Showing posts with label brainstorming. Show all posts
Showing posts with label brainstorming. Show all posts

Design considerations: Scarecrow

I found that I had a far more difficult time drawing the scarecrow than the crow; I'm not entirely sure why. I think it's mostly due to the fact that I don't 'know' him very well — I've not really spent enough time with him. It's one thing to know a character's personality but another matter entirely to truly understand what makes them tick. But, again, this is mostly shape experimentation — once I've got a feel for the shape of scarecrows I can begin trying to get inside his head and really work on bringing some life into him.

Just to clarify, obviously what I'm putting here is simply my own interpretation of the characters — I hope I don't come across as if I've totally dominated the design! I just thought it might be helpful to put these up and show how I approached the subject. :]



Again, I started just by looking very generally at some scarecrows. I really liked the one in the lower right corner; a great example of a simple but pretty refreshing take on the conventional scarecrow!


I toyed with the idea that maybe the scarecrow could look as if he was trying to be scary, perhaps by giving him long, thin and pointed fingers — perhaps they could even be made out of sticks?

Jazzy specified that the scarecrow should be tall and very thin to emphasize his clumsy nature — maybe we could give him big hands and feet to further suggest this? 

I was looking at some other tall, spindly characters as a point of reference —Jack Skellington in particular, as though he's a little different to what we're going for in terms of design his exaggeratedly thin limbs and a rather large, circular head are quite nice features for a scarecrow. I really liked how the eyes and mouth looked on Jack so I tried to incorporate something similar into some of the sketches.



I was mostly just experimenting with body language and more head designs here; I wondered how a naive and slightly nervous character might hold himself, I thought perhaps with his feet turned inwards, but he just ended up looking really timid and anxious. 

A stocky design for the crow might work quite nicely with a scrawny scarecrow — the combination of tall/thin and short/stocky characters is quite prevalent in a lot of children's animation. Many notable cartoon duos have massively contrasting body structures:





Radically different body structures in visual media where two or more main characters dominate the screen helps to create visual distinction and interest — strong silhouettes so that the characters remain recognisable in any given situation (at a distance, in the shadows, even in different costumes)

I thought this might be a nice idea to play around with and so experimented a little more with the idea of a short, fat crow:




I started trying to think more about character interaction at this stage — how the scarecrow might physically respond to the crow whenever it comes near him. Should it be outright terror, or is it more subtle? Is he merely uncomfortable around crows, or physically repulsed?

Was thinking about what sort of clothes he might wear and was slightly amused with the thought that, being a scarecrow, he just wore whatever leftover tat the owners had lying around — an outsized sweater, a lonely oven glove?

I'm going to focus more on actual scenarios and character interaction now, to try and really get to grips with the relationship and personalities of the two characters. Hopefully this will help me bring out more character in these drawings!

Design considerations: Crow

Well the pitch is over — let's not dwell on what did or didn't happen — I've been made producer as part of Group 7 with some most fabulous team mates, lead by our great director Jazzy. Our animation monkies executive animators are Sam (Bunce) and Jae (Hezhenyi). Very very pleased with this outcome and really excited to get started. If a bit nervous (what else is new?)

Jazzy's asked for us all to start sketching out some ideas in terms of character design and story progression, so that when time comes on Tuesday to begin scriptwriting we can cherry pick from everybody's work so that the final product is something that each of us feel we had a fair share of input on.

I've been scribbling both characters (the scarecrow and the crow), trying to come up with something interesting, and just figured I'd post up my progress (and the usual rambling reflection) so far.


The first stage in designing an interesting or strong character is, I feel, gaining an understanding of what it is that you're drawing. If your character is an anthropomorphic singing teapot, go and draw lots of teapots and start considering how you might anthropomorphise or physically characterise them! In this instance, the character's a crow, so I started on Google Images and started drawing a bunch of crows with varying success. Mostly none.

I had a great deal of difficulty in drawing the crows from reference. I can't simply sit down and copy what's in front of me — I find it very difficult to capture any sort of life that the original has if I don't understand why it's shaped like that or why it moves that way. As you can see from the drawings above I really wasn't into it — my crows looked more like seagulls!


So, for me, the next logical step was to take a look at some basic bird anatomy. I Googled a bunch of skeletons and a basic bird anatomy tutorial that explained the basic positions of limbs, construction of muscles etc. I don't feel there's a need to turn it into a biology lesson and learn the names of each underlying bone or muscle, but just knowing what's underneath the surface of what you're drawing — the construction and the basic mechanics — is amazingly helpful. 


As proof — look! My crows, I feel, improved noticeably almost instantly (except that one in the lower right corner — no idea what happened there). I'm certainly still no wildlife artist, but I feel that I understand where the legs were, the wings, why the back was that shape and why the head arcs like that. As a result the drawings came together much more easily. In cases where the subject is very dark in colour and you can't see a clear outline of the limbs, knowing that they're there and how they move allows you to make an informed estimation when drawing them. 

