Monday 17 November 2014

Communication of shapes in character design in animation. ( Personality) shape and texture/ the psychology behind it.



The Start of the Project


Inspiration 



Focus
  • I began by brainstorming about character design. 
  • While working on my essay in the kitchen, I stopped staring at a bowl of fruit. Suddenly something made me realise that if shapes don't exist, this bowl wouldn't have been there. Shapes are seen everywhere.
  •  This led me to decide on how visual characteristic, shapes in particular can be used to effectively communicate a character's personality.

Mind Map 


Mind Map of Title :


Work Plan
 For each book and article I read, I wrote down the exact reference of the reading. I keep a file to jot down notes from the readings, wheres also I wrote down inspiration that I can follow up later on. Then I did a skeleton plan of various sections and sub-sections that will be included in the chapter. Before I started writing a particular section, I read all the  notes jotted down and identify the notes for the sections. This provided me with all the argumentation that I was amassed during my readings.



The Proposal Essay


My topic of the investigation is about “ Communication  of shapes in character design in animation. ( Personality) shape and texture the psychology behind it. ”. The aim of my study is to investigate the character design in order to get a better perception of how visual qualities, particularly shapes can be intentionally character identity. I will be focusing on the production of a number of character designs within two present game worlds, but it also involves a lot of investigation previous to the actual production.  I have related information on the subject of character design and looked at other important material in order to get a better understanding of how video games and animated movie communicate different characters. I have also looked at a number of different productions pipelines used by artists in the industry, to get a better understanding of how the work process can be approached.

There are many different types of characters to investigate and thus, I will have to limit myself and work on two characters, game design such as the one“ Good ” and one “ Evil ” character. This means that I will only focus on the visuals and most of all, whether the character designs, communicates the projected personality traits, the actual gameplay is irrelevant. The character design turns around a combination of many different elements of art, but I delimited my study to looking more specifically at shape. The resources I have used are information, videos and online sources that are relevant to the subject.

The section information of my investigation is divided into three-sections.  The first part, I will be dedicated on how physical influence the impressions of a person's personality in character design. I will talk about visual message, and these have to be clear, effective and exploring a character’s shape design.

Introduction

The aim of my  study is to understand the skill of developing a character design, and, to get a better observation of how visual characteristics, mainly shapes, can be intentionally used in order to communicate aspects of a character's qualities. Whether it is a film or a video  game, it all relates to the characters. For the audience, the enjoyment of a film or a video game tends to depend on a character design. Despite the fact that characters are considered mostly for their roles in a story, some layers of visual elements are employed to bring their roles to life. Character design involves a mixture of many different elements of art especially shapes. Several artists have argued that the main thing about character outline is that the character, whether good or evil, must have appeal and recount a story. Character design is constantly about the story as much as the drawing. Artists use shape scaffolding to pre-visualize the final structure, utilizing basic shapes to represent every component or segment. Apart from making the volume and mass distribution of the figure, these shapes might likewise help portray a certain identity, as is generally seen in adapting cartoon drawings (Mattesi, 2008). The resolve of my study is to further explore the art of character design for instance video games. More right by studying how visual parts, shapes in particular, can be used to really communicate a character's personality.

History of Character Design
From the earliest cave paintings to the most recent animated film, artists have been attempting to make still images that represent an expression of movement. This is because most living things move and representing movement will bring the artists closer to embodying life and all extraordinary art exemplifies a sense of life. The history of art is loaded with images of flying angels and combating soldiers on running horses. Some modern artists such as the Futurists and Cubists created abstracted representations showing multiple aspects of humans and objects suggesting the images were moving or that the viewer was moving around the objects (Sullivan, Schumer, Alexander, 2013).    



