Professional Documents
Culture Documents
Find out how a daily See how TB Choi Donna Lee Michał reveals Andrea Femerstrand Bev Johnson’s quick
drawing challenge uses flowing lines to explores the design what motivates him captures the guilty tips for styling
changed our cover capture a character’s possibilities for a to create twisted expression of a expressions on varied
artist’s career personality cactus-themed healer satirical illustrations greedy dog facial features
WELCOME TO CHARACTER DESIGN QUARTERLY 02!
Here at Character Design Quarterly HQ we are always looking out for exciting new artists and original
character designs to share with you. With so much inspiration at your fingertips, and the possibility of a
future dedicated to character creation, we feel it is right to explore what educational options and career
opportunities there are for character designers. In our debut issue we spoke to the wonderful people at Blue
Zoo about life at a busy animation studio, and Disney TVA character designer Amanda Jolly told us how her
career developed.
In this issue we continue this exploration with an insight into what students can learn at
the renowned Ringling College of Art + Design. In addition, we find out how
Michał Dziekan created evening illustrations to unwind from work, leading
to a full-time career, and how Meg Park has managed her workload as a
freelance character designer. Enjoy!
Annie Moss
EDITOR
46 58 66 76 84 92
EDUCATION PROFILE: GALLERY THE DRIVER ELITE WARRIORS MEET THE ARTIST: KIDS WITH ATTITUDE
Image © Donna Lee
Discover what the Tina Jiang, Sam Hicham Habchi Learn the techniques Meg shares her lively Learn from Enrique
college’s Illustration Nassour and Dani demonstrates how Lucile Meunier uses work, and advice Fernández how to
and Game Art majors Diez share their to render a comic to group a rabble on working as a capture a child’s
have to offer portfolio works book character of warriors full-time freelancer spirit in your designs
4 | Behind the cover art
Continuing his passion for telling stories through drawing, and the
recurrent archery theme of his recent work, Gabriel created the brilliant
cover artwork for Character Design Quarterly 02! Here he tells us more
about what he learned from the challenge, his experiences as a self-
taught artist, and what advice he would give his younger self.
allow yourself
so I was able to look for guidance on the techniques
I lacked.
GIVING
LIFE TO DESIGNS
TB Choi
In this tutorial, I will go over the steps I take when creating a new design using
these keywords as a brief: teenage girl, cactus, excited, healer, and green. The
tools that I’ll be using are my sketchbook for writing notes and doodling, and
Photoshop for making “roughs” (loose designs) which will be turned into the
final design.
Donna Lee | 13
Treat yourself!
It is important that you take the time to
mentally prepare yourself before you
even pick up a pencil. It always helps
to be in an environment that you feel
comfortable in or that can inspire you.
You will be spending a lot of time using
your brainpower so treat yourself to
a nice iced coffee, some inspirational
music, or a browse through art books to
get motivated. A good workspace and
having the right tools can make a big
difference in helping you to be efficient
with your time and have an enjoyable
working experience.
Research hunt
Doing research for character designs can be a
great way to get fresh new ideas. Regardless of
whether you look at live or online references,
making your work as authentic as possible will
contribute to its believability for the viewer.
Since one of my keywords is “cactus” I search
for some images of cacti online, and I also take
a walk around my neighborhood to look at
them in person.
Thumbnails
Drawing thumbnails of scenes can help you
create poses and generate some new ideas in
a natural way. It will lead to an out-of-the-box
kind of thinking and make your character more
believable. You are still at a stage where you
can stay messy, so making simple compositions
will not be a problem.
Building shapes
Designing characters requires you to train your eye to simplify
shapes so you can achieve a clean and appealing silhouette. Imagine
you are building a snowman: if your snowman has three circles that
look the same then it wouldn’t be very special would it?
Left & below: A dotted line displays the overall shape of the design
Sculpting shapes
Once you have picked some shape designs that you want to move forward
with, you can work out the finer details of the design. At this point, imagine
an invisible line that guides each design into one cohesive shape. I have drawn
a dotted line around my ideas to illustrate this. My character is a nymph who
lives in the desert, so I want to keep her shape a little more organic with a
few sharp edges just to give that cactus-like impression.
An outfit can also say a lot about your character such as their personality,
where they live, and what kind of style they like. For my character, I play
around with different types of looks ranging from tribal to fashionista.
Creating scenes
Creating vignettes or small stories can add another layer of depth to
your character, and is a great way to engage the viewer in your work.
I personally love this step because you get to share more information
about your character than might have been included in the design
so far.
