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879825 Posts in 33008 Topics- by 24380 Members - Latest Member: hirokoae46

May 25, 2013, 03:34:54 AM
TIGSource ForumsDeveloperCreativeArtitt: good character designs
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McMutton
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« Reply #375 on: May 24, 2012, 11:25:06 AM »


I love those designs that emphasize lower body strength and mobility.


Definitely. The build of the female in Monster Hunter fits the bill, as well:


And on that subject, Monster Hunter in general has awesome armor designs. Agnaktor is one of my favorites:
« Last Edit: May 24, 2012, 12:14:47 PM by McMutton » Logged

JWK5
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« Reply #376 on: May 25, 2012, 02:37:04 PM »

Himiko, Kessen 2
This girl can deal some major damage.


Talim, Soul Calibur 2/3/4
« Last Edit: May 25, 2012, 02:49:48 PM by JWK5 » Logged
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« Reply #377 on: June 05, 2012, 03:30:26 PM »

Raynie, Radiant Historia


Eruka, Radiant Historia


Aqua, Kingdom Hearts: Birth by Sleep
« Last Edit: June 05, 2012, 04:01:15 PM by JWK5 » Logged
Medevenx
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« Reply #378 on: June 06, 2012, 04:11:19 AM »

Shouldn't this be in references?
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Inanimate
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« Reply #379 on: June 06, 2012, 05:38:53 PM »

Depends on if it's being used for reference, or just art appreciation. What do you guys think?
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Castle
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« Reply #380 on: June 06, 2012, 05:59:36 PM »

I see it as Design, personally

but Art is probably the easiest place for it to be
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Medevenx
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« Reply #381 on: June 06, 2012, 08:41:53 PM »

I see it as Design, personally

but Art is probably the easiest place for it to be

but Design is more for Game Design. I guess it IS art but it's more for References (which is under Art) because it provides inspiration (like the setting/world thread in References)
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rek
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« Reply #382 on: June 07, 2012, 05:51:57 AM »

It doesn't seem to be for reference – so far people are loathe to say why their overly complicated/utterly generic/I-really-like-the-character-so-it-must-be-good-design characters are "good designs".

Oops, I vented.
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DjangoDurango
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« Reply #383 on: June 07, 2012, 09:35:11 AM »



An instantly identifiable cast of characters. It's instantly obvious what the role of each character is, just by looking at their size/stature.
you picked an old pic that doesn't have the designs that were actually on the release game. Also the poses aren't as good.

 

I think TF2 illustrates the thing some of you guys were getting at re: fighting game character designs. TF2 is not a fighting game per se, but like them, it doesn't have a lot of in-game narrative. I had no idea, for instance, that Mortal Kombat or Street Fighter even had a plots until about five years ago. So a player, especially a new player, must determine which character will fit their playstyle just by looking at them.

TF2 characters are well-designed because you can tell by looking at each what their relative speed will be, which is going to have the most health, the primary function of each class, and the level of and type of skill needed to successfully use their weaponry (at least before they started adding more weapons with advantages and detriments). They also read well in-game, where there's shit flying around everywhere and there could be up to 32 players at once.

I don't agree at all the fighting games have the best character designs, but I do think fighting games require better, more communicative ones.
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Bones
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« Reply #384 on: June 07, 2012, 01:57:41 PM »

The reason the characters from TF2 are such great design is because they were designed from their silhouettes.
Good character design is obvious when the characters are still very recognizable in silhouette form.



The same goes for Pokémon, their silhouettes are so recognizable because each one is unique enough that it can be recognized from shape alone.

I actually think a few of the characters posted in this thread would not be recognizable at all from only their silhouette.
To me that makes them fall into bad character design.
« Last Edit: June 07, 2012, 02:20:34 PM by Bones » Logged

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nekokoneko
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« Reply #385 on: June 07, 2012, 04:47:45 PM »

Is silouette readability the be all and end all for games?

Characters from Naruto/Onepiece for example (probably do have memorable silouettes but thats not where im going) theyre memorable because of their colour masses. Wouldnt that have some value?

I've not really thought it through as im merely wondering about it now, as is i do really value readability as theres been a lot of games to make characters into a clusterfuck of greeble and noise.
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kummerspeck
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« Reply #386 on: June 07, 2012, 04:49:56 PM »

no it's just one aspect

readability of limbs and etc are pretty important and that's not entirely covered by silhouette if you have awful contrast or conflicting color choices

along with a bunch of other stuff


like how sexy is it
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JWK5
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« Reply #387 on: June 07, 2012, 05:18:29 PM »

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Castle
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« Reply #388 on: June 07, 2012, 05:22:38 PM »

"Choice tits"
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John Sandoval
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« Reply #389 on: June 07, 2012, 05:22:47 PM »

tons of magic damage

so gud
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