" Rubber Hose characters "

Walt Disney ”   
In the early 20th century, when 2D animation was still in its early years, there were few restrictions to the appearance of animated characters. However, simple rounded cartoon characters were developed. The character’s limbs were rubbery, twisty, and able to squash and stretch in length, at the view of the animator. In actual fact, these characters soon became known  as “rubber hose characters” and the films of the 1920s were dominated by them. Indeed, early Disney used a rubber hose style of movement, until Walt Disney searched for more advancement and reality in character design. The Disney studio, consequently, gradually started to design animated characters with a more human dynamic. The developed characters that seemed to have a skeletal structure, and that brought in a completely new challenge for the illustrators. They were no longer able to twist, stretch, and mis-shape their characters’ limbs without restraint. These limbs could only bend, move the same ways a human skeleton would. As animation awareness evolved further throughout the years, it became obvious that it was insufficient to just move characters well, these characters needed to act out and feel too (White, 2009). 
                                                               “ Rubber Hose Characters ”                                           






The History of Cartoons



The terms animation and cartoon have been linked with lively and usually funny images. Random House Webster’s Unabridged Dictionary (2001) identifies animation as giving existence or liveliness to something and the word cartoon as drawings or sketches similar to the ones we have seen in newspapers. When these words are combined to animated cartoon they refer to a “motion picture consisting of a sequence of drawings, each so slightly different that when filmed and run through a projector the figures seem to move” (Random House, Inc., 2001, p. 82)

   



 Early Creators

In animated cartoons do not appear to own one single creator. In spite of this, few individuals will be mentioned who contributed to animation within the starting.

Georges Méliès, a French magician and director of the Théâtre Robert-Haudin (Ezra, 2000), revealed a way currently called stop-motion animation inadvertently once his camera broke down. He is well known amongst the French community for his tribute to film animation during the first decades of the 20th century. James Stuart Blackton was an American filmmaker who was one of the first people to use the techniques of stop-motion, discovered by Méliès, and hand-drawn animation. At times he is referred to as the father of American animation. He was a newspaper cartoonist who created the first animated film ever created, Humorous Phases of Funny Faces in 1906. It was also the first cartoon to use the single frame method and was projected at 20 frames per second.




The person that helped outline this new trade was Winsor McCay, who was a comic-strip animator and sketch creator at New York Herald. He was the first to establish the technical technique of animating graphics. He used popular characters from his comic strip. First came Little Nemo in Slumberland (1911) with 4.000 hand-drawn frames, followed by How a Mosquito Operates (1912) with 6.000 frames. His first undefeated cartoon character was a brontosaurus named Gertie in Gertie the Dinosour which came out in 1914 and consisted of 10.000 drawings (Dirks, n.d & Bukatman, 2006).





The most famous creator amongst todays early stages is most likely Walter Elias Disney who was born in Chicago in 1901 and a cofounder of Walt Disney productions.He went to France in 1918 and when he came back he decided to set up a business art studio with his friend, Ubbe Iwerks. Iwerks was the developer of Mickey Mouse the first big hit of Disney but was in the shadow of Walt Disney and not much has been written about him until lately (Crafton, 1993).




 Early devices

The inspiration came from flipbooks – sequential drawings that produced an illusion of motion when thumbed. According to Crafton (1993) the earliest date for which animation was first commercially exploited was in 1898 despite the lack of documentation. It is clear that animated films coincide with movie films. They were black and white at first, then came sound and colour.

Progression of cartoons as they are known today, would not be possible if it were not for the technology used behind the scenes. There are a few devices which are a part of the early history of animation and these devices go back to the 19th century.

Flipbooks

The first device is the Phenakistoscope  invented in 1831 by Joseph Plateu, a scientist and former art student. It can be described as a rotating disc with about 16 pictures, each slightly different, and can only be viewed by one person at a time.

Phenakistoscope  


Subsequently came the Zoetrope designed by William George Horner in 1834 and was named “Daedalum” or the wheel of the devil. However, it did not become  popular  until  the  1860‘s when it was unproved by creators in both England and America. The American developer, named the device Zoetrope which means wheel of life.

Zoetrope


The Kinetoscope was a device designed for films to be sighted individually through the window of a dresser cover its components. First described by Thomas Edison in 1888 but was largely developed by his employee William Kennedy Laurie Dickson around 1890. The same people invented the Kinetograph, an innovative motion picture camera.

