Transcripts
1. Introduction: I love it when my friends see my characters and they
empathize with them, they relate to them, and it holds a special
place in my heart. Hi there, my name
is Toniko Pantoja, and I am an artist within the animation industry
here in Los Angeles. I've worked on production
such as How to Train Your Dragon
3, The Creed 2. I've worked on TV shows like Kipo and The Age of
The Wonderbeast. I like to tell stories. I like to make people laugh, and I like to
communicate a part of myself and express
a part of myself. With animation, you can tell a lot of different
stories and scenarios. The way I would describe
character design is coming up with a character and its visual look of what it can
look like in animation. First, we're going to find our references,
find inspiration. Then we're going to
sketch our character out. We're going to do
multiple takes, different explorations
of our characters until we get something
that we like. After that, we're going to
pose out our character. We're going to focus more
on the emotional side, drawing expressions ranging from happiness to sadness to anger. The bare requirement is really
just a paper and a pencil. By the end of this class, you'll have the
skills to be able to design three
memorable characters. Great. Let's get started.
2. Getting Started: Hi, it's Nico. Welcome to this class where I'll be
teaching character design. Characters are
super important in an animation production because characters drive
the story forward. Characters make decisions, characters learn
from each other, and characters learn
from their journeys. Characters are super essential when it comes to
telling a story, because they're the ones that represent what the
story is all about. With good character design, it's going to make
characters visually appealing, readable, and clear. I love designing characters
because I put myself into it. I use myself as a
source of inspiration. I also get to tackle different subject matter and different types of characters, ranging from humans
to non-human, to inanimate objects,
to a lot of things. I get to wear many skins
with character design. I have a lot of favorite character designs
throughout animation history. One of them is Puss in
Boots from DreamWorks. It's one of the first
characters I got to work on. I grew up with Cartoon Network
shows back in the '90s, so Dexter's Lab, Johnny Bravo, and all those
popular shows back then. Very great shapes, very iconic. If you see them, you
just recognize them. Coming up with characters for personal projects is always fun. They all represent a part of me. It's also a reflection
of how I view the world, and the type of world
that I want to explore. This class is about
coming up with a memorable character design. We're going to also
be talking about contrast in character designs. We're going to also
talk about how to pose out your character, and come up with expressions and emotions for your
characters that feel believable and life-like. By the end of this class, you'll have a drawing of
2-3 different characters, all contrasting from each other then we'll choose one
of those characters. We'll have a sheet
with expressions, we'll have a sheet
with character poses, and we'll also talk
about how to explore early exploration and designs for your characters
before settling on one. The important thing here is
not to worry too much about your draftsmanship skills or how good you are at drawing, what really matters is taking the inspiration that
you can find from life, from experiences. Gather those inspirations,
the things that you like, the things that
resonate with you, and see what you can
learn from them. I'm going to be
talking about how I collect references
for my own work, and how I utilize
them in my drawings. For this class, I'll be using
a computer and a tablet. The computer being my operating
system and the tablet, or the Wacom tablet, being my drawing instrument. I'll be drawing in a program
called Adobe Photoshop. This is where I'll
just be sketching. I'll be drawing it as
if it was on paper. Speaking on paper, the bare requirements for this class all you really need, if you can, it's just
paper and pencil. I draw on paper
and pencil a lot, so it's still a good choice. Join me in the next lesson. We'll start thinking
about our characters, we'll start coming up with
ideas for our characters. I'll see you there.
