I am going to change the topic from "Character Concepts" to "JWK5's Drawing Tips" since I've pretty much just been dumping in random drawing tips that hit my brain now and again. Anyways, below is something I posted in the
Great Games with Terrible Boxart topic but I think the information is also pretty useful when designing title screens, etc. Below that was a post I made in the
Game Zebo ads post mortem topic that I think can be equally useful in similar situations or with creating ad images (which was the subject of the post). I figured I'd repost them here so that they are easier to find for people specifically looking for drawing tips.
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Aside from the fact that Wizardry: Heart of the Maelstrom is a fucking awesome game and should be played as a rite of passage into manhood, I always thought it had some of the most interesting box art of any SNES game I ever owned (which was quite a few).
Looking at it know, with a little more technical knowledge about the visual effects of art, I'd say the only thing bad about it is the composition (i.e. the arrangements of the words and images on the box). I browsed around Google to see if I could figure out why they chose that specific composition and from the looks of things it may have been required by Nintendo that the game boxes have that specific logo placement (the gaudy red Super Nintendo Entertainment System at the bottom, the red bar at the top, the Licensed by Nintendo on the right, etc.).
If so, whoever at Nintendo who decided that needs to be slapped cross-eyed. The heavily saturated (intense) red "Super Nintendo Entertainment System" at the bottom and the red bar directly above it pretty much cripple any hope for a decent composition as they will draw attention away from just about anything that isn't also strongly saturated. Their near-center placement is also pretty damaging as well because it pretty much forces the space between them to become a visual hot spot and the red "Licensed by Nintendo" and "Capcom" aren't helping things either.
I think the best the artist doing Wizardry's box art here could have hoped for would be to condense the Wizardry logo text into the main design image so that it becomes one cohesive visual element and then utilize the hot spot space created by the red saturated logo elements. A gold border(because red would be too potent and another color would break the color harmony) could be used to "rein in" the viewer's view and direct it towards the central elements (i.e. the Wizardry logo).
Anyways, this was just a random observation and a bout of curiosity. You can see an example of what I was thinking below.
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Your style is nice, real colorful and crisp, it is the arrangement and balance in the image that is bad. There are a lot of things to consider when making an ad image but I can give you a few basic ideas based on the one you posted.
If you blur your add image really well you can see that the most potent color groups in the image aren't the text and the girl's defining features (which should be the focus of the add) but instead it is the green of the ball, the orange of the hat, and the bright lighting on her face. This is largely due to saturation and hue contrasting (highly saturated colors against dull colors and orange over its blue complement). It is really important that you manage your hue (the spectrum color) and saturation (the color intensity) levels so that the most important aspects of your image give off the greatest degree of contrast. It is also best to try for some sort of color harmony (researching color theory will pay off there), a random mishmash of color really creates a lot of visual chaos.
The next issue is the values (black, white, and the grays in between). If you desaturate the image you can see there is no real balance in value, rather than nice defined blocks of lights and darks you've kind of got this swirl of contrasts that really makes it hard to pick out any visual landmarks. This is especially bad for advertising because this means nothing in the ad is jumping out at the viewer and grabbing their attention.
If you up the contrast and brightness you can see that although the words are now a little more readable you have hard lines going every which way, there is no real flow. Rather than a nice contour leading the viewer to the point of the advertisement it is more like a maze, and when you've only got a brief glance's worth of time to snare your viewer's attention that is a very bad thing.
This last image here insn't a fantastic example, but hopefully you get the gist of it. You can see how careful value balance has allowed me to control which elements of the picture stand out the most (in a sort of visual hierarchy). Color saturation and warmth balances in a similar manner. I've used the dark "letter box" bordering to sort of corral the viewer's attention and narrow the focus to the girl and the text and to help the edge flow. There are lots of other things you do, even just a little bit of research will go a long ways, but hopefully this at least gives you an idea of where to start.