For example, this is a great way to show the “healer” aspect for my nymph
character by making her into an acupuncturist. I come to this concept
by taking “cactus” and “healer” and letting my character use the cactus
needles to do her acupuncture procedures.
No over-working! ►
While you are drawing your first sketches, try
squinting your eyes to blur your view of the
drawing. This can save you from working your
drawing to death, and keep the focus on the
general shape of the design.
Facial expressions
Having a page of facial expressions is not only
helpful to you, but also to the people you will be
working with. In animation, other artists will look
to your drawings and use them as references. Just
like the previous posing and acting exercises, you
should try to reenact the facial expressions as well.
Do not be afraid to squash and stretch some of
your character’s facial features in order to achieve
the expression that you are trying to portray.
Choosing colors
This stage is when knowing your character’s backstory can be useful as it will
help decide what to do with your colors. Since I have the color green to work
with I need to think specifically about which areas I want to be green. Should she
have a green dress, hair, or skin? As you can see there are a lot of options, but I
decide to go with her dress, mainly because I want the green to be the vibrant
focal point of the design.
Final touch-ups
In this step, I use Photoshop to
make my finishing touches to the
final design. Check to see if there
is anything else that you could do
to sell your idea, and check that the
brightness level is where you want it
to be. This is also a good opportunity
to ask a friend or co-worker to look at
the design and see if they understand
the concept or not. ♦
© Donna Lee
MEET THE ARTIST
Michał Dziekan
The satirical illustrator and character designer
discusses his ideas and motivations
All images © Michał Dziekan
26 | Meet the artist
Have you had any reactions to your work humor, and besides a central idea, this is what
that have particularly stood out? defines the style of my illustrations.
A few people have tattooed my art onto their
skin, and a few others have written to me You said earlier that your illustration work is
saying that my art has inspired them to work important for expressing yourself and your
in illustration themselves. People tell me that voice. Has there been a significant artwork
they can’t wait to see new artwork. Besides that clearly expresses your voice?
that, I have been invited to events I never I can’t think of one particular piece as there are
thought I might get to attend as a speaker, like a few illustrations that are more personal than
the CTN animation expo in Burbank. others. There are illustrations reaching back to
my experiences as a kid like Perfectionism, and
I have also had some negative comments too pieces related to parenthood like Lazy Love.
for some of my work, but in general I don’t Others tackle some more serious subjects
think those reactions particularly stand out. that I was really emotional about, and some
I’m really pleased when my art makes people illustrations talk about living in Poland.
feel good for a minute. It would be really
nice if someone told me that my illustration This expression is important because it gets all
was a part of something that made the world this buzzing stuff out of my head; sometimes it
better, but I don’t delude myself that art can works just as therapy. When I can see there are
change a lot. I don’t think my art has to be that people who relate to my art, that is satisfying
important either, it’s entertainment mostly and in some way.
rather silly. Instead of worrying I try to focus
on smaller things. If my art distracts someone You used to work in film and animation; has
from their problems or simply if someone this experience influenced your work and if
says “Hey that guy drew the exact thing I was so, how?
thinking about,” then for me that is important. It was a “school of life” experience for me
“I have always
as I left college to work there. In the studio I
Your illustrations often give a playful but learned a lot about taking a business approach
besides a central of. I wanted to keep my pieces a bit unreal and From an artistic point of view this time was
my illustrations”
Republic, showing a gray, muddy reality with a to experiment with art which constantly made
lot of humor. His films were funny, but depicted me test new approaches. I took this habit home
a very sick society. Much of my inspiration also with me and drew after work, and finally it
Left: Coming Out for Wysokie comes from Monty Python’s sketches. I have brought me to the style of drawing I use in my
Obcasy Extra, 2017 always liked bittersweet connections and black illustrations today.
30 | Meet the artist
This spread: Affirmation for Duży Format magazine 2015 Format magazine, 2015
Michał Dziekan | 33
34 | Bad dog!
ANDREA FEMERSTRAND
This design will be centered on an emotion, and as I absolutely love
drawing animals it feels natural to use dogs as my inspiration. Dogs
can be extremely expressive, especially when they’ve been naughty, so
I am going to base my character design around the emotions of shame
and guilt.
Research
The very first thing to do when creating a new
character is to gather together some sources of
inspiration and a few references. For this design I
choose to watch various videos of guilty dogs, to
get an idea of how they behave. You can then write
down some quick keywords in a spider diagram to
help you remember what you’ve learned.
Fast thumbnails
I say this all the time: repetition is key!
Scribble some more dogs onto paper,
keeping your shapes really loose. Add
notes to your page if you find that helpful.
