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July 31, 2014, 11:36:13 AM
TIGSource ForumsDeveloperCreativeArtitt: good character designs
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John Sandoval
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« Reply #195 on: February 09, 2012, 04:04:37 AM »

the best character designer is kazuma kaneko

The Persona series has a ton of great, sleek design.



^this one's sitting on a throne made up of young girls, in case you didn't notice



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« Reply #196 on: February 09, 2012, 07:00:47 AM »

Once again, everyone missing the point.
It's not about story. It's about placing stuff in their setting.
Thanks for explaining that Blanka is a wild beastman. I seriously couldn't see that for myself just by looking at him.
I'm saying that a lot of fighting game characters leave a lot of stuff open to interpretation, for everyone to interpret differently. That isn't strong character design.
The iterations that Vega went through are not standard practice. Final result is mix of the first iterations, which isn't how things are done if you want something to stand out.
Seems to me that the team didn't know what to include, and just drew a bunch of "cool looking dudes" and then settled on something. To me it seems like a descision that was made because of time constraints.

ohhh so if a character can be interpreted differently by different people its a bad design. I see. except my point still stands: you can't always explain a character's entire backstory with just their design, especially when there's fantastical elements involved. nobody's going to figure out why somebody is a leopardman just by fucking looking at him, thats what terrible plots and cutscenes are for. variety is sometimes more important than clarity.


also hell yes persona has the best designs ever
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keo
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« Reply #197 on: February 09, 2012, 09:50:18 AM »

I don't know if BOF:DQ has been mentioned but I always think back to the character designs from it:
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Gabriel Verdon
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« Reply #198 on: February 09, 2012, 12:00:08 PM »

Look at this picture and then tell me that the Street Fighter characters are not well designed:

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shig
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« Reply #199 on: February 09, 2012, 12:32:45 PM »

Once again, everyone missing the point.
I bet.
Quote
It's not about story. It's about placing stuff in their setting.
it's not about story, see... its about story!
Quote
Thanks for explaining that Blanka is a wild beastman. I seriously couldn't see that for myself just by looking at him.
I'm saying that a lot of fighting game characters leave a lot of stuff open to interpretation, for everyone to interpret differently. That isn't strong character design.
These designs actually go out of their way to answer the most important questions for you as soon as possible. In Dhalsim's case, you can instantly tell his archetype, his fighting style and even some points about ingame playstyle: he won't fight like normal people and physical strenght isn't his forte. These are the most important questions for a fighting game, and the first ones that come to mind when you see a character select screen for the first time. Any more than this and every character would have to come with their autobiographies tattoed on their faces so you can know everything about his past at first glance.

The funny thing is how fighting games typically go completely out of their way to tell you more small details about their characters even if you are totally uninterested in Story Modes or game manuals. Usually every character has their own taunts, victory poses and winquotes, intros, stages, themes, signature moves and there are always one or two moves where the character practically takes a break from fighting just to strike a pose and show you how evil/cool/serious he is(e.g: every ultra animation in sf4).

Quote
The iterations that Vega went through are not standard practice. Final result is mix of the first iterations, which isn't how things are done if you want something to stand out.
Seems to me that the team didn't know what to include, and just drew a bunch of "cool looking dudes" and then settled on something. To me it seems like a descision that was made because of time constraints.
It seems like this to you but you don't know shit because that text on wikipedia is ridiculously vague and undetailed. ALL we know is 1) he had many iterations and 2) these iterations contributed to the final version.
Unless you believe "standard practice" means a character will come out perfect the very first time you sketch him on paper, then yes, this is standard practice.
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« Reply #200 on: February 12, 2012, 03:51:29 PM »

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« Reply #201 on: February 12, 2012, 04:02:30 PM »

Wow his suit is incredibly worn down. ha

that's awesome.
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« Reply #202 on: February 12, 2012, 04:04:43 PM »







I always liked Canti from FLCL, his weight really seems to be well distributed, and he's very versatile with his different costumes and attires.
« Last Edit: February 12, 2012, 04:11:29 PM by kYn » Logged
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« Reply #203 on: February 12, 2012, 04:08:36 PM »

dum

the best character designer is kazuma kaneko

I gotta get an art book!

http://www.ebay.com/sch/sis.html?_nkw=KAZUMA+KANEKO+ILLUSTRATION+WORKS+II+ART+BOOK+Japan+2

good luck, they're expensive even used. apparently i've wanted to buy them since like 2002 since when i searched google for his name + art book i found one of my old lj entries from 2002 saying i wanted it
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« Reply #204 on: February 13, 2012, 05:07:18 AM »


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« Reply #205 on: February 13, 2012, 06:25:09 AM »

http://www.ebay.com/sch/sis.html?_nkw=KAZUMA+KANEKO+ILLUSTRATION+WORKS+II+ART+BOOK+Japan+2

good luck, they're expensive even used. apparently i've wanted to buy them since like 2002 since when i searched google for his name + art book i found one of my old lj entries from 2002 saying i wanted it

Thanks! I don't use eBay, but if I find a way to get it some other way, I'll grab a second copy and send it to you. Smiley
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« Reply #206 on: February 13, 2012, 08:42:03 AM »

I'm just gonna hope a new Kaneko artbook comes out and snag that.
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« Reply #207 on: February 13, 2012, 06:43:59 PM »

Seriously people?? 15 pages in and no one has posted this yet!?!? 


(p.s. sorry if someone has mentioned this in a comment and I missed reading it. No one has posted pictures of it yet.)

Or this:


The characters in these game exemplify GREAT character design.  They make full use of size, shape and form and all vary greatly.
I am too lazy to find more examples from Grim Fandango, but they manage to make everyone look uniform (most characters are skeletons) yet still wildly different.   They have fat round skeletons, bulky square skeletons, tall thin skeletons, etc.

I am probably going to post more awesome character designs as I think of them but these two were some of the most obvious to me that had not been mentioned already.
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« Reply #208 on: February 14, 2012, 04:07:37 PM »

I could have sworn I saw Manny Calavera somewhere in this thread, but that must have been somewhere else, since I just went through this entire thread again looking for it. So yeah, it's about time that was posted.
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« Reply #209 on: February 14, 2012, 06:49:04 PM »

Taiyo Matsumoto





« Last Edit: February 14, 2012, 06:56:47 PM by CEDE » Logged

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