3. Developing Your Characters: The way I think about
character development, is I think about several things. I think about their
goals, their desires, their strengths or
their attributes like what they look like, their personality, and all that. But if I'm, let's say fleshing out a story with
different characters, then I think about how they
contrast from each other. Because, I think interesting
character dynamics. I like to think about how characters are different
from each other, and how they act as foils
towards each other. I already have a character, and a world in mind, and let me just talk about that. Let me pitch it through. I have three characters in mind. I have a very stoic samurai, who he's just a big burly guy, and then I also have a very cute robot that's
very fun and adventurous. Then the third character is
someone that's very evil, dangerous, mysterious,
so they're all very different
from each other. Now, I have this in mind, but it's still very foggy. For me to clarify that out, I have to write that out myself. I'm not going to draw the
characters themselves, but I'm just going to draw
a representation of them. Let's say big burly guy
is going to be a block. Then the robot, I imagine him, or it to be this very cute, bouncy looking thing with limbs, so let's just draw a circle. Now we're having a visual. This is just for my reference of visual imagery to see the
contrast against each other. Our next character is going
to be this evil character, or this dangerous character. Let's make it a very
dangerous triangle. Now we have some visual
imagery of these characters, and now from here, I'm going to start thinking
about who they are. I can write these
as bullet points. When I think about
bullet points, I think about, my first bullet point
might be who they are, in terms of maybe job, or being whether
they're human or not. Then maybe my second point
would be about personality, and certain attributes,
whether it's physical , or physical description. Then maybe if you have a story
figured out in your head, maybe you have something
that's more fleshed out, then you can probably
write goals and wants. Goals and wants,
strengths, and weaknesses. This is more internal stuff. I'm just going to drag
this up as reference, just so it's up there. When I think about these shapes, or when I think about
these characters, I can resort back to this. I've already established
my rectangle is going to be the
samurai or warrior. Then our circle, or our ball is
going to be robot, time traveler from the future, and our triangle is going to be a wandering Ronin, or
wandering assassin. I'll just put
wandering assassin. Now I've established
you, these characters on who they are, their job, their occupation. Now I'm going to start thinking about their certain attributes, or their physicality,
or their personality. Let's start with
the samurai: stoic, serious, honorable, strong. The robot: fun, charming is such a general word that can be used for
anything really. But for this one it's
going to be like, let's say it's cute, playful. Now we're starting
to see a contrast between the personality, and the character, between
the samurai and the robot. One stoic and serious, one is fun and charming. Let's move on to the
wandering assassin, or the wandering Ronin: evil, dangerous, no honor, no morals. Now they're all
very different from each other, now that we see it. In terms of goals and
strengths and wants, I don't think I personally have any strong story behind them, but let's say I want them to follow a certain code
or a certain paradigm. I can just write that down to show what their role
is in this world. Maybe for the samurai warrior, to uphold the law or the code authority. Then for our ball, this robot just wants to learn
about the world he's in, wants to belong, and maybe this wandering
assassin let's say, likes to ruin stuff. Again, very simple, very binary black
and white stuff, and is for the money mating. I encourage you to brainstorm, if you have fully fleshed out characters to think about
what their weaknesses are, because that's going to
also help you figure out what their
design is all about. Maybe the summary fears his
way of life being lost. Maybe this robot time traveler, wants to learn, wants to belong. There's already a
hint of the fear, maybe loneliness, scared
of being abandoned. This robot has feelings, and the wandering assassin, what is he afraid of? Afraid of justice,
or hates is justice. I invite you to start thinking
about your characters, your world, and start
writing it down like this. Join me in the next class, we're going to start finding
and building our references.
4. Gathering Inspiration and References: In this lesson, we're
going to start looking for references for our characters. It's good to understand who our characters
are before we draw them and we need to
understand how to draw what they are
before we just start. Now, you can find references
from many different places. Google Images is an easy one. I like to find references from movie productions and from film. You can have books
or you can have real-life examples that
you have access to. For this case, I don't have all my resources. I don't have the
costumes in front of me. I don't have a live-action
movie with me, so Google is your best friend. I like to go to Google Images and start
searching for references. When you're trying to
find your references, start very general, start with samurai costume or warrior costume and then
the more you research, the more you're
going to find clues about specific time periods or specific styles of costumes and they have names and
then you're going to go, "Okay, that's interesting." I can find something that's
more specific for that. The more specific
your references are, the more grounded your
characters will become. It's going to come
from a place that comes from a place of honesty and a place of just
being really specific. Now, when you're finding references, this
can be anything. This can be costumes. For me, since I'm working
with animation and design, I look at favorite cartoons. Like for the summer,
I was finding designs from my favorite
cartoon shows of all time like Samurai Jack and seeing how they handled designs
for Samurais. You can also find
existing cartoons, media, and property that
have dealt with the same subject matter and
see how they problem-solve, like for example
for Samurai Jack, I want to see how they
simplify the shapes. I want to see how
they made things a bit more graphic
or how they turned a really complicated design of what looks like a