Enough self-centred bragging, on with the designs:


I now started considering how a crow's design might be simplified or caricatured. They have much larger beaks and very beady little eyes, so it made sense to try and exaggerate those features as part of the design. Jazzy said that the scarecrow should be tall and thin, so I thought it would be quite nice to have the crow short and stocky with a lot of rounded edges to create a bit of contrast. 


Still toying around with the short/round crow idea at this stage. I was playing around with constructing the body from different shapes to see how that would effect the silhouette and implied personality of the character. I think I was struggling a bit at this point — I find it tricky to portray the personality of a character without context. Static sketches like these always tend to be a bit lifeless and dull, but at this point I'm just trying to get a feel for how different shapes and bodies come across.


The other specification/suggestion Jazzy gave us for this crow is that she wanted it to be very subtly girlish, so that there was a kind of flirtatious implication between the two characters. Of course the first thought is always to just add eyelashes to it, but that tends to feel a bit shallow and too obvious. I messed around with the idea of adding rosy cheeks to it instead, which I thought might work quite nicely with the dark feathers?


More toying with body types. I'm really liking the idea of such a squat body with almost no limbs — I think it creates quite a nice silhouette and gives a lot of distinction to the character. 


I'm not terribly happy with the drawings I've done so far; they feel quite stiff and just generally lacking somewhere. I think that a lot of it is to do with context; as I said, I find it quite tricky to portray the character without it — I suppose these could just be seen as exercises to get going, to get a feel for shapes. I think the real character will start coming through and developing itself once we start building scenarios. 

Movement, Story & Structure: 2nd brainstorming session & ideas feedback

Yet another intensive day (thinking hurts)! We had to present our three most robust ideas for feedback and decide on one to develop further in preparation for the pitch next Tuesday.

My three presented ideas were... varying in overall quality, I suppose is the diplomatic way to put it, two centring around identity and the last related to phobias.

My first idea I was initially quite keen on, as previously described I wanted to animate to a recorded interview — similar Aardman's 'Creature Comforts' shorts:

It's a great example of how the best comedy or the best ideas simply come from everyday life and conversation — people say the strangest things and sometimes just shifting the context can make such comments hilarious, poignant or even just depressing. Very witty use of characters and subject displacement — something as simple as a piranha with a toothache works really well. I suppose this is something I'd been hoping I might be able to emulate as well — but in hindsight it's a very different subject and it probably wouldn't have lead to the desired result.

I was thinking of asking people to describe a type of person, group of people or subculture and have the character be built, come to life and change in accordance with the given description. I thought this could have been pretty interesting but it was problematic in that I would have been very limited to what information I could get from interviews. The idea would depend almost entirely from what was given to me — it would have been difficult to plan and schedule for it, and even (as Andy suggested) trying to gently engineer the interviews to give the desired results would have been tricky.

The second idea was the one with the masks; Andy did note that it was the third mask idea he'd heard that day but wasn't terribly surprised as, with four fairly standard themes, common ideas were bound to occur. It is, after all, how you approach and present the idea that's most important. He liked my suggestion of a big bag of masks, being awkward to carry around, representing emotional baggage, and suggested that I condensed the idea down to a simple domestic situation with conflict caused by or involving this baggage, as opposed to having a big long tale of a man getting up, going to work and encountering lots of people. He mentioned I should look at the way Darren Walsh used masks in his graduate film 'Oozat' — so I'll be having a poke around for that.

The third idea was quite similar to the first in terms of execution. Rather than interviewing, I was thinking of simply having some sort of recorded voiceover giving a (fictitious) account of something that had happened to them — a typically 'adult' worry such as debt, redundancy, or some other difficulty but animating that as a child might understand it. I was intending to represent the idea that as we grow older, fears and phobias are commonly seen as something 'childish' or as a sign of weakness — by illustrating them from the innocent perspective of a child I'd hoped to suggest that we are all reduced to a childlike state in the face of fear or danger. The biggest problem with this though is that I wouldn't be writing something that I knew — having never experienced something like severe debt (for example) I'd probably end up giving a very shallow portrayal. I did have some things in my head that I thought could have worked fairly nicely — representing 'debt' (or whatever) as a big, scribbled monster destroying a house as the voiceover described how their family and home was lost — but, ultimately, I do completely agree and it wasn't an idea I felt was really 'working' for me.

I think I'll be sticking with my second idea. The tricky part is going to be coming up with a relatively simple set up and conflict with enough legs to work with. I've been toying around with different settings — an argument over breakfast, washing the dishes, a pub — but nothing's really been sparking my imagination so far. Hopefully a quick break will help!