This
is the early body typing I’ve done for the female characters, based on their
roles and back story. I’ll go into
greater detail on each when I move into early costume designs. They are alphabetically organized, with the
exception of Shyvanna.
Really the only thing I want to
talk about with this post is the idea of juxtaposition. This is an extremely important idea in
animation and film that seems woefully underused in most video games. In essence the idea consists of juxtaposing
two fairly different elements to make both elements appear stronger. In animation, this can mean a number of things,
from drawing straight lines and curves next to each other internally in a single
character in order to create appealing shapes, to pairing very different character sizes and types together in
order to play up size for one or both of the characters.
Early art from rapunzel demonstrating straight on a curve to create appeal By: Glen Keane
Size Juxtaposition in Bioshock : You're doing it right
In
my body typing for example, Sejuani is very tall and muscular, and to have her near
Sona and Sivir who are both shorter and more curvaceous accentuates the fact
that they are shorter and it also helps Sejuani to appear stronger. With current designs for female characters in
League of Legends, there is almost no variety, and so, the characters who
logically should appear more sexualized based on their personalities and lore
come across as no different from any of the other female characters. They are all sex objects, and all of their roles, personalities and back-stories are weaker for it.
wtf is that thing on the bottom right?
ReplyDelete