Samurai and made it much more appealing or made it more stylized and easy to draw. If you have a certain
style in your head, like, let's say you want
to draw into style of the Hannah Barbera
cartoons of the day. So that's like Fred Flintstones. You also find references of cartoon styles that
you might want to try and take
inspiration from. What I would advise you
to do is to start finding your references and download
them, put them in a folder. I like to make a folder, and I like to make a separate
folder for each character and put different types of
references in that folder. I'm going to walk through
the references I've found that feel appropriate
for my designs. For my robot character, I like this design because of the shape, language, and limbs. This is something that
I'll take inspiration for for the actual
character design. I like the idea of a
screen for the face. When I look at designs
like E from Wile E, I really like the idea of just eyes expressing the
character's emotions. Some of these shapes are super
cute and super appealing. Again, it's just like
how do I find ways to personify a robot character? Again, just finding random bits and pieces of
inspiration of like, what are some design
elements I can add to this robot
character like, oh, I think that'd be
very charming to have a floppy disk drive
on this robot even though it's
from the far future, but I think it just
feels futuristic. Then for my samurai,
for example, I was also trying to
hunt for a lot of different inspirations
for the types of costumes that we can get
for a samurai character. I even looked up shows
like Samurai Jack's to see how they designed
some of the characters, how they broke down some of
the shape language that could be good for
complicated costumes. I even look at actors
who played roles of a samurai to see what
their charisma was all about, to see what made that appealing. Again, researching a bit of their history and just
more costume ideas, just more personalities
I can find, more faces for what this
character could look like. I even did the one for our wandering Ronin,
our evil guy. I started off with
very simple straw hats and then as you can tell, I got a little
more specific with the type of straw hat that I
want and some of the shapes. I think this feels
very ominous to me. There's something about
this hat to me and maybe associated with a
sword and a weapon just feels quite dangerous. Just me trying to
research and find inspiration for these
character designs. When you're finding
character designs, I found very low res images, but find the best
images that you can, or find images that you can look at and say this is
something that I can work with, it's clear to me. But again, find references
from different places, whether it's from video games, whether it's from film, or whether it's just
straight from the Internet. Join me in the next lesson. We're going to pull off our references and we're
going to turn them into actual drawings and designs using our references
as inspiration.
5. Discovering Exploration Drawings: On this next lesson, we're
going to move forward working with one of
our characters and we're going to explore
different varieties and different explorations of what this character
could look like. For this character that I'm
going to be working with, I'm going to choose
the robot because I think it's a fun character. It's a simple
character and again, I can see so many
different possibilities with a character like the robot. I have an idea of what this character it looks
like already so that's why the references I
chose are quite limited. It's because I have an
idea of what I want. Now I'm just going to
do exploration stages. Let's do about three or five. I think that's a good
number. Let's start. It's like thumbnailing
for storyboarding so you start with
very simple shapes so let's start with this robot. When I was writing
the character, I just thought okay, a ball. Then I'm also going to look at my references like to see, it had a screen for face. It had eyes like this. Then I know that I wanted
the arms to be a bit low and the legs just
to show up like that. It's a very simple character. That's one exploration. Let's try different variations
of shapes and designs. Maybe instead of
just a ball-shape, what if we went for
something that looks like something
that's more blocky, something that's more
like a computer monitor from back in the day. Then maybe it actually
has the torso or a little body and little legs. I'm still thinking about the reference of the
character design. I still want it to have
like very newly limbs and very extended limbs so I
still want to implement that. I still have an idea of what this character
generally looks like, but I still want to figure out the overall design choices
for this character. That's variation one, two and a three. What else can we do? Let's say, what if the head shape is a
little more beveled. Then the monitor's
up here and what if we move the arms
all the way up here? Again, we don't know what our final
character design will be. We're just exploring. One thing I want to bring
up as I draw my characters, either in a front view angle
or three-fourth angle. I choose a three-fourth
angle because that shows the most information in terms of what this character could
look like depth wise. A three-fourth angle is
when the character is facing somewhere
just off-screen. Body-wise, angle-wise, not fully sideways, but
not fully front ways. It's somewhere in-between
where you can see a bit of the side of the
shoulder and the face. We're getting a bit
of both worlds. I know I want this
robot to be Q. What if we gave it
very cute expression. We have three
different variations. Let's do another one. I'm going to do maybe
two more for now. But something I just
remembered and this is something that you're
going to also want to think about again, is, remember, where is
this character set? That's also going
to help determine what this character is wearing or what this
character is holding. Let's do another pass. I wonder what if this character had little antennas on the side. That feels very retro-futuristic but let's go for it for now. I'm thinking this character already has a little belt
buckle and a sword right by it. The great thing about hunting down references is
you learn a bit of history of some of these costumes and some
of these references. Like I just realized that a
samurai carries two swords. Maybe he's already
wearing some of the shoulder pads the
samurai would wear. Now we're getting a
bit more specific. I liked the idea of having
this character wear costume. Let's try one more.