This time, focus on drawing guilty dogs
from memory.
Breed studies
As dogs can differ greatly depending
on their breed, let’s also establish five
different dog breeds to explore the
emotion further. Start to think about
the dog breeds that you like, and pick
your favorite breeds to make this
design phase as fun as possible.
Back story
It’s time to get back to generating ideas. I find
it a lot easier to create a character when there
is a back story to my drawing. Try to come up
with common scenarios a naughty dog could
get into. What would be upsetting for a dog
to do to you?
New thumbnails
I now feel confident enough in my ideas to
start designing the final character, so I go back
to the drawing board. Do some fast thumbnails
from memory, experimenting with some of
the different poses you established earlier.
Keep your first spider diagram in front of you
when you are sketching to remind you of your
earlier research.
Andrea Femerstrand | 41
Adding props
Add some props and a hint of the character’s environment
to support the story and give context to the character’s
personality. I add a broken cookie jar and scattered
cookie crumbs. That naughty dog almost ate them all! I
also position the sketch so that the view of the scene tilts
down slightly, to make the dog feel small and weak.
Final piece
I now have my final design! I refine the sketch a bit more,
and try to maintain the simplicity of the design. This
process is pretty much what my workflow is like when I
take on a new emotion-based character design or one
with a story. I hope that you find the process useful for
your own work! ♦
LINE OF ACTION►
One thing that I notice while
studying the behavior of guilty
dogs, is that most of them have a
rather hunched posture. They keep
their heads low, and keep their tail
between their legs if they’re really
insecure. Keep this in mind while you
work on your final design.
Andrea Femerstrand | 43
Bottom: Final design of a naughty (but adorable) cookie thief! © Andrea Femerstrand
44 | Styling hope and shock
Happiness tends
to change the
STYLING HOPE
general eye-shape
and cause it to
crinkle upwards.
& SHOCK
Bev Johnson
Lines to the corner
and around the
mouth help to
make the smile
look more natural.
In this article I will offer some quick tips on how to
express shock and hope on characters with varying
features. I use Clip Studio Paint for these sketches,
and choose a semi-realistic styling which gives a more
natural expression to the emotions of my characters.
Pupils become
smaller with
shock, making
the eyes appear
SHOCK
wider. Corners
of the mouth
can also twist
down as the
jaw drops.
EDUCATION PROFILE:
Ringling
C o l l e g
of Art + Design
e
We find out how the illustration and game art
courses at the Florida-based college nurture the
talents of exciting new artists and designers
There are many things to consider when planning a creative career, not least how and where
to learn the skills needed to secure your first job. In this and future issues, we will take a
look inside some of the different educational options and institutions providing top-level
teaching for promising artists and designers. Here we take a look at the renowned Florida-
based art school Ringling College of Art + Design. Scott Gordley, head of Illustration at
Ringling College, and Martin Murphy of the Game Art department, give us an insight into
their courses, explain what makes their students stand out to employers, and share their
advice for building a successful art career.
alumni
illustrators are
Many successful e te aching
ge. How does th
of Ringling Colle lu ce the
en
at the college inf
and environment ents?
ess of your stud
professional succ and
, drawing,
nstantly painting
Our faculty is co
inspires them.
ts see that and it
sketching. Studen
Night” where
t called “Demo
We have an even
ls, painting and
work at their ease
faculty members
und critiquing
e students walk aro
drawing, while th
ses money for
event that also rai
the work. It’s a big
items they have
ugh the sale of
the students thro
e students’ idea
e year. It was th
produced over th
dents to see our
great way for stu
initially and it’s a
oducing work.
faculty actively pr
ux of industry
have a huge infl
Additionally, we
recruiters are
us weekly. Many
recruiters on camp
on to do great
who have gone
Ringling alumni
sbro, and so on.
Pixar, Hallmark, Ha
things at Disney,
use they know
our students beca
They want to hire
ong work ethic
t: artists with a str
what they will ge
ative.
who are wildly cre
students?
for in prospective
What do you look e thinking
advice for someon
Do you have any
udy?
of applying to st st,
and foremo
dation skills first
We look for foun
mposition and
th a sense for co
good drawing wi
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ytelling is also
perspective. Stor
ve something
the applicant ha
important. Does
with pages of
eir portfolio filled
to say? Or is th
internet?
l they see on the
derivative materia
students and
de-program new
We often have to
rvation. Drawing
draw from obse
teach them to
fine-tuned sense
not establish the
superheroes does
figure does. The
drawing from a
of anatomy that
displayed in our
tion figure work
first-year founda
Our foundation
is unbelievable.
academic center
ve to orient the
intense and we ha
program is very worth it when
rk load, but it is all
students to the wo
ey’ve made in
mous progress th
they see the enor
just one year.
