This is a continuation of what we have learned so far about SHAPE LANGUAGE
As Designers, we Simplify reality:
"...Often a designer's biggest challenge is creating exciting
unusual forms that also have enough basis in reality to keep an
audience grounded. [Maurice Nobel] related that there was a rich visual language of symbols that designers can tap into when simplifying and
abstracting forms. Pg 97
“Throughout
history man has crated images and symbols to represent the world
around him. Look at the art of any 'primitive' culture, going all the
way back to the cave paintings of early man. The paintings and
drawings that were created weren't attempts to depict nature in a
realistic way; they were attempts to show the inner essence of
things, the spirit of a deer on a hunt, the shape of a demon that lay
just outside the protection of the campfire. Usually this art can be
traced to storytelling and man's attempts to explain the world around
him.
“Sophisticated
symbols are used by tribes to represent the world around them. The
images weren't random; they had purpose and were trying to convey
information. Everything you design, whether it be a tree or a rock,
should do the same. How you choose to simplify forms will be what
makes your designs special and unique.
Shane Prigmore - THe Croods
“...Design works
in a similar way to primitive art. The designer is breaking down the
know world into symbols that help tell a story, an abstraction and
representation of reality.
Today our world is still made up of a
simple visual language and symbols that represent ideas in that
language. For example, it is highly likely that a well-educated
forty-five year – old phd will draw the same tree, stick man, or a
happy face as a five year old child halfway around the world. As
designers we use these symbols as a starting point and then move
beyond that , finding our own unique way of abstraction. All natural
forms, even the most complicated, can be traced to basic elements
found in nature. As a designer it is your job to decide what way is
the most entertaining way to design an element, make it read as what
it is, not be distracting, and fit with the needs of the mood and
story. At best, these abstractions will be warm and relatable, not
just symbols, but living, breathing characters.
Using simple shapes
is a very good thing, but a designer must be specific with what they
are designing. Let's look at trees and flowers, for example. I don't
know how often I have seen the “lollipop” tree example . One
could almost do anything to make trees that are more interesting than
these. If you look to nature, you will be surprised to see w may
varieties of simple shapes there are.
Todd Polson
“At a loss for
interesting tree shapes? Examine how different cultures simplified
tree forms, such as those found in Persian miniatures or Chinese
paper cutouts. You would be hard-pressed to find anything as exciting
in modern animation, and many of these images have been around for
hundreds of years. Look at the rich variety of patterns and textures
some of these works possess. This treatment obviously wouldn't work
for all stories, but as a designer you can be inspired by sources
from everywhere and anywhere. As Maurice often told us, “Don't
coy rather learn to file shapes and forms into your visual memory.
Then, later you can call upon these images to help you solve design
problems.”
Todd Polson
These Motifs can and should go further than just period or cultural costumes - echo shapes, linework and patterns into the character design itself.
Meg - Hercules
Grecian Jug and vase shapes
The thief and the cobbler
The book of life - motifs drawn from the Day of the Dead
Rise of the Guardians - various cultural motifs
Tooth Fairy - cambodian motifs
Jack frost - Medieval and english motifs
Bunny - Islander motifs
Prehistoric motivs





























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