Let's figure that out. Now, in my later passes, I can also start to think about what I like about some of
these previous designs. I like the simplicity
of the first one. I also like some of the limbs. I like the head shape of my third one and I like the costume
idea of my fourth one. Now I realize that I'm not
really into the torso body. Maybe that's not something
that I want to utilize. I like the idea of just a
ball with legs and arms. I think that's super appealing. Let's try a pass that takes the best of both
of these worlds. Something that's still
round and beveled. Let's say I like the monitor or the monitor of the screen
face to be a bit up still. I like the cute expressions
of the third one too. Let's try what that looks like. I realized that when I
look at my references, I like the idea of having
a floppy disk drive. For some reason to
me it just feels very mechanical or robotic, just like a drive or a socket. Just to show that this is like a walking, talking computer. Maybe its limbs like I said, I like where the limbs
are in the first place, so I'm going to start
referencing that. Then my legs. I like it when
my legs taper outwards. What I mean by taper is things shrinking when you draw
it or things extending. Things like arms and limbs. For this case, I want to, let's say taper it so it's
getting smaller by the knees, but then taper out when
we get to the legs. Now that I look at it, I think
that looks a bit awkward, but tapering is a very
important thing to know about in character design. I think I like it when
it's more subdued. Then now, like as mentioned
from our fourth pass, I really like the idea of
having elements of a costume so maybe we can add a
headband or a bandana. I think this character would
be funny if it walked around with a tail that represented
an electrical cord. Just to give it a bit of
that personality and to make it look a bit more
flimsy and clumsy. Something about this
character starts to feel a bit more childlike. Even though I say
that I use myself as a source of inspiration I also think about other people and people that I know are
sources of inspiration too. I'm thinking about
my friend's kid who's very aloof
and very oblivious. Let's give it a sword. Now, I think we have a character design that's
much closer to what I want. Even though I just
did the robot, I've already done examples
of the other two characters, the Samurai and the Ronin. I want to show you that. Here are all my characters
standing next to each other. I like to think about shape, language and
contrasts and this is why I started with
the whole ball, rectangle, and triangle
to see if I can come up with designs and
shapes at best represent them. We have our robot character, we have our Samurai. Again this is after explorations
of different shapes. I've also been using
reference to get more specific with the designs and then for our
Ronin character, this is when I learned, it's
not just a normal straw hat, it's very specific
straw hat that hides surface completely
I even made some of the cloth feel
a bit more spiky or sharp with triangles to
make it feel dangerous, to make it feel ominous and
just a very cautious shape. Once you've established on one design that
you're happy with, then we can move forward with exploring our posing
for our character. That's what we'll do
in the next lesson.
6. Posing Your Characters: In this lesson, we're
going to talk about how I go about posing my
character and how I think about giving it
attitude while trying to figure out the logistics and how the character design works. In the last lesson, I settled on our fifth character design. I'm going to select my
character design and paste it into my new document. Let me just rotate the Canvas. I go to Image. I hit "Image Rotation" and I
hit "90 degrees clockwise", and then I paste my character. So now I'm going to start
thinking about posing. When I think about poses, I still look at references. I take pictures of
myself doing the pose, or I find clips or find
images of poses that I want. In my other screen, I was finding pictures of kids, because this character
resembles a kid to me. So I think let's find
something that's very childlike in terms of
poses and expression. I was looking at Google images to find
references for that, of kids sitting down
by a campfire Just to see what are some of the subtle nuances they
would do when they sit down. So I like the idea of kids or this character just
sitting maybe on their butt, or maybe they're squatting. Again, this character
design is so specific, so I have to be creative with
how to problem-solve this. So if a character
is sitting down, I want it hunched over, maybe hugging its own legs. I'm just going to again use the drawing that
I have as a reference and just try and study
from the references that I find and have it. I'll get its own legs. Like it's sitting down.