Ringling College of Art + Design | 49
In your experience as a professional of because they were available and I got to business, including working with a calendar to
illustrator, what do you think is the indulge in a variety of creative pursuits which manage your time. Be smart about how you
most important skill to learn? increased my income dramatically. orchestrate your workflow.
Flexibility. I feel that one of the reasons our
department has been so successful over the What advice would you give to someone Network and always strive to think outside of
years is that we preach diversity of skills. considering a career as an illustrator? what you perceive to be normal. In the end,
Students may want to go into concept art for Stay focused but keep your balance. While illustration is a very large and varied universe
example, and we certainly encourage that, art may be who you “are,” you shortchange and there really aren’t any limitations, so go at
but at the same time we encourage them to yourself if you do that to the exclusion of it with an open mind.
consider other avenues as a fallback option. everything else. Keep your eyes open to all
the great art in the world (including music, Finally, remind yourself to relax a little and try
My career is a perfect example of what many literature, theater, food, and so on), but dig to alleviate as much stress as possible. You are
artists experience after graduation. I’ve into your own head for what will make your art blessed as an artist if you are allowed to indulge
done years of editorial work, storyboarding, personal and unique. professionally in what kids do instinctively:
book cover art, portrait commissions, and making something out of nothing. It is really
gallery exhibitions. I found a wide range of The industry changes constantly so be flexible playtime at an adult level and if you work it
opportunities that I gladly took advantage to new opportunities. Treat your career as a right, it also pays your mortgage.
I love new tech and try to stay up-to-date as best I can. The game art major always
aims to be cutting-edge, from our early use of the beta version of the Unreal 4
game engine in 2013, to the inclusion of virtual reality (VR). A third of our upcoming
senior thesis projects will be in VR, and a number of our graduates from the last four
years have secured employment in the VR or augmented reality (AR) fields at major
tech companies.
What career options are there in the video game industry? Are there many
options for people who want a career focusing on creating characters?
I think it is a fantastic time to be learning how to create real-time 3D graphics.
Never before have there been so many opportunities that utilize the skills graduates
develop here at Ringling College. Most find work at AAA studios, but others work
with smaller independent studios, some freelance, and a few others work for
outsourcing firms focused on content creation. We also have some graduates
going into VR and AR departments, feature films, and a plethora of non-gaming
visualization jobs.
The queue for a junior character artist job in games is as long as the line to get into
E3 (very long). Characters on big AAA games are team
efforts, where one artist may create the base body-sculpt,
others make customizable pieces, and another will work
on shaders for details like the stitches on cargo pants for
example. Where our students have had success sculpting
characters might surprise you. One of the largest
employers of character artists is Hasbro, the toy maker,
where graduates sculpt action figures for a variety of well-
known brands. Five of our seniors and one junior student
are interning with Hasbro this summer.
This page: Home by 2017 graduate Zachary Schlanger (Game Art major)
54 | Education profile
game art major focuses on the bread- Each course in the major dedicates a portion With more than eighty recruiters visiting
and-butter content creation task of to professional development, helping students our campus, many of our students have jobs
environment art. In addition to modeling form realistic expectations of the industry before graduation and the majority secure
and texturing, environments provide our and the job market. We routinely have leading employment within a month of graduation.
students with an opportunity to practice industry experts recruit on campus and
visual development, storytelling, level design, attend classroom critiques, and our graduates
advanced materials, cinematic lighting, effects, can seek their advice on curriculum,
and performance optimization. By building technology, and best practices. This year,
credible and interactive worlds, our students we had over twenty industry mentors
This spread: Phonetica by 2017 graduate Trent
create a showcase for the skills they most want reviewing student work in progress via online Sivek (Game Art major). This project won
to be employed for. collaboration tools. the 2017 E3 College Game Competition
56 | Education profile
Gallery
In every issue we hope to inspire you with superb character designs and character-based
artwork from a selection of talented professional artists. This issue features work by:
Dani Diez | Tina Jiang | Sam Nassour
Sam Nassour | 59
© Sam Nassour
Sam Nassour | 61
© Dani Diez
Dani Diez | 63
A DAYDREAMER AT HEART,
TINA JIANG USES ART TO
MAKE HER VISIONS COME
TO LIFE. GREATLY INSPIRED
BY EAST-ASIAN FOLKLORE
AND AESTHETICS, TINA
IS A FREELANCE ARTIST
LIVING IN LOS ANGELES.
