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How Characters Are Brought to Life - 2017 Design Reel

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rated 3.16 / 5 stars
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518 Views
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Genre:
Informative
Tags:
animation
concept
character
design

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Credits & Info

Uploaded
Feb 7, 2017 | 10:27 PM EST

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Author Comments

A short video on how the characters I created are able to come to life through fun design and animation. The video is supposed to show how sketches overtime become fully fleshed out characters. What's important to me when designing characters is trying to create something unique, fun, and colorful. Disney and Nintendo are really strong inspirations for my character design in that sense. I threw some logos I had created in at the end to be able to have something to show for graphic design.

Music throughout the video is created by myself. Everything in this video is 100% created by me. All graphics, sounds, and images.

Reviews


maddude13pt2maddude13pt2

Rated 3.5 / 5 stars

It's always cool to check out someone's sketchbooks and scraps... And yes, I am inclined to agree this was a bit long, considering what it was. Now, you have some really good stuff going on and you do great work so don't get me wrong here.
This claimed to be "how characters are brought to life" and while it's long for a slide show of someone's sketches in the artistic process, it's just a little lacking for actually showing how even one character was properly fleshed out to come to the living breathing personality he or she was on screen.
I've actually seen some of that substance (though precious little has ever really been explained to me, personally) so I know there was a lot left out, process-wise. Even with a slideshow, you could pick one or two characters (whether because you're proud of them particularly or because you're just not attached so they're sharable) and then set views to the stages. The start is something like brain-storming, just scribbling ideas as they come to mind. You might show a system (in a case where you had a theme or other reasoning behind the creation from the start) or you might just start with the doodle, in case the character in question just popped into your mind and all you had was a napkin at a WaffleHouse... Then there's the stage of building collections, done usually to simplify the act of drawing the character for mass production, sharing and collab', or just because you need to get used to doing that over and over (part of animating)... From there it kind of depends on the animator's style. Some go into a mechanical drawing mode, building perspectives and getting more practice at drawing the character from every possible angle. It's not exactly an object in the sense of the rest of our material world as we know it, but when you can draw it well enough, the illusion might as well be... You know? Some creators need numbers and a few templates to keep together in a file, whether an old fashioned 2D drawing collection in a manila folder and labelled by character OR created and sculpted out carefully to fit a certain scale and all related parameters in a 3D graphics format... Some creators just need a few reference templates to jog the memory and they can just "feel" the rest out from one episode or story to the next. Once you've got the perspectives pretty well, you can start building cycles and loops, walking, running, talking, etc... all the mundane things that have to happen again and again for any storytelling to be possible. Along the way you probably add color and dynamics (squash and stretch, hair movements with or separate from body, weight or lightness of limbs, the details and visual persona)... Finally, you can begin to add voice, speech patterns and impedements (as applicable) like a lisp or some particular word or syllable that is repeated regularly... The bottom line is that for the continuation of the character, and for the illusion that he or she is alive, all this has to be taken into notes and consideration. Every tiniest aspect can lose that illusion and fail to put that character into that story, which is why there's so much investment from viewers as to when one voice actor left the syndication or which voice actor really had any particular character in mind, as well as what particular eras of leadership or artists in a particular franchise did more or better at the craft or actually took away from the art of storytelling...
Anyways, you don't necessarily have to tackle the subject quite so much, but if you did (wink*wink*) You definitely have talent and skill for it. I think you could do it real justice and earn yourself some repeat viewer/customer types in the process.
Now, don't forget to breathe, relax, and keep on keeping on...


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AnarchyofAdam responds:

You're right. This isn't so much a "how character's are brought to life" sort of video as it is just me showing off some character designs and how they went from sketched to fully lined and colored and animated for some. Originally I had made this to be able to send to studios to show that I can both design and animate characters; however, people's interests in this video across multiple platforms has made me interested in showing a more in depth analysis as to how a character is actually created. Telling more of its story, how the colors and shapes show the personality, and showing more of the original concept art of a character and the struggles and brainstorming when coming up with a character.


RediskotRediskot

Rated 3.5 / 5 stars

I love seeing people's sketchbooks, and it was really cool to watch how your messy ideas and quick drawings turned into fully fleshed out, moving and colourful characters. Also really like your use of colour! I did however think that it was a little too long, and I found myself wandering off into a different tab before it was properly over.


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