Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

Rational/intention

  • I want to design a series of 2D character concepts based on traditional tales or works in China or Japanese.
  • Tales may come from the classic of mountains and seas, also known as shan hai jing. Night Parade of One Hundred Demons also called Hyakki yagyo in Japanese.
  • I am quite interested in traditional monsters stories, and there are lots of characters in animation and games that covered classic tales’ elements. Since the original ancient monsters are quite terrible, the characters I am going to design are anthropomorphic.
  • I may also develop some simple motion for the 2D characters. So the characters will look lively, and I also want to challenge myself in this project.

Context Field

  • I would be working within the field of character design. (the characters are related to the aspect of animation and game)
  • The example I would look at is called Onmyoji. The game background is under ancient Japanese culture. The characters in this game are all based on traditional monsters. Lots of artists joined this game to design different characters. So while I am looking into this game and their works, I can get many inspirations.

Method

I will do some research first before I start a rough sketch of the characters since there are lots of tales and traditional elements I should consider. I want to anthropomorphize the original monster but also keep their unique feature at the same time. After rough sketches, I would draw details on the characters and then divided each body part between preparing to import into 2D modeling and rigging. The final step will be making some simple motions to each character.

Tools

  • I will basically use SAI, Photoshop to do rough sketch, detail sketch and divided body parts.
  • Character 2D motion and rigging will be doing in live 2D Cubism or Spine.
  • Week1: rough idea, start researching tales and traditional elements as inspiration and examples.

Week2: rough sketch of characters, keep trying different elements and styles and pick the most satisfied idea.

Week3: May finished one of the character concept and coloring it. (If there is still time, I may start another character concept as well)

Week4: Divided finished characters’ body part, continuing doing other sketches.

Week5: 2D modeling, rigging in live 2D Cubism.

Week6: Probably finished simple motion for a character and export as a gif form to see whether it is works and continue other characters illustrations.

(I hope in the future study I can develop these characters into a 2D casual collection game. However, at this stage, I want to focus on the original illustrations of characters.)

Rational/intention

  • I want to design a series of 2D character concepts based on traditional tales or works in China or Japanese.
  • Tales may come from the classic of mountains and seas, also known as shan hai jing. Night Parade of One Hundred Demons also called Hyakki yagyo in Japanese.
  • I am quite interested in traditional monsters stories, and there are lots of characters in animation and games that covered classic tales’ elements. Since the original ancient monsters are quite terrible, the characters I am going to design are anthropomorphic.
  • I may also develop some simple motion for the 2D characters. So the characters will look lively, and I also want to challenge myself in this project.

Context Field

  • I would be working within the field of character design. (the characters are related to the aspect of animation and game)
  • The example I would look at is called Onmyoji. The game background is under ancient Japanese culture. The characters in this game are all based on traditional monsters. Lots of artists joined this game to design different characters. So while I am looking into this game and their works, I can get many inspirations.

Method

I will do some research first before I start a rough sketch of the characters since there are lots of tales and traditional elements I should consider. I want to anthropomorphize the original monster but also keep their unique feature at the same time. After rough sketches, I would draw details on the characters and then divided each body part between preparing to import into 2D modeling and rigging. The final step will be making some simple motions to each character.

Tools

  • I will basically use SAI, Photoshop to do rough sketch, detail sketch and divided body parts.
  • Character 2D motion and rigging will be doing in live 2D Cubism or Spine.
  • Week1: rough idea, start researching tales and traditional elements as inspiration and examples.

Week2: rough sketch of characters, keep trying different elements and styles and pick the most satisfied idea.

Week3: May finished one of the character concept and coloring it. (If there is still time, I may start another character concept as well)

Week4: Divided finished characters’ body part, continuing doing other sketches.

Week5: 2D modeling, rigging in live 2D Cubism.

Week6: Probably finished simple motion for a character and export as a gif form to see whether it is works and continue other characters illustrations.

(I hope in the future study I can develop these characters into a 2D casual collection game. However, at this stage, I want to focus on the original illustrations of characters.)

About This Work

By Min Yang (Min)
Email Min Yang (Min)
Published On: 12/03/2021

tags:

AGI Studio 1