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Lesson: Aesthetics of Character Design

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Imagining Aliens

  • Humans naturally look for human-like features in the creatures they interact with
  • Lindsay Ellis argues the more human an alien is in appearance, the less screen time needs to be spent for an audience to feel sympathy with it – and vice versa
  • Large eyes (and only two of them) with distinct pupils are more relatable than solid eyes (and/or more or less than two of them)
  • Relatable aliens also tend to be bipedal and have roughly human – often human child – proportions

The Evolution of E.T.

Effects artist Rick Baker created several designs for Spielberg’s E.T. – some of the early versions would have made the character much more difficult to sympathize with and relate to.

Here are some other examples of alien character design from throughout the history of film:

Gort and Klaatu from The Day the Earth Stood Still (1951)
Martian from The War of the Worlds (1953)
Blob from The Blob (1958)
Tomato beach ball from Dark Star (1974)
Xenomorph queen from Aliens (1986)
Brain bug from Starship Troopers (1997)
Na’vi from Avatar (2009)
Big alien gorilla wolf motherf*ckers from Attack the Block (2011)
Formic queen from Ender’s Game (2013)
https://www.youtube.com/watch?v=8_grRvl0030
Mimic from Edge of Tomorrow (2014)
Heptapod from Arrival (2016)

How To Draw Someone

What do you see below?

: )

A face?  A human face tied to a specific emotion?  Why would something so simple call to mind something as complex as a human being experiencing the concept of happiness?  In his graphic novel Understanding Comics, Scott McCloud spends a lot of time talking about what he calls icons and how the level of visual realism they carry imbues them with different qualities.

McCloud argues that cartoon icons – simplified visual representations of real-world things – contain a unique power.  For one, the generalization present in cartoon representation allows the viewer to project themselves into the character.  McCloud ties this to the fascination that children have with animated characters.

Another power of cartoon representation lies in its ability to magnify certain qualities of the character or thing being shown.  Because cartoons use fewer elements (details, shading, realistic proportions, etc.), the elements that are present become incredibly potent.

Think about these things when you design your aliens. Consider both the scientific and aesthetic elements of the design. Do some problem solving. When you create your alien, don’t worry too much about the fine details; instead think about the essential elements of your creation.

As Lindsay Ellis pointed out, the less human your alien becomes, the harder it will be to empathize with. However, we humans have a tremendous ability to project ourselves onto non-human forms. We see faces everywhere. Play with this tendency as you design; exploit and subvert it.