“Evaluate and defend own work in the context of contemporary practice.”
When we first recieved the aztec brief it was all pretty loose and we could basically do whatever we wanted to. So in order to get the best possible end product and to keep my progress organized I set down some frames for myself to work within. I decided the story would be for a game with an adult target audience, and I started developing the character’s story and personality so that I’d know what I needed to communicate to whom ever would see it. Having these things set before I started doing any artwork gave me clear guidelines which prevented me from straying in all different directions and wasting time on work that wouldn’t need to be done.
Seeing that my character would be made for a game I needed to make sure that his personality and status was clearly communicated through his visuals. Subtleties can be difficult to pick up on when playing a game so I wanted to give him a clear silhuette to distinguish him from the other aliens when seen from a distance. His amputated leg and humped back clearly sets him appart from the others and will at the same time indicate a twisted or grotesque mind and personality. When seen up close, his damaged face will add to this impression.
I also needed to portray that this character is no heroic character. If I had left out the humped back, his injuries might look like they had been inflicted during battle. His twisted physique gives the impression of birth defects in stead. I wanted to add to this by making the scars on his face look like scars from infection, and him being born with something equivalent to a split lip on humans, as opposed to scars from fighting. Having these things showing him as being physically quite weak will also indicate that no heroic deed or strength during battle will have earned this character his place as the kings advisor. To have come into this position he will have had to rely on his intellect, which in turn makes him much more dangerous to the humans than a brute or warrior.
His position amongst the aliens was something I also needed to make clear. In this aspect I had some very good guidelines to follow with respect to the brief. The bright colours used by the aztecs toghether with decorations made of prechious metals and feathers made it simple to choose a colour palette for the aliens clothing and jewellery. All I needed to concentrate on was to make the outfit look natural on thir bodies. The jumpsuit is something I imagine all the aliens will be wearing, and I wanted it to expose their chest which is the organ they use to feed on humans. For a human this would be seen as an overhanging threat, knowing that there’s nothing between them and certain death. At the same time as it would show the unafraid attitude of the aliens, exposing a voulnerable part of their body without fear of anything or anyone being able to harm them. As for the jewellery, this is something my character uses both to camuflage his injuries and to show his position. The mask servs ceveral purpouses. First off it shows his vanity, him not wanting to show anyone his grotesque face, but at the same time this is a symbol of him hiding his true face/ true intentions. It also makes it easier for the viewer to recognize his face from a distance. His staff, which is a ceremonial weapon, servs both as a symbol of his position and as a crutch, which again underlines his reluctance to show his weaknesses. All these above things make him a character with a clear part in the story, and whom is distinguishable from the other aliens and easily recognizable both in shape and colour.
I do feel like I’ve managed to reach the goals I set for this character. I think Ive managed to create a design that would communicate the personality and intent of the character to a potentioal viewer, and that it would be acceptable if working on a professional level in the industry. Technically I believe I’m able to communicate my ideas, and to improve in this area all I need is to do is to stay concious of the choises I make during my work process. I do however feel a need to improve my knowledge of anatomy and to better implement it into my work. I don’t mean to create more photorealistic or “real life” looking characters. Looking at Nico marlets character designs (img. 1 + 2) there is some really exaggerated anatomy there, but it is not wrong. There is a clear structure to the characters and the exaggerated anatomy, poses and facial expressions are helping to communicate the character’s personality and mood. I have a tendency to force anatomy into my drawings and go with what “feels” right in stead of thinking about it from the start. I need to get better at building the character up from the inside out, and take advantage of what I already know or use references if I’m uncertain. I’m also a bit afraid of exaggerations when I pose my characters and in they often end up with a vague or boring pose that doesn’t say much at all. Aditionally I feel that I often get stuck on ideas too quickly. Allthough this is something I believe I have improoved at, I can still gain from spending more time at the sketching stage when creating a design. Comparing the evolutionary process of the the lead female character from Enslaved (img. 3 + 4) to my own I see that there is a much wider span from start to finish of Trip’s development. Taking time to go through these changes is an important tool to create the perfect character for any given project. And is especially important if one is working for a client. I think exploring a bigger variety of sketches from which to choose the final direction would be very beneficial to my work and improve the final outcome of my character designs.
Img. 1: Nico Marlet, How to train your dragon, viking designs.
Img. 2: Nico Marlet, Kung fu panda 2, character design. 
Img. 3: First sketch of Trip from Enslaved by Ninja Theory.

Img. 4: Final design of Trip from Enslaved by Ninja Theory
