Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Tuesday, June 28, 2011

Things to ask or think of while designing a creature 1

How does it live,
What/where is the environment it lives in?-the conditions- what are the characteristics or adaptations that enable it to live where it does. Here is where you can borrow aspects of earth animal to sell the idea.

Does it live on a surface, in a fluid, in a gas/air.

How hot or cold is the environment it lives in.

Is it subject to radiation even/ no magnetosphere.

What are its defenses?- armour . camouflage /cryptic patterning, 

What does it live on to survive- is it a predator or prey animal?

How does it gather food or the things it lives on ? or Attack?

What senses does it use?- vision- can extend into UV spectrum or infra red/heat(snakes), some creatures have pressure sensors - like crocodiles, others like some fish and sharks sense electricity in animals. Sense of smell- maybe even smell vision. Could extend into radio or transmission frequencies, microwaves.
Does it make noise or communicate/signal in any way- to the player (in a game say) or between other creatures. If they have good vision possible might have colourful bodies- birds, mantis shrimp can see in a wide spectrum very colourful.  Colour to signal creatures state.  Warning if its dangerous or poisonous.
some deep sea creatures are red because red is one of the first colour of light to be lost as you go underwater,- making them effectively black and hidden in the depths.
How does it move?- is it fast or slow? Faster streamlining to reduce drag- in wings and fins you can see the difference- slower much broader-larger camber to section.  In the case of earth land mammals and birds might have longer legs and fewer toes- think of the horse, the ostrich and the kangaro0. Quadrupeds- like dogs and horses - bent hind legs allow them to start off fast. Straighter front legs, locked by tendons  take most of the weight. Bent legs take more muscle force/energy to maintain posture- much harder to maintain the larger animal- try walking around with bent legs!. Smaller animals more crouched.

What is its Structure or body plan?  How does this assist its lifestyle or functioning? Internal skeleton or exoskeleton- or none/cartilaginous or like an octopus.  Is it symmetrical- might introduce asymmetry - horns  broken off for interest.  A lot of earth animals are bilaterally symmetrical- few are radial- particularly seacreatures- jellies,starfish.  It could just be me but creatures with radial symmetry seem more mechanical and less organic and unthinking.  Does it have a front end and aback.
Consider effect of gravity/scale of the creature  in design-how big - how small?. Some creatures- particularly very small ones in a fluids don't really have an up direction or sense to their bodies- a bit like space, whereas large animals its very apparent and a limiting factor- legs straighter and under the weight/not sprawling. A consequence of gravity is the shape of creatures for stability. Distribution of weight and their cross section is affected.

How old is the creature?
 
Does it change shape or metamorphose in different stages of its life cycle or are parts of the creature evident through its life but which grow or develop?

Are there structural or surface or colour changes according seasonal variation or for breeding purposes.

Are there any unique aspect to this particular creature that distinguishes it from others- stronger- bulkier, diseased, or damaged/scarred?

Silhouette-an outline

One of the trendy key aspects in the look or design of a character or creature is the silhouette-  In terms of readability, interest, and contrast with other characters and the surroundings.  I think the weight of interest in using silhouette as a tool comes from animation staging for clarity.
Although silhouette is kind of the flat visual cut out shape its important to remember that things must be considered from all angles in 3d. Most creatures or characters need to be considered as a 3d form.  In fact a lot of creatures the top view versus the side view is radically different, and the cross section. Funnily enough a lot of animals do their best to try and disrupt their silhouette with markings or colouration like zebras or tigers, or lose it altogether with countershading.
Of course in games there are some views you will most likely encounter, often front on attacking you in the case of humanoids so it is probably wise to put the weight of detail and interest and recognisability where it will be seen most. 
That said one thing to keep in mind when placing crazy sticky outy detail to make your silhouette exciting is to  the effect on collision surfaces and dynamics-so things play nice when they play dead.

Totall Recall

Visibility and recognisability are key aspects in the immediate sense for designs,  but also being memorable is the overarching goal. Being  memorable is tricky though- so much is borrowed is visually from other sources these days- sometimes you are asked to make something similar so that people accept or "buy in". Often something is described in terms of a mix of pre existing things(like movies). Its a problem because in my opinion its our job to show what could be and shake people up a little with things that aren't there- so they might take a better look at what is around them.
One of the ways things become memorable is if there is some kind of emotional response triggered in the viewer, or a connection made.
Whereas a lot of people want something recognisable, safe or easily understandable- dumbed down, banal. But anyway thats not what we're about- we want to find something new.

Form Follows Function

  This means the shape is determined by its function, or the the combination of parts that create the function. Its a saying or way of working  originally applied  to designing products or buildings , but it works for anything you want to design and is a good way of choosing or deciding the success of designs. It sounds a bit dry and featureless- sort of no frills, but it does incorporate decoration and styling for example if that serves the function of what it is you are designing.
Natural things and living things are almost the ultimate example of things refined for their purposes of the organism, although not exactly designed, it aplies even the most extravagant and flamboyant looking creatures  or plants.
Natural things often behave or function in a way to minimisation of energy expenditure, or make it as efficient as possible.
Seacreature-shark  fast moving/efficient-  streamlined to reduce drag- VS weedy sea dragon- doesn't have to move fast- camouflage of ornate fins looks fanciful but help it hide.