, and game developers can create better characters by taking the time to justify why they exist (Wawro, 2017).  Lara Croft The “ Damsel in Distress ” is a common trope that is used in games and various other forms of media, where a female character is put into immed...

Blog Post 3 ♡ I Think I Should Be A Fashion Designer :0

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  Introduction In this blog post, I will show images of some of my best gesture work in the last week. discuss Shape Language, scale and color palette in game design, and directly relate it to my original character concept. I will also showcase concept art for my character. Gesture Character Shapes There is psychology behind what basic shapes are used in character design, and it is referred to as Shape Language. Shape Language emphasizes that certain shapes give off visual queues, and can in turn represent different ideas and feelings. For example, squares give a feeling of maturity and stubbornness , circles represent innocence and friendliness , while triangles feel aggressive and strong (Solarski, 2013). Shape theory is used quite often in character design, and the viewer will unconsciously make assumptions about characters based on what shapes are used. For example, Ice King from Adventure time has a lot of triangles on his body because he is an aggressive villain, but his bo...

Blog Post 2 ♡ Derpy Adventure Cat

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Introduction     In this blog post, I will be revealing my original character. I will also explain the my process in creating the character, and showcase my high concept, mind-map, sketches, and more. High Concept The purpose of a high concept is to define the design goals clearly and concisely so the artist can design with intent. It is similar to a summary that someone can find on the back of a book or movie case. I think this is a great place to start, as it prevents the artist from hyperfocusing on the details that could end up hindering the creative process. A high concept is assembled from keywords generated during a brainstorming session (Solarski, 2012). My character is a creature whose small and plump figure mirror their tiny and cozy village. Although they always prefer to see the glass-half-full , their boring town has always left them wanting more adventure . They are honest , determined , and zealous , in contrast to the dark and deceptive forest that lurks be...

Blog Post 1 ♡ I Never Thought Scribbling Would Feel So Weird to Me?

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Introduction Hi friend, and welcome to my first blog post for GAM3432: Character Design! I’m not an artist by any means, but I’m SUPER excited for this class. In this blog post, I will showcase some of my gesture and scribble figure studies. I will also talk about the Uncanny Valley, and show an object that likely avoids the Uncanny Valley. Gesture & Scribbles Gesture refers to the movement between all things; it is not the contour or tone, but rather the movement that connects the form (Proko, 2013). Gesture is really important to understand the skeleton of the drawing, because otherwise the details and proportions will tend to look off. The idea behind scribble drawing is that it “loosens up” the artist while they're drawing. The Uncanny Valley The “Uncanny Valley" is the observation that as robots appear more humanlike, they become more appealing—but only up to a certain point (Caballar, 2019). Upon reaching the Uncanny Valley, our affinity descends into a feeling of s...