In this tutorial I will use the narrative opposite as a guide to design and then render a new character.
I will use the Driver design to demonstrate how I create stylized renders for video game and comic
characters in Photoshop. The tool I will use throughout is the Cintiq 13HD tablet as it is small and
more convenient to draw on. However, I will also use a Mac to assess, my work because it is easier
to comprehend contrasts and color codes on its display.
The first idea I have in mind for this character is inspired by those 80s car chase movies. The
narrative reminds me of a vigilante guy who is against the law. I want to create a rainy background
with dark blue and reddish lights, and a combination of vintage elements with a modern treatment.
To fit with this look I search for images that have a retro feeling with a modern treatment, images
with blue and red coloring, and I look at some inspiring movies and games too. This step is vital
in terms of exploration because it helps to define the design and inspire you to come up with
something original using existing elements from reality or fiction. Make a mood board with the
results of your brainstorming.
Images from
www.shutterstock.com
68 | The Driver
Loose lines
This step is like a warm up. Start by drawing some loose lines to
visualize the overall character idea and pose. Using these loose lines
will help you to generalize your idea; with only simple lines you can
define your character’s posture, and show if he is happy, angry, or
feeling energetic or tired.
Thumbnails
Draw over the loose lines, exploring different lines, shapes, attitudes,
and expression. In these sketches, I use all the information I have
grouped together from the narrative and images that inspire me to
start imagining how the character will look. Each sketch has a different
pose and each pose tells a story about the character’s confident and
mysterious attitude.
Top: Simple lines facilitate the
exploration for gesture and posture
By juxtaposing different lines and shapes, you can create volume,
interesting expressions, and distinctive accessories. A combination Above: Thumbnails showing three
of good narration, posture, and expression helps to sell your idea different designs for the Driver
to the viewer, and a good understanding of these vital points makes
your sketch immediately readable. I keep in mind to use elements
that create a feeling of déjà vu, such as a leather jacket with spikes,
sunglasses, jeans, and an aggressive look. These details reinforce the
backstory of a thief or vigilante who is being chased by cops.
Hicham Habchi | 69
Refined sketches
A refined sketch is like an enhanced version of the first draft. Try
to mix your ideas from the thumbnails by taking the elements
you like from each design and creating one design, more
detailed and clean, that explains your initial idea.
Line art
After approving the sketch, make sure
“A cool mood creates that all the elements are clear and follow
the direction you want. Start by drawing
Grayscale
Once you are happy with the line
art you need to fill the lines with
grayscale values. This step helps to
separate elements and ensure there
is a readable balance of light and dark.
This technique can vary because some
artists start working directly with color,
but it is preferable for beginners to use
grayscale first to avoid wasting time
looking for a correct palette of colors.
Shadows
Adding shadow before color is another way for beginners
to avoid wasting time as this technique helps to determine
the source of light affecting your character, and gives
further volume to your drawing. It will also make the
coloring stage easier in the coming steps. Mastering this
technique will save you a lot of time testing different
palettes of colors and sources of light. This process is
similar to adding values, but in this step you need to use
an airbrush for your gradient to draw shadows following
the direction of your light sources.
Exploring colors
Exploring colors becomes easy when you have your
volumes, light, and clean line art. Apply a layer with Color
mode layer to your drawing (Layer > New Layer > Color
mode) and start exploring hues depending on the color
mood you want for your character.
Above: Determine
the direction of light
and add more values
to the drawing
Right: Explore
color options using
blue hues and
desaturated color
72 | The Driver
Texturing Using FX
Texturing defines the type of material your surfaces (in this case clothes, Adding visual effects, known in the film and TV industries as FX, to
hair, and skin) are made from. You can show texture by adding more your character is an advanced step in the refining of the design that
color details, using brushes with textures, or applying a texture image will create a more realistic rendering. Adding FX such as steam, smoke,
over your work. or dust to your design will also help to place your character within the
narrative universe. For this design, I add smoke to the cigarette in the
I make the jacket material appear shinier by adding reflections, and use Driver’s mouth and dust particles that are made visible under the neon
visual noise to give his pants a denim texture. I also add more values lights around him.
to the face to create a rougher skin texture. I then use brushes with
different textures to determine further texture and elements. This helps A simple way to add FX is to use different types of brushes which have
to create a better understanding of the materials used in the design, smoke and dust textures. You can get ready-made brushes with these
so the viewer will know instantly the kind of material that is used. As a types of texture from free resource libraries or by purchasing brush
result they will be able to make quick assumptions about the character packs from other artists on sites such as gumroad.com.
and his world.
