I didn't do a ton of work on the Lone Ranger, but here's some of what I did with characters.
Infinity Vehicles
I always enjoy designing vehicles but I don't get to do it often. Which is probably just as well since I'm not a technical artist.
I don't think the magnet helicopter made it into the game. The top right ambulance was from a sketch by the amazing Scott Gwynn. |
As you can see, I did do a lot of helicopters. The top and bottom right helicopters are the ones that were approved to go in the game. |
Infinity: Captain Jack Sparrow
Infinity Evolution
Our early efforts toward finding the style of Infinity met with some interesting results. We didn't know how we were going to unify such diverse properties and I think our first attempts were pushing unification to the detriment of character. Keep in mind that there were tons of sketches being done by other artists also, this represents only a small part of the total effort in this search.
Pirate stuff we didn't use in Infinity
Infinity started out as a sequel to the Toy Story 3 toy box mode, but we always wanted to do a pirate-themed area of the world. This was all before we got approval to use the Pirates of the Caribbean so our exploration didn't have much to do with that.
Some of the most early stuff was suggestions for gameplay, because we had nothing from the designers yet. |
We had to come up with our own Pirate toys, and making the characters funny monster fish seemed right. Definitely inspired by the second movie. |
The world and gameplay was a lot different back then. A lot simpler, actually. |
At some point (even pre-Infinity) we moved the style over to something more realistic for the environments. |
An attempt at the overall layout of the main pirate island. This was all built and in the game, but nothing translated over to the final game. |
We had other islands back then, but they were very simple, like some of the smaller islands in the current Infinity Pirates playset. |
Inifinity: Designing Hector Barbossa
All images below are under the copyright of Disney.
This is the last step I took on the character. |
A comparison to the original. |
Collaboration
At Avalanche, on rare occasion, a single concept artist will take a piece from start to finish. Most of the time though, we are bouncing concepts back and forth between multiple artists. This makes posting stuff or using it in your portfolio more difficult, but there's no question that it results in a better final product. The second artist so often sees things you don't, or brings in a sensibility or idea that modifies yours in interesting ways.
This next one I started. After I worked on it a while I gave it to Ben and he changed the background to the racetrack in there now. Then we ran out of time and had to call it done.
I like the top image so much better, I'm thinking the moral of this story is to have Ben do the initial drawing whenever possible. But that's what is great about working collaboratively, other people make you look good and vice-versa.
We did several big pieces early in the project for internal marketing purposes. Ben Simonsen and I worked back and forth on a couple of them.
Here's what Ben gave me to work with. |
So I did this to it. |
Then Ben took it back and turned it into this, which now has the proper tone we were going for. |
I like the top image so much better, I'm thinking the moral of this story is to have Ben do the initial drawing whenever possible. But that's what is great about working collaboratively, other people make you look good and vice-versa.
Inifinity: Toy Box Enemies
Infinity Effects
I was asked early in the project to find a unifying style for the effects in Infinity. I wanted something stylized that would blur the line between effects that felt energetic and epic, and effects that felt small as a reminder that the characters were toys and not life-size. I know that's a strange juxtaposition but I thought it was worth trying for. I think they achieved this effect even better in the final game than I did here.
Infinity: "Designing" Davy Jones
Because most of the characters in Infinity were preexisting characters, our primary design goal was to bring them all into the same style while preserving what makes their character so interesting. This may sound simpler than designing the character in the first place, but it wasn't any easier. Sometimes it was harder. I think that on average, we went through just as many iterations on the character redesigns as you would with a new character. Some characters were particular challenges because of their detail and demeanor, and Davy Jones was one of these. How do you make a cute, cartoony toy still look intense and gritty?
Refinement of a design by Jason Kim |
Painting over over a Jon Diesta drawing |
Painting over the near-final model to figure out surface and detail |
Classic Actress
Mou'ins
Jaeger
Night Forest
Shapeship
Wonder Woman again
Symmetry
Costume Design vs. Character Design
I'll start this post by saying that I am not a costume or clothing designer. I've taken some classes and I've got an active interest in the subject, but that's about where it ends.
One common problem I've seen in video games is that costume designs often get passed off as character designs. This sort of makes sense because a lot of game characters are facing away from the camera most of the time, and they are smaller on the screen, so the most prominent aspect of their design is their overall silhouette. But I find the actual character of most video game characters lacking. I get the feeling that their creators think of them as little more than a sort of action mannequin.
Which brings me to the separation between character design and costume design. They are closely related, so it's easy to confuse the two. Character design is about the person underneath the clothing. That person should be essentially the same no matter what he or she is wearing. And this personality/identity should be visible to everyone, not just something the artist knows is there!
Costume design, on the other hand, is merely a modifier to the character. Clothing has long been used as a symbol of transformation---but what makes that transformation feel real isn't the change of clothing itself, but how that clothing reflects what is happening inside the character. And in many cases, once you know the character outside of his or her clothing, you can use the tension between the costume and the character it is modifying to create further appeal. This is the problem with having a mannequin character: the clothing becomes everything---there is no personality or history underneath to modify or create tension against.
My point is that, when I design a character, I don't focus on the clothes. I don't necessarily design a character nude; in fact, I often include costume elements to get the silhouette to match the character's personality. But my most important priority is what is going on inside the character's head. I ask myself questions like, who does she think she is? What it most important to her? If she was put into _________ situation, how would she react? Would her reaction be the same in any similar situation, or are there factors that could change her reaction? Does she hide any secrets about herself, and if so, how do they change her behavior? There are other good questions, but I think that's a good start.
There are a lot of things you can use to tell people about the character once you know him/her: shapes, lines, proportions, etc. But the most important thing is in the face, and more specifically, in the eyes. I should be able to look into the eyes of my character and get a sense of who she or he is right away.
I know these are all cartoony examples, but I believe these principles hold true no matter what style you are drawing in. A costume design can contain an enormous amount of appeal in itself, but if you want to maximize the appeal in your designs, then finding and showing your character is essential.
One common problem I've seen in video games is that costume designs often get passed off as character designs. This sort of makes sense because a lot of game characters are facing away from the camera most of the time, and they are smaller on the screen, so the most prominent aspect of their design is their overall silhouette. But I find the actual character of most video game characters lacking. I get the feeling that their creators think of them as little more than a sort of action mannequin.
This is not really a character design. Sorry. |
The heart of the character shows through no matter what she is wearing. |
Getting more life in a character is part design, part expression. Hair is technically a costume element, but like many costume elements, hair can add to the personality you're describing. |
The eyes are the window to your character's soul |
How would the character modify a given outfit---what feels right for the character? |
Once I feel like I know the character, the way I think about his or her clothing changes. In addition to having a feeling for what he would choose to wear, I know how he would wear that clothing, as well as the way he'd wear clothing that he doesn't feel comfortable in.
Digital Art Masters V8
I've got a tutorial coming out in the latest Digital Art Masters book. You can order here: http://bit.ly/10HJ13d