Syllabus

Artists

Tuesday, November 18, 2014

Color- in character design




Just some notes:


Color Language - we are trained from a young age to associate colors with different sensations or knowledge (tactile, emotional etc.). for example blue is sad, red is angry or in love, yellow is happy, green is growing, black is bad or tough, white is good or robotic or sterile etc.  Also that when red and blue are together that can mean hot and cold, good and bad, different teams etc.  




CONTEXT: A single color can have various meanings depending on it's context. Red for example.

Red = heat, blood, courage, patriotic, off, scary, medical, danger, healthy, tasty etc.


different cultures may interpret some colors differently - for example people in the U.S. associate the red white and blue to patriotism, courage, heros etc (just look at our superheros!) where'as another country may use different colors to emblemize patriotism.


Color is often not noticed by the audience, but it affect's the viewer's perception of a character.  Think about how easy it is to identify a hero vs. a bad guy vs. as sidekick? recognize someone's minions,  innocent villagers, royalty etc.


ICONIC COLORS - Less is more - use a small selection of iconic colors to make your character distinctive.  



MAIN CHARACTERS/PROTAGONIST

Primary Colors - plus green

these are your classic color combos. - they are the dominant colors in any color scheme and are thus often attributed to the main character.  




SECONDARY CHARACTERS

Tertiary colors - are secondary to Primary colors - they are less dominant and often are used in secondary characters.



VILLIANS
opposite or contrasting colors.  note how often the villian is the opposite color of the Hero. (ex Red vs. Green:  peterpan and captain hook, Pacha and Kuzko, Thor and Loki, Robin Hood and Prince John etc.)
or Dominant colors (reds and blues) vs. Secondary colors (purple and green.)

Discussion - why is oddly  colored skin so often used for villains?






or by COMPETING COLORS such as Red and Pink.  two colors that don't go well together, that fight each other and can give a sense of discomfort.  This is more subtle and takes other elements to make it work (note hair color and type as well)





OR BY COLOR ASSOCIATION -  Yellow isn't a typical "bad guy" color, but in this film, yellow is a danger color.  Sabor the cat is yellow. once Sabor is defeated, a new villain is introduced.  The first time the viewer sees Clayton, he is speckled with leaf shadows - like sabors spots.  also note his neck tie which is the same color and shape as Sabor's tongue.





COLORS INDICATE HIERARCHY - either in a class system, good/bad,  personal development









 


MINIONS 
Associated colors - we are trained to associate groups of colors with teams.  it is thus easy to recognize in a line-up who belongs with whom - or in the case of the antagonist and protagonist, who is the opposite of whom.




TEAMS






SATURATED = STYLIZED

DESATURATED = REALISM

however stylized (realistic vs. exaggerated or cartoony) your design, you can strongly tip or influence it closer towards realism or stylization by the color saturation you choose to use.  Bright pure colors are more cartoony and remind us of crayons, toys and candy, while desaturated colors, browns, grey and neutrals will seem more grungy and realistic.  




EARTH COLORS - drab, calm, peaceful, predictable





some color wheels (Complementary, split, Triadic, tetradic color schemes) - 


Some articles:

Colors in Game Design - by Anjin Anhut


Garrett Hamon - Assignment #11 Draft


Thursday, November 13, 2014

Assignment #11 - Backgrounds

In this Assignment you will be:
1) Designing a character - theme: "Adventurer"
2) Designing a stylized background based on given compositions that fit your character.
3) exploring the use of color to create "mood" and story.

Purpose:
exploring the stylization of elements of an environment to compliment your character and treating the environment as a Character.

1) "Adventurer" - pretty open ended, adventurer of anything, caves, forests, underground, underwater, volcanoes, ruins, libraries, restaurants back ally ways ... your choice, your story.   focus on good shapes and interesting stylization.
2) Everyone in class will be working off of these basic compositions. (I have provided one horizontal, and one vertical for your choice).  These are "blockouts" on top of which you will design your own environment.   shapes in the blockout should be changed to fit your story. for example, a square might become a tree, stalagmite, building, column etc.  Value may be changed. 

Use Color

WIP (work in progress) Due Tuesday - bring a printout - we will go over these in class

Final Assignment due Thursday Nov 20th.

Use one of the 2 following blockouts:





Ginger Dall Out-of-Class 10 (Turn arounds redone)


Background as a Character

The Background and Environment follow the same principles as props.  THEY ARE CHARACTERS TOO and so must be designed, thought out and match/ fit in the same world as your characters.

Look for similar shape languages - rounds, thicks to thins, Big med small etc.
Moods - sharps, dangerous, rounds, whimsical, tropical, etc.
Stylization - real, cartoony, strong shapes, angular, etc.

the same rules that make a character strong also apply to environments.  Treat the background as a CHARACTER.
consider STORY, MOOD, AUDIENCE, CONTRAST, BIG-MED-SMALL
If something isn't supporting the story or characters, then it's probably stronger without it.



















ENVIRONMENT PROP DESIGN