Graphic Design Part 1: Character Concepts
Hello! In the next few updates I'm going to go through the stages of graphic design for Nelly Cootalot: The Fowl Fleet. Just in case anyone is interested. The parts will be:
- Part 1: Character Concepts
- Part 2: Location Design
- Part 3: 3D Modelling
- Part 4: Rigging and Animation
- Part 5: Shading and Rendering
Concept Sketches - Characters
I began by looking back at the style of Nelly Cootalot: Spoonbeaks Ahoy! Those characters were very simple vector drawings, animated like paper cut-outs.
Even though The Fowl Fleet is a 2D game, I wanted to use 3D animation for the characters because I knew it would create more options for animation. (Particularly if we get to do cinematic cutscenes, like the short sequence with the duck at the start of the pitch video.) However, I still needed to start with 2D sketches.
The old characters had quite a wide range of body types, irregular heads, heavy outlines and dots for eyes. I wanted to keep using simple shapes and varied bodies. But I decided to give the human characters eyes with whites and pupils (y'know, like eyes). Since the characters in Fowl Fleet are on a larger scale, I thought eyes would be a good place to add more detail. I decided to keep using dots for non-human characters, an idea that was inspired by the character design in Telltale's Sam & Max.
The other rule I followed was tapering limbs, getting narrower towards the joint. I like the slightly rag-doll feel that gives. I was probably inspired by the art in DoubleFine's Psychonauts in that case.
(For 'inspired by' read 'plagiarising'.)
I hope some of that was of some interest to someone. If it wasn't – bad news! I'm going to write another one.
Next: Location Design.
In Other News
We've passed £5.5K! That's 1/3 of our goal and we're currently in the kickstraq hotlist. Well done and thank you, you clever and judicious backers.