Tag Archives: Character Design


BORF reimagined


After combing through old papers and such, I came across several drawings I made in middle school and high school. One of those was BORF, chief bad guy for an anthropomorphic team known as SWEAT. I wanted to take another crack at BORF to see what he might look like after not drawing him for so many years.

Schoolism Character Design: Assignment 1


“Always keep learning” is my motto. And because I’ve always desired to take courses to improve my craft, I recently signed up to take a character design course on Schoolism. Here’s my iterative process and final design for a character description I was assigned before progressing to Lesson 2.

More Silhouette Studies


References are good to guide your design, but don’t be slave to them. Use them to inform your design, but don’t forget about shapes and proportion.

Gigangorah


I finished up this piece to use as part of a coloring demo for my Concept Design course tomorrow afternoon. I started with flat colors, then worked in highlights / shadows, after which I applied a few subtle textures. I find it best to treat coloring in stages; it helps to work with a limited color palette too. -Krishna

Silhouettes to Volumetric Shapes


Just a sampling of visual notes I plan to share with my Concept Design class later today. For more on volumetric forms, check out a video I created on how to draw arms and legs using tapered cylinders. You may also want to watch the video I made on combining volumetric shapes.

Character Design: Pap Finn: Working with Silhouettes


I approach character design with research followed by a series of shape explorations. Photoshop’s lasso tool is my tool of choice for shape exploration. Below is my process work for Pap Finn, taken from the book Huckelberry Finn by Mark Twain. These were created about a year ago for a Character Object and Design course I taught. First, I start with a series of silhouette explorations, keeping in mind the text description of the character. Next, I flesh out the silhouettes by adding volumetric shapes to the silhouettes, giving the drawings some depth. Also included are design notes articulating my […]

Process: Er’mli Silhouettes


Drawing from the outside allows me to focus on shape and overall proportions instead of sweating details. Drawing silhouettes is a very quick process, thanks to the symmetry tool in Autodesk Sketchbook. The symmetry tool is a good first start for playing with proportions and shape, but I don’t exclusively rely on it. (The drawings that it generates tend to be stiff and mechanical.) After a few warm-up symmetry sketches, I shift to working out character poses. It gives me an idea of how the character will move, and also allows me to think about the character’s attitude, by way […]

Mind-mapping as a Character Design Brainstorming Tool


Over the course of the next several blog posts, I’ll be sharing my process on how I personally approach character concept design. Constraints are important, and in this case, the constraint I’ve been given is the text description of a character obtained from Chaotic Shiny, a writing and gaming generator. Er’mli, the God of Wrath, is very beautiful, with copper skin, long, pale golden hair, and eyes the color of tree bark. He is very tall and broad-shouldered, and often looks sly. He usually wears formal attire dyed medium yellow and dark blue. He is also associated with water and […]