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  Flaws of Character...
by Kimberly Unger on 08/01/09 07:41:00 am   Featured Blogs
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  Posted 08/01/09 07:41:00 am
 

Characters need to be able to be picked out of a crowd, they need to have a clear, defining characteristic, whether it be improbably spiky hair, or a gianormous “Buster” type sword that never leaves their side, even putting a red jacket on a character and making sure that color is used *nowhere* else in the visuals is a useful trick to keep that character distinctive, visually apart from the rest of the world and therefore easy for a player to keep track of and make a connection with. 

When you start pushing more and more into the “photo-realism” area of design, something that is part and parcel of the whole “immersive” experience, you start to lose that.  In the quest for perfect, believable detail, we are losing one of the most important aspects of making a connection with the audience.  A character that you can see and identify with against the backdrop, and that’s something that I am finding harder and find in games and film these days.  

As an example, I really love the new look of the Transformers.  I mean, I loved the original series as a kid (still got my original Optimus Prime tucked away in a box somewhere) but there is one issue I have as a games artist that really flips my trigger every time I watch (or rewatch) the new films.

It’s really frikkin hard to *see* the robots!  The new designs are sweet, they do an effective job of giving us a believable form, I love the segmentation and shardi-ness of all the pieces, thousands of smaller slivers of metal that can be arranged or rearranged as needed.  If you get a “close” look you can see the excruciatingly high level of detail/thought that went into how these robots assemble themselves. 

However, this is also the key problem I have with the overall character conception and design.   Because of the physical complexity, in many of the shots (particularly the longer ones) the forms are broken up, they lack the broad areas of color that help to clearly define the different body areas and we are left without even a really cool looking silhouette, but it’s hard to tell who is who in many of the scenes. 

It’s less of an issue, I admit, in the closer shots, particularly on the more brightly-painted characters like Optimus and Bumblebee, but once the action gets going it’s almost like watching a shadow-play where everyone is using the same puppet.  It takes too long to determine whether it’s Starscream or Megatron, for example, or even whether we are seeing whether it’s a Decepticon beating an Autobot to death with its own arm or vice versa.

Character design is a tricky beast.  I mean, you want your characters to be memorable; you want them to be distinctive.  You want them to be icons, something or someone that an audience or a player can get behind, wholeheartedly, whether it be an evil villain, a giant alien robot, or an angst-riddled teenage underdog whom nobody really understands. 

In traditional animation, ink-and-paint stuff, there is a goodly amount of thought that goes into making the characters distinctive.  They used to tell me in art class that if you can’t clearly identify your character in silhouette, then you need to do a redesign. 

If you take a look here at stills from the Transformer’s history, it helps illustrate the different thought processes:

In the original Transformers and the current “anime” styles Transformers.  Technically questionable (though they certainly pulled it out of their hat for the functional toy designs) each character is visually distinctive.  The forms are simple, the colors are bright.  When they mix it up there is no losing track of which is whom and the other way ‘round.

 

Transformers Classic

 Marketing image from: www.transformersanimated.com

In the next images we have a two stills from the first Transformer’s movie.  The silhouettes arehard to parse, if it weren’t for the bits of color here and there we would have no hope of figuring out which characters we are looking at.  The robot here on top of the building could be Starscream, or Megatron, or any of the Decepticons. 

 

 

Decepticon on perch...

Production still from imdb.com Even in the closeup shot of Bumblebee, we can’t see his face very well, we can see his eyes fairly clearly in some shots, we can tell by the yellow on the top of his head and the roundness in general that’s he’s Bumblebee, but what we look for in a face simply is lost in a jumble of little pieces and dark coloration, that connection we are looking for is lost in a blur of detail.  

Closeup of Bumblebee

Production still from imdb.com 

In the third image we have a still from Transformers: The Game.  This one actually serves as one of the clearest illustrations of what I am talking about.  We have here three “Bots” all fighting over an aircraft carrier.  But which three?  Who are we looking at in this scene?  None of them is visually distinct enough for us to clearly identify them.

  

Transformers Game

Screenshot from: www.transformersgame.com  

I know we are pushing for more and better realism, we want these character to *look* like they are a real, living, breathing part of our world, but in the pursuit of that, we are forgetting one of the basic precepts of character design, to create a visually distinct element that sets them apart from all the others.  It’s not a new problem, it’s the reason all the members of a soccer or football team wear the same colored jerseys.   It’s a problem of identification that has been examined and solved over and over again, but as media pushes into making things look “photoreal” we keep having to go back and revisit.

