When it comes to designing characters for film, television,
and every conceivable type of story – we always need to start from the same
beginning. We have to ask
ourselves who is this character that we are trying to create? What do they stand for, where have they
been, and where are they going?
A
character’s story is immensely important, so much so that story and design go
hand-in-hand. As designers, we
must realize that every decision we make serves a purpose; every detail needs to
convey an insight into whom it is that we’re designing. While in the real world, it’s quite
possible that you just roll out of bed, groggily stumble over to the dresser
and pick out whatever happens to be on top of your clothes pile – this is never
the case in animation (and if it is, well then that is already telling us
something about the character).
A
neat pressed, professional suit, a ratty band t-shirt with holes – the clothes
on our characters can wordlessly tell an audience essentials to the story that
needn’t be told in wasted dialogue.
In a short story I’ve written, one of my characters wears an eclectic
mix of cowboy and Native-American garments, and this sets up the audience to
understand he is from a mix of two distinct cultures. And this is even more obvious when contrasting against other
characters.
But character design is never as simple as just clothing design. In animation we are not limited to the real world, thusly we are free to explore all manner of shapes and sizes, and characters that would never exist in the real world. A few examples I would like to allude to come from some of the giants of the animation industry and to begin with I want to start with DreamWorks Animation.
But character design is never as simple as just clothing design. In animation we are not limited to the real world, thusly we are free to explore all manner of shapes and sizes, and characters that would never exist in the real world. A few examples I would like to allude to come from some of the giants of the animation industry and to begin with I want to start with DreamWorks Animation.
Now as a preface, I do not work for
DWA (yet, here’s hoping to someday) and outside of a few light conversations
with their animators I can’t really say if I’m even accurate here – but my
interpretations as audience member should prove a point. In Kung-Fu Panda, we’re greeted by Po
the Panda. A character completely
out of place with the rest of the town.
He is fat, soft, clumsy and too big for his adoptive father’s noodle
store. Immediately, all dialogue
aside, we know that Po does not belong here. His design serves as an antithesis to the standard martial
arts masters that we as an audience have become familiar with over the
years. Even his color pattern of
black and white serves as an allusion to yin and yang (literally referenced in
Kung Fu Panda 2). Yet his ‘soft’
design also allows us to see into his personality, a soft and loving person.
Another wonderful example in my
opinion from DreamWorks, is Toothless from How To Train Your Dragon. Even the name of the character itself
is a thought out design. We
actually see that Toothless does indeed have teeth, but they are often sheathed
away in his gums. But why? Well I believe this particular design
plays on how an audience perceives danger. To be without teeth conveys being either a baby, or so old
that you’ve lost your teeth.
You’re no longer a danger.
And as this is the first “friendly” dragon we’ve come across, that
Hiccup has to befriend, we as an audience need to know that he isn’t an
inherent danger. His designs in
movement are even based off of cats and puppies, animals that we as humans are
hardwired to find adorable and non-threatening.
Speaking of dogs, let’s look at
another lovable character, this time from Pixar. In the movie Up, we’re introduced to the talking dog
Dug. He is one of many dogs in the
film that can talk, and yet one of the only ones we don’t find
threatening. This can be attributed
to his design. Pixar wisely chose
a yellow lab (maybe a golden retriever?) as the model for Dug, and they gave
him a slightly tubby model, well rounded features, large soft eyes – how could
anyone not love him, especially as he talks like a naïve child in pursuit of
his bird. Yet the other dogs are
all menacing and angry, their designs are of dog breeds we have come to know as
aggressive – Dobermans, Rottweiler, Bulldogs, and Pit bulls. This simple design change lets the
audience know that they are the bad guys.
Up also presents us with Carl, the old man who is a square when it comes
to having fun and is literally designed to look like a square, his whole world
is a simple box, contained, nothing adventurous, and we can see this quite
squarely, in his square design.
Pixar has another great example of
character design, and that’s in Merida from Brave. Her fiery, crazy hair serves to further her character’s
attitudes, showing that her demeanor can’t be tamed, and in one scene she even
breaks out of the seams of her dress, literally breaking her design to show her
will won’t be contained.
Character design stretches far
beyond mere physical appearance, encompassing sound and movement as well. When we design our characters, we must
always keep asking ourselves, ‘why do they appear to the audience the way they
do?’ An unexpected contrast can
create humor in situations (the Ugly Step Sister in Shrek is a wonderful
example) or present any number of scenarios. As the designer, it’s up to you to make it mean something.
But
before I leave you, we should also consider one last thing. Stereotypes. These are dangerous territories to step into. They can be your best friends, easily
setting up the audience to understand something, or they can be an ugly cop-out
that leaves the audience dissatisfied.
It’s easy to create a villain who is tall, thin, and bony (Jafar, Scar,
Pitch, Rasputin, Hades, etc.) but it takes a little extra imagination to create
something that deviates from that, and often that deviation can create a much
better character. Voldemort from
Harry Potter has a snake-like nose in the films, something that touches on his
loss of humanity; and Wormtongue from the Lord of the Rings has no eyebrows,
another small change that immediately creates unease in the audience without a
single word being uttered. At
worst, stereotypes can be highly offensive to the audience, as anyone who has
seen Star Wars Episode 1 can attest to (talking about you Jar-Jar and
Watto).
So if we can, as designers, we want
to steer as far away from stereotypes as possible, and create imaginative
characters, whose designs push the bounds of reality, telling as much a story
about who they are and where they’re from as the stories that they themselves
are in.