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       #Post#: 27--------------------------------------------------
       Character Design in Silhouette
   DIR By: Pam
       Date: May 21, 2021, 7:02 am
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       Character design – especially in low resolutions – is something
       that really interests me, particularly because I'm not very good
       at it. Before joining Wadjet Eye Games, most of my character
       design relied on highly stylized anatomy, bright colours,
       comical outfits and interesting postures. When I suddenly found
       myself faced with the prospect of trying to draw people that
       looked a bit more human, for more serious, believable settings,
       everything I'd come to rely on was suddenly of very little use.
       In order to examine the art of character design a little more
       deeply, I want to strip away the colours, the details, the
       expressions, and focus on the raw silhouettes, or outlines, that
       make up characters. That way we can analyze one very specific
       aspect of the art form, without other elements distracting us
       too much.
  HTML https://adventuregamers.com//?ACT=49&d=33008&fid=43&f=1.png
       My first work with Wadjet Eye was on the Blackwell series,
       starting as character artist and animator, and it was a task I
       was poorly equipped to handle. The very first character I had to
       draw, Rosa Blackwell, took me many, many attempts and edits.
       When it came to drawing her spectral sidekick, Joey, things went
       much smoother, and I managed to get a workable design very
       quickly.
       The reason behind this is mainly the iconic style of Joey,
       compared to Rosa's much more everyday appearance. Getting Rosa
       to look correct in the eyes of her writer, Dave Gilbert,
       involved countless tiny edits, with him trying to explain why it
       wasn't quite right. Knowing what made Rosa feel like Rosa was a
       very subtle thing, in other words. Joey, on the other hand, was
       much easier to distil. A certain kind of hat, the hands tucked
       in the pockets, and the series trademark floaty area in place of
       ghostly legs meant that I could easily tell what made him work.
       These differences are visible even from the silhouettes – simply
       put, Rosa didn't give me much to work with. Even seen here in
       pure silhouette, Joey is at least recognizable as a vaguely
       lumpy version of himself, while Rosa looks like a Coke bottle
       that's had an unfortunate accident. Other characters – a
       cigarette smoking, trenchcoat wearing detective, or an ancient
       spirit dressed in an antique gown – gave me similarly
       distinctive features to work from, and small elements of these
       features are still visible in this most basic form.
  HTML https://adventuregamers.com//?ACT=49&d=33008&fid=43&f=2.png
       Technobabylon was, if anything, perhaps slightly more difficult.
       Working on main character sprites that were even smaller left me
       with little room to experiment, and the result is a very stiff
       set of silhouettes that don't look very anatomically
       representative of a human, nor do they look all that special.
       James Dearden's detailed outlines of the characters' biographies
       provided plenty of insight into what made them work, but in
       terms of visuals, there were few props, few accessories to work
       with that allowed me to give them interesting shapes – except
       for some of the many, very colourful and intriguing NPCs. The
       fourth character here represents an attempt at something more
       relaxed and normal, but is hindered by both my poor anatomy
       skills and the small size.
       This game actually has a range of very compelling minor
       characters who were quite dynamic to draw, and it definitely
       went more easily with them. It's these main characters, however,
       that we're looking at for most of the game, and in terms of
       interesting designs, my work on them can largely be considered
       disappointing.
  HTML https://adventuregamers.com//?ACT=49&d=33008&fid=43&f=3.png
       When it came to my next project, Shardlight, things changed
       quite a bit. Designer Francisco Gonzalez and I agreed between us
       that we wanted slightly bigger character sprites, giving me more
       pixels to play with. Francisco's ideas for the characters
       involved fairly elaborate costumes and attitudes, which allowed
       for quite a lot of exaggeration, making for some much more
       iconic silhouettes. Certain elements I toned down – the third
       character here originally had a much larger hat in his design –
       whereas other elements were exaggerated. The last character
       involved me taking one of Francisco’s sketches and really
       running with it, resulting in a silhouette that really stands
       out. The second character represented above is basically
       unchanged from his sketch – I merely took his outline and gave
       it appropriate colouring and shading, then animated it, such was
       the clarity of his vision for this particular character's outfit
       and posture.
  HTML https://adventuregamers.com//?ACT=49&d=33008&fid=43&f=4.png
       My current project, working again with Dave Gilbert, sees us
       using a slightly higher resolution yet again, and here I finally
       feel like I have enough pixels to start approaching some
       semblance of realism, while still trying to keep interesting
       silhouettes as a goal. Here you can see slight differences in
       stance, props, outfits and body shape, the benefits of having
       more pixels to play with. I'm working with less exaggerated,
       theatrical character types than those in Shardlight for these
       main characters, although once again, the game certainly has its
       share of more iconic shapes in the lesser characters.