Kinetoscope 


The Praxinoscope came after the Zoetrope and was inventend in France by Charles-Émile Renaud. Like the Zoetrope, it used a strip of pictures placed around the inner surface of a spinning cylinder. It was a sort of projector different from the devices, which had emerged before, where just one person at time could look at the films through a small hole.


Praxinoscope


Animation


Many producers picked their brains, trying to understand the tricks behind the moving objects. They used wires to make the objects move, which is a well known trick today (special effects), both by magicians and movies This is when the battle started to be about the characters and not the technology since it was being standardized, as happens with new technology that becomes widespread.

It is apparent that though the animated cartoons, we know these days have an extended history, technology and evolution are changing the way things are done. There is a shift in several cartoons and that they are just being generated with the aid of computers, however, others still use hand drawn animations. The newest version of Mickey Mouse is in no way the Mickey Mouse known 50 years ago. Having a combination of each is the best way to go. Walt Disney has been producing both hand drawn and CGI (computer-generated imagery)  films for some time now. Maybe the rationale is that they apprehend what their customers need. The younger people that do not know what was in the past might not care, but the older ones do. Cartoon animation is certainly not just for children, it is for the parents and grandparents as well. Hopefully companies will not close their hand drawing departments as some have done and simply focus on CGI. A mixture of both is essential.








References

Bukatman, S. (2006). Comics and the Critique of Chronophotography, or 'He Never Knew When It Was Coming!'[Electronic version]. Animation, 83-103.

Crafton, D. C. (1993). Before Mickey: The animated film, 1898 - 1928. Chicago: The
University of Chicago Press. Retrieved, from Google Book Search:
http://books.google.com/books?id=yaeJFVTedysC&printsec=frontcover&dq=donal+crafton

Dirks, T. (n.d.). Animated F ilms. Retrieved from Filmsite.org: http://www.filmsite.org/animatedfilms.html

Ezra, E. (2000). Georges Méliès (French Film Directors). Manchester: Manchester
University Press.

Random House, Inc. (2001). Random House Webster's Unabridged Dictionary. New York: Random House, Inc.


Literature Reviews: (Article)


What is beautiful is Good, 1972. ( Online ) Available at:
http://garfield.library.upenn.edu/classics1990EH311000001.pdf
http://www.acrwebsite.org/search/view-conference-proceedings.aspx?Id=9843

 In the article “What is beautiful is Good”, which is written by the authors Karen K. Dion, Ellen Bersheid, and Elaine Walster investigated how physical attractiveness influences the impressions of a person’s personality. The information was published in 1972, at the University of Minnesota, MIN and University of Wisconsin.

Although the article does not discuss character design and shape, one can match how artists work with visual characters in order to express personality in a character design, thus, I would say that this kind of cognitive bias is very basic in character design.


The author’s concluded that really attractive characters are assigned more good qualities, including personality characters, overall happiness and career success, related to an unattractive person. This usually stated because the  “ what is beautiful is good stereotype” and it is something that’s used regularly in character design.



More Researches

A comparison of body language between two characters.

How a character ways their physical weight can decide them as individuals and also tell us something about their personality, which part of their body they main with is especially useful: Thinkers with their heads, heroes with their chests, lazy types with the pelvis, cowards with their knees, and soon. A person with a small point of contact with the ground will also appear lighter than a person with more contact with the ground. Body language affects how others see us and there are many non-verbal expressions that can be considered when developing a character. Power and dominance rotates around expanding: To take up space and open up, while the feeling of powerlessness is often shown by doing the opposite: To close up and make ourselves small. This is a very natural behaviour that can be seen across the animal kingdom.


 Donkey Kong.




