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Mastering Appeal: Character Design for Games

Concept Artist, Joofoot




Class Details


  • Basic
  • Total 32 videos
  • English
  • Traditional Chinese [Auto]
  • Class materials included



[Course]conceptartist,joofoot Details

Curriculum
Curriculum

In-Depth Look

**Class release dates and content are subject to change without prior notice.
  • SECTION 01
    Orientation
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    • 01. Introduction- Meet your instructor and learn about the overview of this class

  • SECTION 02
    Intro to Appealing Design
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    • 02. What Makes a Character Appealing?- Key principles: drawing fundamentals, personality, silhouette - Case studies from successful games

    • 03. Genre & Archetype Breakdown- Character roles: tank, DPS, support, mage, scout, etc - Archetypes: hero, antihero, trickster, brute, villain, waifu/husbando - Genre specifics: MOBA / RPG / Shooter / Casual

  • SECTION 03
    The Fun in Fundamentals
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    • 04. Anatomy Fundamentals- Understanding human basic shapes - Drawing and thinking in 3D space

    • 05.Drawing Different Body Types- Understanding the achetypes' visual representation - Posing different body types

    • 06. Drawing the Head & Facial Expressions- Learning how to draw the head features - Working with different expressions - Drawing the head and face from many angles in 3D space - Importance of realistic understanding before stylization

    • 07. Drawing Hands and Feet- Breaking complex organic shapes - Common poses in concept art - Emotions with hands (and feet)

    • 08. Force in Motion- Drawing interesting dynamic poses - High energy and low energy poses - Storytelling through poses

    • 09. C3: Colors Crash Course Part 1- Blocking out your drawing with flat colors - Understanding values and color hierarchy

    • 10. C3: Colors Crash Course Part 2- Volumetric rendering: the lazy way - bringing your flats to life - Painting light and shadow - Treating various materials

    • 11. Bonus 1 - Zoom Out: Avoiding Over-Rendering- Coloring and rendering just enough - Handling your expectation

    • 12. Bonus 2 - The Magic of Gradient Map- Coloring with values - Creating your own maps

  • SECTION 04
    Ideating Your Character
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    • 13. Thumbnails & Shape Language- Understanding and keeping the brief in mind - Developing a visual "hook" through sketch iterations - Using shapes to communicate archetype and attitude - How to iterate quickly with clarity

    • 14. Principles of Design- Touching on the 7 principles of design: emphasis, balance and alignment, contrast, repetition, proportion, rhythm and space

    • 15. Costumes and Gear Part 1- Designing clothing to support gameplay roles - Materials, patterns, and cultural inspiration

    • 16. Costumes and Gear Part 2- Weapons and props as storytelling tools - Building and thinking of your character's persona and narrative

    • 17. Iconography and Accessories- Iconography in concept art, particularly in costuming - Conveying narrative, cultural context and meaning

    • 18. Faces, Hair & Expressions- Creating emotionally readable faces - Visual shorthand for age, ethnicity, personality - Hair as an expressive silhouette tool

    • 19. Stylization & Consistency- Choosing a stylization level - Tips to match an existing IP's art style - Avoiding the "uncanny valley" in stylized work

    • 20. Color & Rendering Part 1- Color theory applied to game characters - Iterating values and color palettes

    • 21. Color & Rendering Part 2- Rendering from Flats - Rendering tips for showing materials cleanly

    • 22. Head-Turning Turnaround- Creating alt views of your character - Understanding production needs and examples

    • 23. Movement Studies and VFX- Breathing final life into your characters with movement studies, action or idle gestures - Exploring the need of VFX work

    • 24. Bonus 3 - Research and Mood Boarding with PureRef- Documenting your ideas and train of thought through moodboard and references

    • 25. Bonus 4 - Creature Design- Tips on designing creature(s) in your lineup

  • SECTION 05
    Stylization and Cohesion
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    • 26. Part 1: Developing a Lineup (Visual Variety)- Sketching and expanding your character roster - Making a team of characters look cohesive but distinct - Body type & height variation - Expanding narrative through character variety

    • 27. Part 2: Developing a Lineup (Visual Variety)- Avoiding repetition across characters - Thematic cohesion pass through design details and color palette

    • 28. Final Concept Presentation Techniques- Front/back views, callouts, expressions - How to format for production or portfolio - Layered PSD organization tips

    • 29. Bonus 5 - Basics of Graphic Design for Your Portfolio- Space, balance and typography - Layout for your characters

    • 30. Case Study: Breaking Down a Pro Design- A full walkthrough of your own past character concept - Discuss design choices, failures, and final polish

    • 31. Final Project & Student Challenge- Students design a character based on a provided prompt - Tips for critiquing your own work

  • SECTION 06
    Outro
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    • 32. Keep Going / Thoughts About the Industry- Practices and consistent portfolio building - Chasing your goals - Industry realities

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