Maybe it's camping. Maybe it's frying
a piece of meat. But a robot doesn't eat, but I think it's still
charming to have a robot kid sitting by campfire. So I study my references and
I like to just draw it out. Let's just draw a campfire
just to give it context. So that's the thing about
storytelling with drawing. It's like giving
enough clues and information to hit what
this character is doing. Maybe he's bored. So I'll probably give a
very rough expression. Then sometimes I'll
look at references of poses of what
this character would look like fighting with a sword. So this is where a lot of that gesture drawing
comes into play. So again, I'm being very loose, but I like to draw in very broad shapes and
very rough and loose. So when I think about poses, I don't just think about characters doing a dynamic
pose just for no reason. You can't do it that
way but for me, interesting characters have a
bit of character and story. So let's do one more pose. I'm thinking, what's a
good pose that I could do? Maybe a character
just like running. I think you can also
look up references. I'm going to do that
because I did type in people just running. From here you can be as
rough or as loose as you can be and really
sketchy like I did. What you can also do is
if you're happy with your poses and you want to make the character a bit more solid, you can grab a new
layer and start drawing a bit more
clean for example. Now I want to talk about
the poses itself and how you can think about coming
up with your poses. So I'm going to list several
bullet points that you can think about
when coming up with your poses for your characters. Let's write that down. I always like to
look for references, references to understand
the mechanics of the pose. Meaning, what makes
this pose work? What makes it believable? What are the arms doing? So it's where the
mechanics of your drawing. So how a person holds a sword or how a person runs like
really analyze that. Another thing that I
wanted to think about, the problem-solving
aspect of it, because like this character, for example, has no torso, meaning it has no
chest and no pelvis, it's just a head
with arms and legs. How do I still retain some of
the believability of these poses even if the character
design itself is a bit odd. So I'll write that down,
problem-solving with design. Then another one that I
want to think about is things like performance,
character acting, emotions. Character acting. So this includes attitudes
and personality. When I do animation poses, I really want to showcase how this character
does a certain thing, because everyone does
things differently, whether we're running
or something, our personalities will
affect that pose. The last thing actually
is all of these added together is clarity
and storytelling. So when I see a pose, it's clear, it's readable. You can see what this
pose is all about. You can see that, let's say this person is fighting with a sword and
it's fighting aggressively, or this character
is running away. But not only is it running away, it's running away scared. So really think about
adding a bit of story elements to your poses. I invite you to come up with several different
poses for your character. I did three to four poses. You can do more if
you want to if you want to keep exploring
your character. I want to show you
some examples that I've done with other characters. So first, I want to show you
that samurai that I did. I looked at Kendall poses. I also try to implement a
bit of the character acting to make the character feel
a lot more aggressive. So for me, I was also trying
to problem-solve a lot of how this would work with the character's costume or with this character's
overall shape. So it's me trying to
study my reference too. Here's some other
examples where I add a bit of character
and attitude. A girl playing a guitar and
singing to a microphone. Maybe your characters
are more realistic, maybe your characters are
more graphic and simplified. What's important is just to keep exploring your poses to see what best suits your character
and think about clarity. So keep working on your poses, keep exploring your character
positions and acting. Once you feel ready, we're going to move on
to the heart and soul of our characters which is the face and the expressions
of our characters. So join me next time for that.
7. Creating Your Expression Sheets: In this lesson,
we're going to talk about faces and expressions, things featuring the
eyes and the mouth. The reason why expressions and emotions are
highly important in animation is because animation is a very expressive
form of medium and characters express and emote with facial
expressions or poses. With that in mind,
we're going to draw different expressions
for our characters. I want to draw five
expressions because I have these five expressions
in mind that are great for just character
design in general. The first one is neutral. This means a character in
their resting expression. It's just a very standard
resting emotion. Then the second one will
be our character happy. The next one will be
our character angry. Then the last two are
sad and surprise. Now, let's start with
our neutral expression, this means this character
in its resting pose. You can be creative depending on what your
character design is. Maybe the character
only shows its eyes, there's no mouth yet and this is a creative decision
that I'm working with. This is where its limbs will go. Okay, neutral. Now, let's look at happy. What would that look like? When I do expressions, I like to whip out my
phone or a mirror, set the camera on selfie mode, and just practice
expressions just to see those subtle nuances my face is making and this is going to help me give clues on how to
draw some of these shapes. When I look at myself
and I do happy, I notice that my eyes squint a bit and it was
close going upward, so I'm going to give that robot squinty eyes with the arc going upwards
and then maybe a mouth. I'm thinking, should
the mouth be wide open, or should it be
closed like this? I want to do wide, I think that's
super clear to me. You decide. Now I'm