Literature Reviews: ( 3 Relevant Chapter)

Bancroft, Tom 1996, Creating Characters with personality, first edition, Watson Guptill,Publications, New York.
Solarski, chris 2012. Drawing Basics and video Game Art, first edition. Watson Guptill Publications, New York.
Kenny, Ray 2014. Finish your Film!, first edition, Focal press publications, Burlington Canada.
( Online Available at: http://books google.com.mt/books? id=NSR2AwAAQBAJ7pg=PA293&DQ=Visual+Stereotypes+characters+design+animation&hl-en&sa=X&ei=U0FpVIOoKMXxaKURgrgH&ved=OCCKQ6AEwAgv=onepage&q=Visual%20Stereotypes%20characters%20design%20animation&f=false

Ray,Disney 2006. Animation from pencils to pixels.publications.UK ( Online) Available at: http://www.amazon.com/Animation-Pencils-Pixels-Classical-Techniques/dp/0240806700rs). 
In the 3 relevant chapters involves some information about the shape characters, which is written by the authors Bancroft Tom and Solarskii, Chris.. These information was published in 1996 and 2012, in the Wastson Nuptial and Publications, New York. They investigated how the shapes have an endless variety of characteristics, each one conveying diverse message to the people.


The shapes have a way of communicating commonly, because the idea of circular opposed to triangular shapes originate very much from nature. Rounded shapes tend to be safe, while angular shapes make us carful. These natural responses are focused around the feeling of touch, while this sense is not present in visual art, the viewers have a tendency to apply their genuine encounters onto comparable shapes. Any form from life can be transformed into a shape and the idea of shapes all implies different characters.


However, the shape has a way of communicating universally, because the concept of circular versus triangular shapes originates very much from nature. Rounded shapes tend to be safe, while angular shapes make us cautious. These natural reactions are based on the sense of touch and, while this sense is not present in visual art, the viewers tend to use their real-life experience onto similar shapes. Any form from life can be translated into a shape and the abstractions of shapes all indicate different character.

                                                A Cotton Plant                               
             A Steady rock        
A Thorny Cactus
                                            

                                 
                               

   


                          Triangle             Square            Circle


-Creative Character  In Design Shapes-

The previous section of this article explored the visual perceptions that we companion with primary shapes. In this section we will look at how these shapes can help us make sense of various character designs in the context of dynamic composition.

“ The shape variety of emotions should NOT be used as a design formula but as a conceptual tool to      calculate artwork and identify problem areas ”. The psychological basis of these shapes means that      they are a timeless feature of art, allowing us to find rapports between seemingly different artworks,    and better understand the aesthetics of video games ".

There are many different basic shapes have been used in classical art to influence the viewer's emotions.


 The three shape is related about three different character’s design, these are described the visual message has to be clear to be effective and exploring a character’s shape in an first stage of the design phase makes it easier to confirm that character’s personality early in the process, the general shape will represent a character’s personality.


Circles
Cirved and Circles shapes are studied the friendliest as they have no sharp or dangerous corners. Circles shapes in nature have a movement of being soft, harmless and evoke such as intelligent characters. Many of the most well known protagonists are designed around circular concepts.





Triangle

Triangle relates to diagonal and strong, angular lines and are the most dynamic of the three shapes. Bad guys and antiheroes are often based upon dominant triangular concept, as they appear malicious, sinister and communicate with the most aggression.  It is the circle’s most opposing shape and often used for antagonists.



Square

Square shapes relate to straight vertical and horizontal lines that communicate strength, stability and confidence. Square can both be large and daunting or comforting. They often describe steadfast characters that are dependable and are commonly used for superheroes or heavy.


Compare

 

A pointy shape seems very aggressive when placed next to circle,
 which in turn seems very tranquil.



 
Realism Versus Idealisation


Character design sections from realism to idealisation and the silhouette of a human character will contrast depending on how stylised a game is. A stylised game will-typically let for more creativity, exaggerated shapes and parts when it comes to important a character through a famous silhouette. Proportions can be different in infinite ways and they are particularly useful to create many various human-based characters: A character with a small head and a large body will communicate in an only different way compared to a character with a small body and a large head.