 
 
Comments

Joseph Cassano
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I definitely agree with what you're saying, but this thought occured to me while reading: the fact that the new Transformers can't be easily identified might kind of have a silver lining. They are alien beings after all; why should they conform to our visual methods?

I know that's nowhere near a valid excuse, I just thought it was an interesting/entertaining idea. =P

Kimberly Unger
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I actually thought of something similar, and from a reasonable, logiccal, semi-scientific standpoint, you are right-on. But our mandate (if we, as game artists can be said to have a mandate) is to make those adjustments to make the final product more accessible. That's why they call it "Artistic Liscence" :D :D

Brian George
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I think this is an excellent point. I don't think we neccesarily need to get away from photorealism but we need to learn how to use that characterization within it. Some great examples of this balance have shown up in recent years but I'll be curious to see where characterization and photorealism meet in the future.

Tyler Glaiel
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I remember the first time I played Gears of War, I couldn't easily tell the good guys from the bad guys because they looked similar (they have similar body shapes, similar colors, similar animations, and similar guns.) There were differences I know but it was difficult to tell the first time I tried playing multiplayer.

Nice article though, it's one of those things you notice all the time in movies and games but never really think about.

Kimberly Unger
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Thanks, Brian and Tyler :)
It does seem to be most prevalent in games that are moving into "realism", after all, there are a host of games out there that have eschewed that photoreal look and have gone for cartoony, or painted, or hyper-real and these don't tend to have the same issues.

Hayden Dawson
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And in the case of the Transformers, I find the situation described (which I am in complete agreement) even more surprising in that the main goal of the original series was to SELL TOYS and allow young children the chance to identify with a particular bot.

Then especially in the last movie, even more is lost in that outside of Optimus, no one has dialogue......it is just flashes, explosions and crashes. But perhaps I'm just a bit biased in that I wish they'd just make Starscream the focus........the entire world could end with the destruction of the allspark or whatever maguffin they pull out of their behinds....but 'Scream would still find a way to live!

Hanneke Debie
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I can recognize what you write there! I also know that some of the artists I know always draw silhouettes before they draw the actual character, to ensure that the outline will stand out - for this reason.

Another side effect from 'hyper realism' that you find in many games and movies is that everything seems to have a shade of one color over it; the well known 'brown' or 'gray' look. That blurs the recognizability even more because everything has the same color. This effects is also clear on this transformer game picture of yours.

Kimberly Unger
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Hanneke, I think the "one shade" trick is to help the CGI blend together, it makes it easier to bring together disparate pieces created by different artists (and even adding in some live action) and helps to cover up the flaws (if any).

Hayden :D It's all about the maguffin ;)

The silouhette design trick is very much from an illustrative and character design background (and, of course, the comic book industry), so I can't help but wonder (being the advocate of traditional drawing skills that I am) if that's happening because more 3d artists seem to be skipping the traditional backing (which doesn't make too much sense I suppose because this stuff is usually all concepted out for film) or if it's because the producers don't get to see the "big picture" until everything is composited together and by then it's too late.

It begs the question of the feedback process as well, how would an audience let the industry know this kind of thing is confusing? If you just boycott the films/games, that's too general a statement.

Ron Newcomb
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Huh. I actually had a half-formed thought about the evolution of Final Fantasy characters since the 16-bit days. The modern FFs have more realistic-looking people, but they don't seem as interesting as the 16-bit characters. Indeed, the new FF has a black guy with a big 'fro. He doesn't look like a "character" to me; he looks simply ridiculous.

Though Tidus' outfit is easily recognizable, it also looks ridiculous: a patchwork of denim, castoff football padding, some rubber netting from the EPA's marsh-restoration projects, half of a jacket, etc.

I have read that FF's creators look to teen fashion to inspire their character creation. I thought that was kinda silly when I read it, but now I see why. Thanks Kim!


Kimberly Unger
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Hi Ron! They suffer from a similar problem in that they are hard to make out agains the background. Square has a very characteristic "pastel" look to all its texturing, in part because they are masters of atmospheric perspective. But when this extends to the character design and colorations, it makes them hard to see unless we are in an XCU or a headshot.


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