The concept for the King started with
Le stating, ‘I love drawing headpieces. You can definitely go wild with the
design since he’s a king, so the more elaborate the better. The four headpieces
have their own sense of character. The first is noble; the second is mysterious,
while the third and fourth are feminine and spiritual.’ [p.126] . The drawing
here shows how little details influence a character’s appearance. ‘Ever since I
read the Dune
book
about the evil baron, I thought it was very cool that he had a personal vehicle
to move him about in his palace. I wanted the king in this story to have the
same type of mobility. Maybe his legs are too weak for walking much in his
large castle, or maybe he’s just lazy.’[P.128] Stated Le. This gives you an
idea of a different perspective of how the king is like, he’s too lazy to do anything
or to move around, and maybe he’s a bit of a slob. Yoon had a completely
different idea for the King; he wanted him to be this really intimidating
character an authoritative figure that stands out from the rest. ‘I wanted him
to be a very uptight, solemn, and authoritative figure’ states Yoon. [P.130]
Designing the captain from the story
was another difficult task , but Robertson states ‘Aggressive, mean-spirited
characters are easier to draw and design because we can easily over exaggerate
their personalities; they become stronger icons of evil full of danger,
mystery, and excitement.’ This is not always the case. A character like Vlad from
Far Cry 3 had a lot of difference characteristics. Yamada states ‘I saw the
captain as an imposing figure, but incredibly weak at the same time. We know
that his moral fortitude does not match his physical one.’ [p.140]In contrast Yamada gives his own perspective
for the evil character; he wanted to give the illusion of the character being
strong, because of all the burden of his amrour, but weak because underneath
that armour he’s really just a slender figure. Yoon ‘I kept in mind that the captain
would be a wicked, greedy character.’ [P 141]
Yoon expresses this in his sketches in page 141, one could see the wide
smile in some of his characters and the character looks incredibly witty. He
also gave the Captain a religious look to his robes. This was to contrast the
captain as he is an indication of evil. Yoon states ‘This image of good
contrasts well with his evil motives.’ This is a tactic used by plenty of game
companies; one could clearly be seen in Final Fantasy or Devil May Cry. Robertson
adds a very interesting point following his students work. ‘Generally speaking,
people view round shapes as friendly and angular shapes as mean or aggressive.’[P.142]
Sharp heads are generally are seen as more dangerous and less friendly
characters. In comparison round are more seen as genuine friendly characters, take
Super Mario for example, and compare this with a character Waluigi. Normally a
person won’t touch something that is pointy, or has a sharp edge, because this
kind of reminds the person of a knife, while a round thing brings back memories
like a ball. A clear experimentation of different media, armour designs, it all
goes throughout an artist’s mind when creating these characters.
Reference:
McCaig, I. 2005, THE SKILLFULLHUNTMAN, Visual Development Of Grimm Tale At Art Center College Of Design. Hong Kong, Design Studio Press.







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