This course will teach you how to design your own creatures by using Earth’s animals as a guideline. Nature is a powerful tool when sketching ideas and Creature Design for Film and Games will show you just how to use real life references in your creations. We will begin with rough and quick sketching to generate ideas and then slowly refine these ideas into a polished portfolio piece. Students will learn how to design creatures using basic forms, how to really see the design and function of the creature, and the importance of anatomy.
Course Format: Standard
Duration: 8 Weeks
Lecture Type: Pre-recorded
Assignment: Deadlines each week.
Feedback: Individual Recordings
Q&A: Once a week.
*For classes with less than 6 students feedback may be provided during the live Q&A session.
Students will gather reference images of animals that coincide with the creature description given by the client. This will teach them the importance of gathering and using reference and show them the importance of observing the real world. They will generate very quick thumbnail sketches (1 -3 minutes each) from any images they choose.
Using rough, quick gesture sketches and basic shapes, the students will begin exploring creature shapes. This stage is meant to be quick and dirty and will help loosen them up to help alleviate the stubborn need for immediate details.
Students will learn how to narrow down their selections and will begin fleshing out their creatures using the references gathered and their imaginations. Since anatomy is vital in making the creatures believable, they will study the skeletal and muscle structure of the referenced animals they chose. The students then will begin to sketch the skeletons and muscles of their creatures.
Students will make head and face studies while putting emphasis on the eyes of the creatures, since the eyes tell a lot about the creature’s attitude. They will make a detailed sketch of the creatures’ skulls in the process using the animal reference images to make it believable.
Students will begin sketching their creatures in action poses while giving them at least one major function. This could be a defensive function, offensive, feeding etc. Each function has to be unique to the individual creature and cannot be repeated among the other choices. By using the animal reference images, the students will have a good idea of how their creatures might move and they will use those images throughout this stage.
At this stage, the client has narrowed down his or her choice to one creature and needs the creature fleshed out and rendered. This is when the students begin learning to put it all together. They will determine final stances with both front and rear poses plus one head shot. Sketches will be done in a more refined fashion but not fully rendered yet. Sample sketches will be shown.
Students will begin making final design choices on the face and sketch a detailed head shot. By doing so, it will become easier for them to implement the head on the full body sketches.
This stage is vital in showcasing what the client wants. The students will have a detailed head shot, a front and back ¾ view of the creature, and call-outs showcasing skin textures and materials as well as an important and unique function.
Drawing creatures is fun and is something we tend to explore at a young age. But there is one area that is often overlooked; believability. Learning anatomy is essential because art directors want to see a creation that they know can move and function as if it were a living, breathing thing. This course will dive into anatomy and design to help you create a truly believable and realistic creature.
In order to better understand the benefits of taking this course, please take a look at some of the amazing student work that has come from this course.
You check out more student examples here.