       The main thing, though, is that I'm trying to use these
       silhouettes to not only suggest who these characters are, via
       their outfits and props, but also to give a sense of mood –
       relaxed, less stiff postures, that are quickly identifiable as
       human. I still like to think there's enough diversity in their
       designs that they feel unique, and even identifiable, despite a
       more everyday approach to clothing and anatomy.
  HTML https://adventuregamers.com//?ACT=49&d=33008&fid=43&f=5.png
       When studying character design from the genre's history, there's
       definitely a point where technology wasn't advanced enough to
       allow for very complex designs. These characters from four
       beloved classics are almost comical in how similar they are – a
       result of the AGI engine's limitations. That being said, there's
       one character whose design stands out, with a blocky little
       feather in his cap that identifies him to us as Graham of
       Daventry. The fact that we can recognize one of these figures
       among such basic, blocky shapes speaks volumes about the power
       of having an iconic silhouette. A strong, distinctive character
       design should be readable from the outline alone, at least to
       some extent. This is why it's useful to simplify these designs
       into their basic silhouettes – it stops the colours and textures
       from distracting us from the basic, fundamental design of a
       character, and allows us to see what in that character's form
       makes it stand out, if anything.
  HTML https://adventuregamers.com//?ACT=49&d=33008&fid=43&f=6.png
       If we skip forward in time to Sierra's SCI engine, we can see
       that things have gotten much better in terms of detail. These
       are at least representative of human figures, if quite low
       resolution ones, and start to look a little more unique. Keeping
       with realistic anatomy, similarity in body types, and a lack of
       props, however, means it's quite difficult to determine who any
       of these characters might be, without a fairly intimate
       familiarity with the games. Knowledgeable Sierra fans will no
       doubt pick up on the small details that give away certain clues,
       and some will probably even be able to identify all four of the
       characters, but those who have only patchy experience with the
       company's games, such as me, will hardly be able to distinguish
       these characters from their outlines alone.
  HTML https://adventuregamers.com//?ACT=49&d=33008&fid=43&f=7.png
       On the much, much more cartoony side of the spectrum,
       LucasArts's adventures featured character designs whose
       silhouettes are so uniquely stylized that I've no doubt that
       even people who haven't played their respective games, but have
       at least a passing familiarity with the genre's history, will
       not only know where these characters come from, but probably be
       able to name most of them, too. This is the strength of a
       strong, unique silhouette – it creates characters that are both
       memorable and easily identifiable. It's why it's so easy to
       merchandise Mickey Mouse, Batman, and The Simpsons – one glance
       at even the most stylized representation of these characters,
       and we know exactly who they are.
  HTML https://adventuregamers.com//?ACT=49&d=33008&fid=43&f=8.png
       If we want to create bold, memorable silhouettes without going
       so far into cartoony territory, there are a few things we can
       try. Take, for example, Indiana Jones here – the trademark hat
       and confident pose capture his character from the films well, in
       just the smallest number of pixels. Robin Hood beside him
       features enough props that even if we don't recognize who he is,
       we can tell we're looking at a man of action, and read his
       character type just from the silhouette. Bobbin Threadbare's
       hooded robe and distaff are integral parts of his character,
       too, helpful props that not only act as his sole identifying
       features, both in silhouette and in full detail, but are also
       fundamental parts of who he is and will become. Simon the
       Sorcerer's robe and wizard hat turn him from a fairly ordinary
       English schoolboy into someone who's at least reasonably
       recognizable, despite his very small size.
  HTML https://adventuregamers.com//?ACT=49&d=33008&fid=43&f=9.png
       The ability to read a character's attitude, their lifestyle, or
       even just identify who they are at a glance are excellent things
       to aim for in a low resolution sprite, and looking at these old
       characters, in all of their blocky glory, and trying to
       understand what makes their silhouettes work is an interesting
       goal. Sometimes it can be the smallest things – I'd recognize
       the way that The Dig's characters’ puffy astronaut pants tuck
       into their boots anywhere. In other cases it's the whole design
       – Ben Throttle's massive frame, outfit and broad stance embody
       his lifestyle and his character with every pixel. Perhaps it's
       just the way a character stands, too – Kyrandia 2's Zanthia goes
       through an incredible 13 outfits over the course of a single
       game, yet her posture – and therefore her outline - remains
       recognizably her in every iteration of her design.
       It's silhouettes like these that I aspire to recreate in my own
       work. Usually I simply try to keep outlines in mind while
       drawing a character, one of the various ‘guides’ that I will
       check a piece of art against to see if works well, a measure of
       its success or failure. However, in a situation where I have to
       design a character of a very specific, exaggerated type – say,
       for instance, a hulking, violent monster – I will often start
       from a pure, blank silhouette similar to the ones you see in the
       example images here, and in that way hopefully imbue the design
       with this sort of idea from the very foundational stages, before
       I start thinking about colours and details. So my preferred
       practice changes depending on the specific circumstance, but
       either way, it’s always an important element to consider so that
       my characters, too, can be instantly recognizable and readable
       from the most rudimentary of visual detail.
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