Framework for Development of Schemata in Character Design For

Framework for Development of Schemata in Character Design For

Copyright by Iuri Lioi 2009 ABSTRACT The activity of designing characters for computer animation demands a great deal of complex problem-solving and decision-making techniques. It requires combining aspects from the story, subjective ideas and abstract visual elements, such as lines, shapes, colors, in order to generate a character that can be understood and believable. There is a lack of comprehensive documentation and shared knowledge about the process in literature. This presents a setback for new designers seeking in-depth information on character design, since having a thorough understanding of this process is the first step in developing expertise in the field of character design. This practice-led research establishes a cohesive framework as well as a systematic approach to the process of designing characters for computer animation, aiding novice designers in their process of developing expertise. This research organizes the information about the process of character design into a model – referred to as the Character Design Process Model – based on problem-solving and form generation processes. It was tested and refined using a constructivist approach in the creation of the main character, from “The Fox and the Grapes” animated short film. The model was also used as a framework for analysis of three applied studies of projects developed at the Advanced Computing Center for the Arts and Design. ii The organization of information about character design within a systematic approach presents the interrelationships to new designers in a way that furthers their understanding of concepts and procedures related to the character design process. The analysis of practical applications of this body of knowledge consolidates that understanding and represents a set of references that will inform and enrich future experiences of novice designers. iii Dedicated to my family. iv ACKNOWLEDGMENTS I would like to thank my advisor, Professor Maria Palazzi, for her guidance and support throughout my graduate career at the ACCAD and the completion of this thesis. Her insightful questions, and constant dedication and encouragement have been extremely important to help me overcome the challenges I set to myself and expand my understanding about the design practice related to computer animation. I would also like to thank committee member Professor Alan Price, for sharing his passion and knowledge about animation and cinematography, and all the unvalued help for the development of my film and research. I am also grateful to committee member Dr. Karen Hutzel, for helping me see different ways to approach research and for expanding the meaning and implications of my thesis. Thanks to all ACCAD as well as Design instructors, staff, and fellow graduate students for the amazing combination of brilliant work within such rich supportive environment. Their help and encouragement were very inspiring and very important to me. Finally, I am extremely grateful to my family and friends for believing unconditionally in my dreams and for giving me all the emotional support and encouragement I needed to succeed in this journey. v VITA 1981 ........................................................................ Born – Rio de Janeiro, RJ, Brazil 2003 ........................................................................ Art Director Assistant, “Acquaria” feature Film – SpectraMedia Productions. Campinas, Brazil. 2003 – 2004 ........................................................... Designer Junior, Oswaldo Cruz Foundation - Museum of Life. Rio de Janeiro, Brazil. 2005 ........................................................................ B.Sc. Visual Communication and Product Design, Escola Superior de Desenho Industrial (ESDI – UERJ), Brazil 2005 ........................................................................ Art Director Assistant, Final Boss Studio. Rio de Janeiro, Brazil 2006 – 2009 ........................................................... Graduate Teaching and Research Associate, The Ohio State University 2008 ........................................................................ Intern Visual Development Artist, DreamWorks Animation. Glendale, California. FIELDS OF STUDY Major Field: Industrial, Interior, and Visual Communication Design vi TABLE OF CONTENTS Page Abstract .................................................................................................................................................. ii Dedication ............................................................................................................................................ iv Acknowledgments ................................................................................................................................ v Vita ........................................................................................................................................................ vi List of Figures ...................................................................................................................................... x Chapters: CHAPTER 1 ......................................................................................................................................... 1 1.1 Expertise in character design for computer animation ....................................... 1 1.2 Lack of comprehensive information about character design process .............. 2 1.3 Research Focus and Method ................................................................................... 5 CHAPTER 2 ......................................................................................................................................... 8 2.1 Character Design ....................................................................................................... 8 2.1.1 Parameters ..................................................................................................... 9 2.1.2 Developing Solutions ................................................................................. 11 2.2 The Problem-Solving Process ............................................................................... 13 2.3 Form Generation .................................................................................................... 14 2.3.1 Creation of shapes and forms .................................................................. 15 2.3.2 Visual representation of form attributes ................................................ 18 2.3.3 Color ............................................................................................................. 21 2.3.4 Perceiving Shapes and forms .................................................................... 22 2.3.5 Perceptual principles of Organization .................................................... 25 CHAPTER 3 ....................................................................................................................................... 28 3.1 Character Design Process Model .......................................................................... 28 3.1.1 Problem Definition/Project Set Up ........................................................ 30 3.1.2 Research ....................................................................................................... 33 3.1.3 Ideation ........................................................................................................ 34 3.1.3.1 Shape ................................................................................................. 36 3.1.3.2 Proportion ........................................................................................ 37 vii 3.1.3.3 Physical Attributes ........................................................................... 38 3.1.3.4 Color ................................................................................................. 39 3.1.4 Refinement .................................................................................................. 41 3.1.4.1 Facial Expressions ........................................................................... 42 3.1.4.2 Body Posture .................................................................................... 43 3.1.4.3 Implementation: 2-D to 3-D ......................................................... 44 CHAPTER 4 ....................................................................................................................................... 51 4.1 DripDry ..................................................................................................................... 51 4.2 The Bakery Shop - Econ Game ............................................................................... 70 4.3 The Fox and the Grapes .............................................................................................. 92 4.4 Analysis .................................................................................................................. 123 4.4.1 Preparative Phase ..................................................................................... 123 4.4.1.1 DripDry ........................................................................................... 125 4.4.1.2 The Bakery Shop - Economics Game .......................................... 126 4.4.1.3 The Fox and the Grapes ................................................................... 126 4.4.2 Generative Phase – Ideation and Refinement ..................................... 127 4.4.2.1 DripDry ..........................................................................................

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