Character Design Fundamentals - Shape Language
There are a lot of guides out there for making "better" characters- but what exactly does better mean in this context? Art is subjective. There is no good or bad art, so there's no universal way to make art better. The only objective quality in art, how I see it, is effectiveness. How well does the art fulfill the creator's intent?
So rather than talk about how to create better characters, I want to give you folks tips on how to design effective characters, with your intent in mind. Starting with the most fundamental of fundamentals- shape language.
There's a famous linguistics experiment that feels relevant here. Which of these shapes is called "bouba," and which one is "kiki"?
You probably knew instinctively that the shape on the left feels like it should be "kiki," and the shape on the right feels like it should be "bouba." This seems to be true regardless of your language or background. Why is that? Humans associate everything from colours to character traits to shapes to sounds, instinctively correlating them. So when they said that Kirby is shaped like a friend, they were being very literal. Luckily, this part is hard wired in your brain, so you shouldn't have much trouble with it.
In general, a "round" character might come off more friendly and easygoing, or more lazy and weak willed. A "square" character might come off more strong and grounded, or more intimidating and less smart. A "sharp" character might come off as more witty and energetic, or more stern and cruel.
This advice is often demonstrated in cartoony ways, with characters whose bodies are built out of triangles or circles in a way that doesn't seem to apply to more realistic art. It can be tempting, then, to think you can ignore it. But you absolutely can't.
Overwatch is a great example of using this kind of shape language to great effect without becoming super cartoonish. Compare two of their character designs, Tracer and Mei:
Tracer is a witty, energetic character whose gameplay is very fast paced. This is portrayed in her very sharp and angular design. Her hair comes to sharp points, her collar and sleeves are angled, and her body is lean and angular. Even her goggles and the belts around her thighs create triangular shapes.
Mei, on the other hand, is a sweet and friendly character whose gameplay is tanky and powerful. Her design combines those elements into both round and square shapes. Her jacket, boots, and the pockets on her belt all have rectangular silhouettes, while her body, hair, hood, and weapon all have rounder silhouettes.
See how effective this kind of design can be? And it doesn't have to be restricted to just one kind of shape. Like Mei's design, you can mix and match strategically to get closer to the effect you want. A love interest who's got both round and sharp elements might read as invitingly sexy and a little dangerous, while a love interest who's got both round and rectangular elements might read as down to earth and kind.
Before you lay down a lick of paint, you've gotta have a sketch. And before you come up with the details of your character designs, you've gotta know what shapes you're building it out of. So think hard about your intent with this character, and how best to get that across with the language of shape.
292 notes
·
View notes
Had a dream last night that I found John Green @sizzlingsandwichperfection-blog sitting in a field of wild grasses looking contemplative. I sat beside him and, without glancing my way, he recited a poem that amounted to the concept that "we have to persevere when things get difficult because the easy is all too fleeting and unreliable, but by facing the hard stuff, you can *become* the thing that is reliable." I nodded seriously and we just watched the sky for a bit.
10/10 Green brother interaction. Thanks John, guess I'll go persevere today? 💪
2 notes
·
View notes