going to go for, what's my next expression? Angry. I'm just going
to take pictures of my face doing all these
expressions right now, so angry, next is sad, surprise. I think those three
are pretty important. I might take liberties with these expressions because I'm human so I have limitations. I also have big cheeks that also prevents me from expressing
the corners of my mouth, so I'm going to
cheat that a bit. I would also recommend you
to use other references too. I don't have any
references loaded up, but if you have let's say your favorite cartoons
or animation, load up expressions of those characters on a separate
screen and use that as a guide to figure out what shapes you want for
your character design. Let's do angry. This character doesn't
have a nose and noses cell the angry
expressions really well. But I noticed that
my eyebrows go down, and this is a decision that
you might have to make. That's the problem-solving
of character design too. It's like what's appropriate because I can get away with
the eyes slanted like this, this feels pretty angry to me. But then I can also sell even
more buy adding brows to it and I noticed that
there's a tension on my eyebrows to really sell that. I noticed that one of my
lips is quivering up to sell that asymmetry and
notice tense there too. We have a version of an
angry expression and again, this is where the limbs will go. That's angry and then
the next one, sad. I know when I'm sad my head drops and if I was drawing
this character shoulders, that also plays a role
in the expressions. When I'm angry, I tense up, when I'm sad, I drop down. Shoulders help sell the attitude and expressions of things. Sad, let's see what
that looks like. Eyes arching down, eye tense
and when I do tension, I really indicate the
creases of the lines or the little muscles in
my eyebrows to really help sell that and then the character's mouth
arching downwards. I can even sell this even more by being a
bit more creative, let's say I give this
character a teardrop. Because it's got a very graphic user
interface for a face. Now let's do surprise. For this last expression, I could be experimental and
maybe have the head stretch, just like my head is
stretching in my reference. You notice that my
head is a bit tilted, but one thing for sure is that my eyes are just fully open. I'll use the shape
of my own mouth for my reference to show that. I mean I could break
design a bit and make it really wide and just keep
playing with those shapes. There we have it, we have very rough versions
of some of these expressions. I want to show you
the expressions I did for the samurai character. The samurai character is human so it was easy
for me to reference this character because
there's a lot of similarities with my
face and his face. But I also got to be a bit
more playful and expressive with the eyebrows and the mustache that
this character has. If let's say a
character is startled, the mustache goes all
frenzied and when it's sad, maybe the mustache drops down. But all these expressions
that I have all come from a place where I'm looking at myself and studying from life. One of my favorite parts about character design is just doing facial expressions
because you can get really specific with them. I'm going to load up
some examples of that, of what I've done in the past. Again, I've explored different
styles of animation, some of them are more realistic, some of them are more detailed, some of them are a
lot more cartoony, for example, I'm going
to load that up. Some of them are playful. Sometimes I'm dealing with
characters that are not human. You also have to be creative
with how can you show believable human-like
expression to a character that's not human. You have to really think about that problem-solving
element that I kept talking about earlier. Just a bunch of different
explorations of my characters. Doing expressions
or expressions, in general, are important for characters because
characters emote, they have feelings
and they have to be able to show that visually. Some characters show it
differently than others. Some characters are more
exaggerated than others, but what's important is
that when characters express and when they achieve
a goal, they express. When they interact
with each other, there's so many
different emotions being expressed and that
communicates story.
8. Final Thoughts: Hey, we just reached
the end of the class and we did a lot of things
related to character design. Now that we've done
something like this, we can now use our character in multiple or
different scenarios. You could pitch a
character for a show idea, or you could use your character for a story idea that you have. Even though I just
focus on one character, I want you to design and develop 2-3 different
characters, all contrasting each other, all different from each
other and come up with separate expressions and poses for each of those characters. I think it's important to have 2-3 different characters
because they elaborate on the type of world these
characters live in and how all these characters
interact with each other or how they're all
different from each other. There's something very
rewarding about coming up with a character that's memorable to people and that's
special to you. Because when people
like your character, when they start to
love your character, and when a character expresses heartbreak and when
the audience or your friends or people that see your character feel that same outbreak and
feel the same way, there's something very
special about that. I think characters are just another way or another
lens in how we look at life. Keep developing characters,
keep making characters. Find someone that you know in real life and make
a character based out of them and see if
you can caricature that, if you can exaggerate that, poke fun at that.
Have fun with it. Character design should be fun. When you're done and ready
with your character design, upload it to the
project gallery because I'd love to see what
you came up with. If you enjoyed this class, I have other classes
that you can check out on Skillshare, ranging from animation to story-boarding.
I'll see you later.