"Pictorial Vocabulary" by Scott McCloud (1993)
Scott MCCloud introduced a pictorial volubly in his book Understanding Comics: The Invisible Art ( 1993). With the help of a big  triangle, he mapped comic art in relation to reality ( realism), meaning (language, or idealisation) and the picture plane (abstraction) - in essence: Different styles. The triangle of this diagram can be used to study the concept of the style in video games and animated movies too.



The Big Triangle as it is referred to by Scott McCloud  again divided into three 
Areas and all connected up into a triangle that is a map of the visual 
Art and Communication. 



Pictorial vocabulary, 1993. ( Online ) Available at:


 Visual Stereotypes

The information about, stereotypical character design communication that have worked well in many video games and movies. To take this beginning of the hero versus the villain to its extremes, it could be described in a very abstract way with the use of shapes: A ball vs. a triangle.


Visual stereotypes is the all elements of art, and many people share a similar visual vocabulary when it comes to references and ideas: The sky is blue, red means blood, a cranium is a sign of death, green is associated with nature and so on. Sometimes it can be very effective for an artist to rely on these kind of ideas that already exist when creating a new design, also over explicitly or by the use of delicate signs, given the setting. However, as long as an idea is well started for the appointment, it is possible to give any visual cue any meaning .By creating interesting shows on common conceptions it is possible to create a character design that is more single and interesting, which may result in an even more memorable character that leaves a greater impression on the audience.
                                                                                                                                                                           

In Toy Story 3 (2010), produced by Pixar Animation Studios, the main villain is a soft and cuddly bear - a friendly circle - and another visual element is used to show something about his personality: Colour. Purple is a tricky colour that has often been used to show evil and this is a great example of how a combination of visual elements together help in communicating a character's personality.






 Shape in Various Video Games and Animated Movies:

A brief analysis of a number of video games and animated movies to form a general idea of how they have used shape in order to communicate good and evil characters particularly by looking at some of the characters silhouettes.

A contrast of Stitch’s two different forms

      

Lilo & Stitch (2002)

The two character of Lilo & Stitch ( 2002) produced by Walt Disney Feature Animation. It is clearly based on a circular concept and also a very likeable character.  His eyes are more thin and the use of a triangular shape on his suit speaks for itself. His main colour is also a violent red instead of the more calm blue.


Mini Ninjas ( 2009 )

One of the heroes and one of the enemies in Mini Ninjas.Mini Ninjas, developed by 10 Interactive, it is very much designed around shape. The characters are all based on circular concepts, while the opponents are based on a concept of much more angular shapes. The visual style of the game is usually cute and friendly and many of the enemy characters even share the heroes’ soft proportions (short bodies and big heads), but the diffusing shapes communicate in an only different way.


Tales of Monkey Island ( 2009)
Guybrush Threepwod and Lechuck in Tales of Monkey Island



The contrast between the characters in Tales of Monkey Island developed by Telltale Games  becomes very clear when contrasted: The triangular shape of LeChuck’s large pirate hat almost makes it look like he develops horns. The jacket cuffs, boots and fingertips all provide to his evil look and his body language suggests a loud and confident personality. Guy brush seems to have a much more relaxed and laid-back attitude; his major shape is like a slinky rectangle. The concept of “what is beautiful is good” is also present.


Megmind ( 2010)

 The main characters in megamind, produced by Dream works animation. This are simply great by their silhouettes. Not only do the shapes make each of the characters uniques, but their  personalities are also communicated through the exaggeration of important areas. This along with posing clearly shows who the genius, the hero and the villain is.

 Up ( 2009)



One of the main character’s of Up, produced by Pixar Animation Studios, is the grouchy Carl: A persistent old man who just wants to stay put and has a usually solid and static manner that is much revealed in his square-like shape. Charles Muntz - the antagonist - has a much more angular concept as seen for example in his head, shoes and cane. The jacket also gives him a very triangular major shape. Muntz’ leader dog, Alpha, also has a much more malicious appearance compared to Dug’s friendly expression - a triangle versus a circle. This is something that we can relate to reality as well: Aggressive dogs tend to have more angular concepts than the general, more circular-based, family dogs.









































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