Refining colors
I add more color details to the face and a few other sources of light. These Bottom left: Add more values and texture to the design to give the viewer a
details help to blend the character into the universe of the narrative. better understanding of the materials
For example, the blue and red light shows that there are many colored
Below: Refined color and light effects help to embed the character in his universe
lights flashing and surrounding him. The red dots of light reference the
narrative. I use different layers with color modes such as Color Balance Opposite page: Effects such as smoke and dust also make the
and gradient maps (Image > Adjustments > Gradient Map) to reduce the design more realistic and appropriate for the narrative
visual noise and contrast on the newly added details.
Hicham Habchi | 73
© Hicham Habchi
Elite
i o r s
a rr Me u nier
w
le
Luci
POSING
I begin with the posing, imagining each
character’s attitude and body shape (such as
round, square, triangle, and so on). My reflections
on a character’s story always start with the
posing. I use three-dimensional shapes such as
cylinders, that are easy to imagine in space.
SILHOUETTE OR LINE? ►
There are two kinds of people: painters and illustrators. The painters start with
silhouettes, the drawers with lines. Their techniques are equal in term of results, so you
just need to discover which technique suits you best. I’m an illustrator; I always start with
lines even if I want to have a fully rendered final image. You can mix the two techniques
by using a big brush when you are working on a sketch, then clean the work with a little
brush (I use a 4-pixel round brush).
Whatever the technique, you need to understand proportions and anatomy to draw
characters well. Life model classes are a really good exercise as they help you hone all
the key skills: anatomy, perspective, posing, and line quality.
78 | Elite warriors
ANATOMY
From the pose, I develop the anatomy
of the characters before moving on
to one of my favorite elements: the
face. At this stage, characters start to
look real and I can imagine a life for
each one. This step is an opportunity
to adjust the pose if necessary and
change proportions if they are not
quite correct.
Lucile Meunier | 79
CHECKING SILHOUETTES
This is the moment to check your
silhouettes. Are the characters readable? Is
it clear what kind of warrior the character
is? These are the kind of questions I ask
myself towards the end of the design
process. If the silhouette doesn’t work, go
back a couple of steps and adjust it.
82 | Elite warriors
Meg Park
With clients such as Disney, Sony Pictures Animation, and
Paramount Pictures, Meg Park has an understandably hectic
schedule, yet she still finds time for her playful personal projects.
We catch up with Meg to find out more about her work, side
projects, and what life as a freelance character designer is like.
Meg Park | 85
Hi Meg, thanks very much for taking the time How long have you been working freelance?
to chat to us! Please can you tell us a little what is it like and what opportunities have
about yourself and where you’re from? you had?
I grew up in a small town in Fife, Scotland. I’ve I’ve been working freelance full-time for four and
been drawing for as long as I can remember a half years. Some of the opportunities have been
and never really considered pursuing anything amazing. I’ve worked on feature films, short films,
else as a career. I tried a bit of everything in TV series, commercials, and children’s books.
college, from painting to sculpture, graphic Freelance work is pretty unpredictable, but I kind
design, and photography, but my heart was of enjoy not knowing what’s around the corner.
always set on being an animator. I went on
Opposite page: An illustration
to specialize and earn my degree in animation, Any down-time I have between client work I
from Meg’s book Alver
but as I learned more about the process spend on personal projects. It’s refreshing to
Below: Baddies from Fluff of animated filmmaking, I found myself be able to shake off the limitations of client
& Fangs volume 2 enjoying the pre-production side more than briefs and take complete creative control over
anything else. something on the side.
Right: A cool cat character for
one of Meg’s new side projects
Your side projects have resulted in three difference into consideration. It helps if I work
books Fluff & Fangs volumes 1 and 2 and later in the day so I can be around to answer
Alver. What are the ideas behind them? emails and Skype calls.
I try to put out an art book once a year. It’s nice
to have a printed collection of my work to look Strict daily schedules are not really my thing,
back on, and other people seem to enjoy them no matter how hard I try to structure one
too. The Fluff & Fangs books typically contain to suit me. Sometimes I feel like getting
a selection of my favorite works and sketches. everything done by 5 pm, and sometimes I feel
Alver is an illustrated story book I made in 2015; like working past midnight.
I felt like trying something different that year.
We love how lively and spirited your characters are, what influences
your style?
I always try to draw from life or from my own experiences wherever I
can. For me, thinking about the character’s outward appearance is
only half the job. I try to think about what’s happening beneath the
surface as much as possible, and this helps to inform my decisions on
everything from attitude to pose, and even the choice of clothing.
