
Explore concepting and character design in Photoshop, covering design theory, narrative context, references, and brainstorming toward a final clean character with color and shadow.
Explore context-driven character design by shaping Raven for a third-person action game, using a detailed design brief and story-driven development with close-quarters combat.
Gather diverse references—from gear and armor to animals and foreign uniforms—to fuel standout character designs. Study mechanics, draw early, and live your reference through libraries and experts to deepen understanding.
Develop concepting through iterative thumbnail sketches guided by a design brief, exploring shapes, silhouettes, and front and back poses to craft a believable exoskeleton-equipped character.
Finalize Raven's character design for a 3-D model, solidifying details for front and back views, armor, exoskeleton, and gadgets, while refining style and color for a stylized sci-fi concept.
Maintain consistency across Raven's front and back views, props, and armor using quick line checks and ergonomic weapon design, while considering how allies and foes visually fit together.
Finalize Raven's design by applying flat colors on layered passes, crafting a cohesive palette, and applying quick cell shading with light, shadow, and ground shadows for depth.
Develop the character further in photoshop by practicing expressions, casual poses, and gameplay-driven action poses, providing a clear reference for modelers, animators, storyboard artists, and riggers.
Explains how to break down Ravan's torso armor and weapons from multiple angles, guiding fast concept sketches, revisions, and collaboration with game production teams.
Design expressive characters by roughing multiple expressions, nailing facial structure, and refining expression style to convey believable emotion, using eyes, eyebrows, and body language with reference sheets.
Explore acting and posing to develop versatile character concepts, using simple stage setups, quick gesture drawings, and iterative massing to inform armor, belts, and weapon design for games and animation.
Explore Raven's action-oriented moves through thumbnail keyframes, blocking, and 2D animation to convey gameplay ideas. Prototype energy-based systems, jump jets, and weapons, using iterative poses and planning to refine combat.
Finish cleaning action poses and introduce a texture map sheet for Raven's final pose, then explore using texture sheets to speed up asset production for games and animation.
Paint a fully developed promotional character artwork using references and a texture map, then study texture painting, and apply tone, color temperature, lighting, and final effects to entice players.
Define the illustration’s purpose and format options, then generate multiple thumbnails to explore dynamic poses and framing, using crop and foreshortening to push action and tell the story.
Finalize the pose and composition by tightening lines, clarifying body relationships, and preserving a strong silhouette with Raven's face and weapons as the focus.
Create a clean silhouette of the character and clip layers. Separate elements with neon colors and apply a non-destructive occlusion pass.
Apply fast study-led painting to learn lighting, color, and edge control in Photoshop. Analyze references, block silhouettes, and use layers and color grading to achieve believable character design.
Learn how to set up a multi-lighting scene in Photoshop, using ambient light, top-right and bottom-left sources, screen layers, and soft/hard edges to build dimensional character form.
Apply atmospheric perspective and a meticulous detail phase to finish the character’s armor, lighting, and facial features in Photoshop, adding weathering, glow, and energy effects for a polished render.
This course will cover the design phase of one character meant for a video game production and transferable to other media, from first conception to fully rendered splash or key art for promotional purposes. Students will learn how to initially thumbnail a design before taking it to a rough and then finalized front/back character rotation, including this character’s costume and equipment. Further exploration into this character’s backstory and personality will also result in several design sheets. These include an expression sheet, passive acting pose sheet and action pose sheet. Students will also later delve further into development of this character’s in-game costume and equipment, and even be introduced to producing basic thumbnails or keyframes to explore how this character may move during gameplay or combat. Finally, students will be introduced to a simple, step by step method that will take them from thumbnail phase to a finished, polished and full colour render of their character. This final volume covers everything from nailing down a solid pose, dynamic composition, colour choices and preparing the image to be painted. A series of lighting and shadow passes, followed by a detailed polish and special effects step will complete the illustration. Upon completing this series, the student will have an in-depth glimpse into what it takes to design a single character for video games or other media.
More about the Instructor:
Colin Searle is a Designer and Illustrator living in Toronto and working fulltime as a designer for Elliott Animation, currently taking on freelance and client work from studios like Ubisoft and several others. He likes to exercise and draw, and he's not sure which one he likes doing more!