Exploring Alternate Concept Designs
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lesson video
Exploring Alternate Concept Designs
courseThe Character Concept Art CourseFull course (32 lessons)
$150
comments 3
Stevie Roder
I have been highly enjoying watching these extra videos you've been laying out for us to watch and learn from Dave. Been highly much enjoying engaging the extra insight in these a ton.
LESSON NOTES

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Process

I take the same thumbnail, push it back like tracing paper, and sketch a fresh pass on top. I stay loose, use the DG main brush for both sketching and early rendering, and hunt for points of interest from the rough. I block in big shapes, place simple face markers, and keep moving. The goal is momentum, not polish. I work large, around 5000x3200 pixels, and try not to go over 10k in case the art gets reused.

Silhouette

Silhouette is king. I build around a strong outer shape first, then nest interesting secondary shapes inside. I look for asymmetry, hanging forms, and a clear read from a distance. I ask if the silhouette is interesting before I name every object. If something on the side could wiggle or swing, I think about physics, gameplay, and cost. One big hanging element is usually better than lots of tiny ones. Keep it striking, not noisy.

Gesture and Structure

I flip the canvas early and often to catch balance issues. I exaggerate when it helps the character read, like oversized hands or planted feet. Rectangles for hands and triangle “nodes” for eyes and nose keep the head quick and proportional. I rough in simple anatomy, then “dress” the figure with clothing and gear. This is the time to nudge proportions, slide a forearm, drop a hand, or widen the chest. Nothing is locked.

Design Language

I reuse successful motifs from earlier passes so the world feels cohesive. I cluster props by function: cooking gear, scrolls, plants, crystals, feathers, maybe a bird companion. I prefer normal backpack straps that clearly anchor the load, so nothing feels like it floats. I avoid perfectly straight lines. Even a staff gets curves, dings, tape wraps, and personality. Busy areas sit next to calm areas, so the eye has rhythm: busy, rest, busy, rest.

Value and Line

When the line gets messy, I add a multiply layer and spot in mid-gray shapes for separate attachments like straps, bags, and boots. I drop a quick ground shadow to seat the figure. Thicker lines help pop foreground objects, thinner lines ride in the background. I keep facial structure simple but clear: tilt of the head, nostrils, cheekbones, brows, beard mass. Expression is a bonus, not a trap.

Iteration

I keep versions. If I like a direction, I copy it aside, then push another idea. Free Transform > Distort is great for subtle rebalances without redrawing everything. I pepper in ideas fast, then refine. We move from silhouette, to big shapes, to smaller shapes, to details. If I need anatomy reference later, I note it and keep moving now.

Practicality

I think like a teammate. If a prop makes the character expensive or unworkable, I simplify. One staff with wrapped goods might be fine, but a backpack plus lots of swingy bits might not. Present the design with just enough clarity to start a useful conversation with a lead or art director. That is the win for this stage: a clear direction and room to iterate.

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COMMENTS
Dave Greco
A rough thumbnail is the perfect place to start exploring your character's design. Sketching over your initial idea lets you explore possibilities without commitment. This is the stage to focus on the overall silhouette and experiment with big shapes. You can easily push and pull the design before getting lost in the smaller details.
Stevie Roder
I have been highly enjoying watching these extra videos you've been laying out for us to watch and learn from Dave. Been highly much enjoying engaging the extra insight in these a ton.
Smithies
2mo
Thanks for the extra demo. I need to redo the last assignment haha
Myles Goethe
In hindsight I would've finished my varied thumbnails sooner if I didn't waste time blocking in my values instead of focusing on my character's design/silhouette.
@trolldaeron
Same.
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