Nothing compares to real-world observation when it comes to looking
for inspiration and new ideas.
In the field of character design, it’s more important than ever right now
to find your own voice and stand out from the crowd. Pay attention to
current trends but don’t draw too much inspiration from other artists
already working in the industry. Show that you can bring something new
to the table.
What would you like to work on in the future? Do you have any
freelance or side projects in the works you can tell us about?
I have several books in mind and would love to make a short film one day.
I try not to reveal too many details of my side projects as I’m prone to
changing my mind and leaving things unfinished!
Right now, I’m just about to make the big move to Los Angeles to work
in-house at a studio. Working freelance has been amazing but the time
feels right for a change of scenery. I feel incredibly lucky to have landed
such an amazing opportunity. ♦
Kids with
attitude
ENRIQUE FERNÁNDEZ
In this tutorial I will take inspiration from my five-year-old daughter
and create a fresh and charming character. I will reduce the
graphical elements of the design as much as possible to offer
an example of my usual freelance workflow reduced to the very
basic concepts. The techniques covered will range from traditional
sketching and illustrating, to working digitally, and will focus on the
ideas which are formed before starting the very first stroke.
Enrique Fernández | 93
First ideas
From the very beginning of the process, try
to form simple ideas that you can easily keep
in mind throughout the creation process. It is
always easier to return to a strong foundation
when you get stuck on a design, than it is to
return to a complex idea which conflicts with
new ones.
Visual references
Get some good visual references. Photos that
you take yourself will help even more, as you
have been in contact with the subject and
all the elements surrounding them. Lights,
textures, the movement of the elements;
everything goes in your favor if you have been
in contact with the subject of your reference.
Above: Before starting,
In this case, I take some photos of my eldest think about the basic idea
daughter Amelia. As you can see, she likes to behind the design
Learn from your references are more subtle. Avoid confusing details and make
At this point focus on learning the geometry of the general shapes recognizable. Play with the
the character’s features using the reference; learn different elements and try all possible variations,
all the shapes, and how the muscles work. Don’t even if it seems that you are going too far from
worry about being realistic here, or even close to the features of the original model. Find where the
the exact dimensions of the reference image. limit of readability is and enjoy playing around with
the proportions.
You just want to learn information from the
model, read their features, and understand them Again keep your focus on the idea, not on making a
while drawing. At the end of this step I am going to brilliant drawing. At this point the more variations
move to a more cartoon style, so you do not need you can do, the better, as your understanding of
to do great academic drawings now. where the design is going will improve. And yes,
drawing more on a schedule means drawing as fast
Sometimes when working as a freelance character as you can!
Above: Explore the reference’s
designer, you will be asked to do a similar task to
geometry, shapes, and behavior
this; create a character based on a movie actor Set basic ideas
for instance. But you need to capture the essence Now that you have played a bit with the shapes Right (top): Start to stylize
of the person, and not make the character just a and volumes, and tried out different thoughts, the character using a
recognizable likeness or a caricature. you should have an idea of which elements you personal technique
Visual balance
Choose a configuration of elements that is balanced.
Note how in this design each one of the elements can be
contained inside a single shape, making it feel coherent.
There is also a good combination of angles and round
shapes that harmonize the whole design by their contrast.
We have a winner! Try dispersing your elements, starting
with a single shape to see how different the design
can be, and how well everything works together if the
elements are balanced.
Turn around
Probably the part that I dislike the most when doing a
design is doing a turn-around of a character as it requires
more technique and patience than artistry. You dislike it
as much as I do I’m sure, but we need to do it anyway to
better understand the design. It’s absolutely necessary,
and we can’t avoid this step.
Ask yourself if you need to be strict with the Above: A handful of hands! Practice
key elements such as hands in
anatomical correctness, or if you can play with
the same way as the face
the shapes and lines to make the action of the
hands and arms understandable. Below: Find a balance between
straight and curved lines, especially
Take in to consideration that there’s a visual on the most stylized elements
Legs
Now work on the design of the legs. As I
decided earlier in the process, the legs will end
with tiny feet, but that concept can be pushed
even more: you can use perspective to make
the lower part of the design work in your favor.
The feet are a rounded triangular shape with
a single sharp point. There is minimal contact
with the ground, and visually this will help to
make the whole character feel lifted in the air.
