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Sometimes it's as simple as zooming out, squinting, and asking yourself:
"what's my palette?"
"does this convey anything about the character?"
"how legible is this?"
"how much of this design has a functional, visual purpose?"
"Does he need giant quarters in his pants?"
/thread
The cool thing about classic Mega Man is that his body parts are segmented off exactly where they need to be, and his poses are always really wide
Swapping weapon colors is really simple in comparison to, say, any of X's armors, and his squat poses make his hitboxes easy to read
Akihiko Yoshida's known for patterned clothing, heavy use of hatched pencil marks, and beautifully washed colors. You'd think he'd be as difficult of a fit as Amano, but he tweaks his style for the 3DS. Plus, the costume designers come up with some really fab outfits for each job
(I don't know if he specifically cited Mickey for solving the "spikes turnaround" issue, but lots of 2D characters use this "cheat")
Also, Sonic's arms should never be blue because blue arms on a blue body make the pose harder to read, especially when the character is small.
Sonic's design is kinda harmonious. The spikey ball design is not just cause he's a hedgehog, but also because the ball physics are a core game mechanic. Some artists get tripped on his turnarounds, but Tyson Hesse borrows a trick from Mickey Mouse and "turns" the silhouette.
Hullo, I go by Melo on twidderdotcalm and I illustrate and animate full-time for both fun and profit! I've got 6 years of professional experience developing work for tradeshows, comics, editorials, and more!
📸 https://t.co/ofE0zDxMtV
📬 letitmelo@gmail.com
#portfolioday