2D Character Design Program

This program is the next step for artists focused on a career in designing characters for film, games, and other entertainment industries

Courses start on Jul 23, 2018

Time

18 months

Prerequisites

Foundation & Design Program or a suitable portfolio submission

Estimated Salary

$42.6 to $182K

Based on US job data

Foundations & Design Program overview

Program Overview

Understand the role of a Character Designer in a Production

H.R. Giger, Phil Tippett, Ray Harryhausen, Stan Winston, Patrick Tatopoulos - are all rightly regarded as legends in the entertainment industry. Their visions have helped define popular culture, inspiring thousands of creative minds, and entertaining millions worldwide. It’s clearly no overstatement to say that character and creature design is one of the most exciting, creative, and celebrated artistic disciplines. Gaining entry into this field isn’t always easy, however, but this is where our Character Design Program comes in. Designed for those already versed in the fundamentals of drawing and design, this program carefully builds on those core skills to give students head-to-toe training in the art of human and creature character design for the entertainment industries. By the end of the program, students will be ideally placed to make the leap to a character design/concept art post at a film, animation, games or print-based studio. To enroll in the Character Design Program, students will either need to have successfully completed the Foundation & Design Program or submit a portfolio that demonstrates sufficient core drawing skills and character/animal anatomy knowledge.

Prerequisites Foundation & Design Program or a suitable portfolio submission

Story

Story

The natural starting point for any narrative-based piece of entertainment, be it a movie or TV show, a 2D or 3D CG animation, video game, virtual/augmented reality project or good, old-fashioned printed work. The level of story detail may vary from project to project, but typically notes regarding scenes, character, story beats and threads, plus character dialogue will all be feature here, providing a foundation on which artists working further down the pipeline can build upon.
Art/Pre-Production

Art/Pre-Production

Here the Character Designer finally starts to bring the characters, animals, or more exotic creatures required for the project to life. The aim here is to develop and then depict the ‘essence’ of a character - through images, silhouettes and poses that help define the way something will look, move and appear in various contexts (during rain, or at night, for example). With more fantastical creatures, the designer will also need to work to create a sense of believability, implying function through form and likely drawing on nature to create something that elicits the right reaction from the viewer, be it primal fear or something more warm and fuzzy. Character Designers will create turnaround sheets, to help ensure all this detail is translatable into a workable 3D model.
Modeling

Modeling

In the case of video game, film, animation and similar moving/interactive projects, the materials are then handed off to one or more Character Artists' (see our Character Arts Program for more details on this specialization), who begin to transform the designs into workable 3D form via modeling and sculpting using tools such as Maya and ZBrush. Additional micro-detail will typically be added at this stage, along with any necessary design adjustments that the leap into solid 3D form throws up. Further work texturing and then rigging the character will finally yield something that can be passed over to the animation team.

Foundations & Design CURRICULUM

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