FEWER LINES ►
Want to keep the design clean without the saturation of too
Full body many lines? Try making the final render backwards. Trace all the
You are now ready to continue with the full body design, character lines on a separate layer and start erasing them until
starting with the head. All proportions will follow your you are left with only the lines that are really needed to explain
first ideas: for this character those are the big head or define the character. Think about it as a form of calligraphy;
and the thin lines on the rest of the body. Also follow reduce the lines and information to gestures, and simple but
your basic shapes from earlier, such as the bell shape, elegant strokes.
to build the shoulders and torso. Play with details that
will break the regularity of the composition, to make
the character appear more alive. Note that the details
of the shirt-neck on my character are a bit distorted
to add motion.
Bones
This is a good point to stop and think about how the
character is constructed inside. This step will help you
a lot once the character is defined, as you can use it
to make poses without going too far from the original
model. This will help you better understand the and paint the shapes as quickly as possible. You of realistic shadows that make the values
weight of every part of the body. Imagine you can always make changes on the color values confusing or overworked.
have been asked to do a puppet and you have later, once all the pieces are painted. Note that
to physically build it. To make this easier, take the legs and feet are reduced to a single mass Also add a new layer for light effects, like the
the design into Photoshop and add a Multiply of color. Less is more! reflection of light on the hair. Be careful when
layer. Use a strong color to roughly mark how doing this kind of light though, as it should
the bones would be distributed inside the body. Shadows, light, lines follow the geometry already defined by the
On a new Multiply layer, start painting shadow shape of the head. If you make an incoherent
Color base details. To make this step quick and graphical, I light effect, it will not add volume properly.
Let’s start blocking in the basic colors of the use a blue color and mark some little shadows.
character. Visualize you are cutting colored The blue color adds all the contrast needed to On another layer, use a brush with personality
paper that will be layered over each other, using create a shadow, and at the same time adds a in the strokes to define the contour lines, which
the larger base first. From this foundation you value of natural light. give the design a finished look. If possible,
can continue to add layers over one another. avoid using these lines over the whole design.
Use the design as a reference on a separate I want my character to appear very clean Leave some areas clean, such as those already
layer, reducing its opacity. Add a Multiply layer and bright, so there is no need to use a lot defined by colored shapes.
100 | Kids with attitude
Poses
With a solid design it is time to play with your
new toy! More than the turn-around, drawing
poses will help you understand your character
better. How it moves, how it acts and reacts,
how some simple basic movements are done to
add personality. Try to focus on the poses that
will determine, without any doubt, the behavior
of your character.
Attitude
I like to create background stories for the
characters while working on them, even if it’s just
to help me understand them. Whenever possible,
add some personal flavor to your character. In
this case I use a personal experience from my
everyday routine with Amelia. My daughter is
not allowed to take toys to school, but she will
do it anyway! And she will defend her decision
at all costs.
Boris the toy cat and the star jacket are two
elements from real life that add fun to the design
and tell a story. Props like these can help a lot
when showing the attitude of your character.
The background story doesn’t need to come
from your personal experience; you can use
friends’ stories or actors from films to feed your
stock of useful anecdotes. ♦
“Try to focus on
the poses that
will determine,
without any doubt,
the behavior of
your character”
© Enrique Fernández
Contributors
TB CHOI MICHAŁ DZIEKAN ANDREA FEMERSTRAND ENRIQUE FERNÁNDEZ
Freelance Artist Illustrator & Character Designer Concept Artist & Illustrator Character Designer
facebook.com/sjinchoi1234 michaldziekan.com noukah.com enrique-fernandez.com
TB is a twenty-two-year-old Michał was a motion artist and Animals are Andrea’s favorite Enrique is a comic, animation
freelance artist and drawing art director before his passion subjects to draw. She has worked and video game artist. He has
teacher based in Korea. She loves for drawing satirical illustrations on a variety of films, children’s freelanced for Disney, Headless
to draw and play games. became a full-time career. books, and games since 2008. Productions, and Hasbro.
Scott’s clients include TIME Based in Dubai, Hicham immerses Bev graduated from the Rhode Donna has so far worked for
magazine, Esquire, and Penguin himself in comics and video Island School of Design in June Disneytoon Studios, Paramount
Viking. He joined Ringling College games. His clients include Blizzard 2017. She loves drawing emotional Pictures, DreamWorks Animation,
as Head of Illustration in 2016. Entertainment and Riot Games. and expressive characters. and Walt Disney Animation Studios.
Lucile is a self-taught concept Martin has contributed to feature Meg has recently relocated to Los Gabriel is a comic artist and
artist and character designer who films, commercials, and more Angeles. Her clients include Disney, illustrator from Brazil. He likes
has worked in the video game and than twenty games. He has taught Paramount Pictures, Illumination constellations, Greek mythology
animation industries for six years. professionally for twelve years. Entertainment, and Reel FX. and story-telling drawings.
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