That can be the most depressing statement an artist can hear during a production. But if you're given enough direction and time it can be exciting because you are being challenged to shine.
Of course the usual scenario is the stuff of nightmares. It's when your boss, be it studio, network, client, director or producer needs something in a specific amount of time and has no idea of how to describe it. "I want the lead to look cool like Iron Man or James Bond. He's like Jaws mixed with Johnny Depp or George Clooney." And that's at least something. Most times it's just, "I want the lead to look cool" which can mean anything from Frank Sinatra to Lady Gaga.
It pays to have the presence of mind to ask questions but often you're trying to take in so much as to what is wanted that you don't follow up every point.
My Cartoon Network pilot has four leads. There's some important secondary characters and a major antagonist but if you can't crack the nut of the leads, you don't have a show. I found John Hoffman through Mira Crowell at Bento Box. Aside from being an artist herself, Mira works in production and also looks for talent on the internet. I liked John's stuff and so did the network.
As far as input, we told John which of his pieces were in the direction we liked. We talked other influences we'd like to see which turned out to be his influences too. Most importantly, he had the (overly long) pilot script. That's important because I don't want to tell him how to draw, I want to talk personality.
Both the network guys and I thought John hit one of the characters on the first try (and no, I can't show you anything) which is great for two reasons. The first, obviously, is that it's "one down, three to go." But more importantly, suddenly the universe of the series is partially defined. I told John to pin it to his drawing board because any character he came up with had to work with that one.
John does his thing and sometimes I'll play with his designs digitally. When I do, I make sure to show his original work as well as my own to the network. So we've got a bead on three of them but one character, the leader of the group no less, has been incredibly elusive.
The usual thing is to just keep drawing, trying different things like widening/narrowing/enlarging the eyes or changing outfits. I tried drawing poses that might suggest his personality but it was one of those "I can't draw" days. You look at the mountain of drawings and pick things that you like, "This coat, these eyes, hair like that, etc." You think you're zeroing in on the character but design breakthroughs rarely come from puzzle pieces.
You lose the element of being surprised. You think you're getting close but when you look at the sketch the next morning it looks like all the others. Best thing to do at that point is try something completely different. Save only what the story calls for and go in a new direction. At the very least it will give you a fresh perspective on the previous drawings. At best, you'll be surprised.
The design ceases to be a collection of shapes to be shifted around and becomes a personality. And that's what you're after.
So there's no magic method except trying to understand the character, the world it inhabits and draw until you find it. --Tad
I know how that's like; even Bruce Timm's probably been there. I remember watching a behind the scenes special on 'Batman: Mask of the Phantasm', and he said that he went through probably a ton of sketches until he could come to the final design of the Phantasm, that we know and love. I remember the video was on youtube somewhere, but I think I'm too lazy to find it. lol
Also, I thought I'd ask this DW question, because it's related to your post (and not post it on facebook lol)
I remember looking up a comment on youtube, while watching 'The Haunting of Mr. Banana Brain.' Someone posted that the design of Paddywhack, was originally intended to be the original design of Quackerjack. I know you said that the QJ the fans are familiar with, was a far cry of what you really wanted the character to look like, or act like (you said you intended on making the character more dark while creating DW); i just wanted to get some clarify, for the sake of knowing...
Posted by: jerrocks2day | 03/01/2011 at 05:38 PM
You're wrong about the Quackerjack design. Paddywhack came along later. What's true is that I originally thought of him being less silly, more psychotic in his humor. The voice seemed to push him in a different direction. It was probably a lack of imagination on my part. There's no reason the actor couldn't have been given a meatier part. I must say the current comic book version is probably darker than I would have taken the character.
Posted by: Tad | 03/01/2011 at 06:00 PM
ah, then maybe I read the comments on the video wrong.
Still can't wait to read the Annual when it comes out tomorrow, and see QJ and Chronoduck in action; It's gonna be great. :D
Posted by: jerrocks2day | 03/01/2011 at 06:15 PM
This is an interesting topic. Very informative to hear about your thoughts on the process. I wonder how many people get by just on assembling the pieces instead of truly composing a perspective and a personality. It seems like a lot of the stuff I've seen most recently is lacking that careful hand.
Posted by: Newt | 04/14/2011 at 05:49 AM
Mr. stone
i know that this is off topic but could i possibly email you a few questions about your work (specifcally darkwing duck and this thundarr thing i am seeing on your site)
regards
abe schneider
Posted by: abe schneider | 05/19/2011 at 08:27 PM
It's "Stones" and go ahead and post them here. Can't promise a timely response but I'll try!
Posted by: Tad | 05/19/2011 at 10:07 PM