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The Key to Creating CG Characters That Stay with You

16/07/2024
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Some of the industry鈥檚 best artists discuss their relationship with CG characters and the elements that have made them memorable throughout the years, writes 天美棋牌鈥檚 Jordan Won Neufeldt
While CG characters have been around for a few decades now, it鈥檚 hard to argue that in more recent years, the work has struck all new levels of memorability 

Think of the first time you saw a rat named Remy cooking up beautiful French cuisine in the Parisian kitchen of Gusteau鈥檚. Or Woody getting outraged that Buzz Lightyear isn鈥檛 flying, but rather falling with style. Strong animation is an art form, and when paired with the right creative aspects, truly, it can stay with you for a long time. 

So, this begs the question, what factors contribute to a CG character being memorable? And more importantly, are there lessons to be learned from this in an industry that so often strives for memorability?

According to Paul McAfee, executive producer at PXP, you really have to look no further than the work Pixar Animation Studios has done in recent years to find the answers. 

Citing 鈥楻atatouille鈥 as a strong example - incidentally, the first feature he worked on during his seven plus year stint at the studio - he notes that relatability is always a valuable tool for forming audience connections 鈥 something emphasised by both he and Remy running parallel paths from the start. 

鈥淎s I cut my teeth on learning theatrical feature CG animation, Remy cut his in Parisian cuisine,鈥 Paul explains. 鈥淭ogether, we both climbed from obscurity to learn the intricacies of 'Michelin Star rated' institutions, and the personalities and creative energies that drive them.鈥

Of course, for the non-Pixar employees in the audience, the film still needed to have pull. And this is where the cruciality of authenticity can鈥檛 be overstated. Even if you are dealing with something as whimsical as a culinarily-gifted rat, should you want a piece of work to be relatable, it needs to have a compelling draw. 

On a practical level, this was achieved through effective consultation enabling visually-striking imagery of food, which lent further depth to the journey of the central protagonists. Thomas Keller, an American chef and restaurateur was pivotal in the film鈥檚 development, with his restaurant, The French Laundry, being a place where ample production time was spent. 

But, on a more technical level, the team was equally required to push the boundaries on what was artistically feasible. As Paul says, 鈥淎t the time 鈥楻atatouille鈥 was made, Pixar animated its films using proprietary software called MENV. It featured an ingenious system of 'hooks' and 'cues' to reference in data, making for efficient and quick loading of configurable assets and setting adjustments.鈥

Adding that character rigs for the rats required walking quadruped animation cycles, but also the ability to stand and walk on hind feet, Paul observes that the rigs and character sculpts were built with that in mind. And, while this process would lead to an astonishing amount of complexity, the end result was also well worth it 鈥 demonstrated effectively in the scene where Remy is nosing around in the spice rack of the countryside cottage. Herein, this deceptively simple shot required the animators to fit him into such a tight space without having him collide or penetrate objects, leading to seamless audience immersion 鈥 something which cannot be undervalued.

Speaking of strong artistic endeavours, art director Pat Clarke of We Are Royale cites Earthworm Jim (from the 鈥90s video game on Sega and Nintendo) as a great example of the power of compelling design work. 

鈥淲hile not boasting a super deep backstory, there's a clear and instantly memorable character that shines through in his humorous and wacky design, standing out from other video game characters of that era,鈥 he says. 鈥淵ou could see the goofy, silly humour in his physical traits and the way he moved through the gameplay. Being a popular video game at the time, there was something about this character that resonated with lots of kids 鈥 not just me.鈥

What Pat would later discover was that the artist behind Earthworm Jim was none other than Doug Tennapel, who worked on many other beloved 鈥90s games such as 鈥楾he Neighborhood鈥. 鈥淲ho knew I had a favourite artist? It was a revelation that reminds me of that moment where Remy鈥檚 ratatouille takes the food critic back to his childhood, reminding him why he became a food critic,鈥 he continues. 

To this end, Earthworm Jim is a strong reminder that when artists take the opportunity to be original, work with their own point of view and aesthetic, and take chances, the work can also prove highly memorable. 

鈥淒oug talks about this in one of his books, actually,鈥 concludes Pat. 鈥淗e stays true to himself stylistically, which you can see across all of his work; the humour and the soul he fearlessly brings to each character is what I want to bring to work in my own way.鈥

With all that said, artists aren鈥檛 the only ones with a responsibility toward the success (or lack thereof) of a CG character. For, as great as strong visuals are, one can never undervalue just how instrumental a role actors can play in making a character become memorable. 

Weighing in again, Paul recalls the experience of working with Brad Bird on both 鈥楻atatouille鈥 and 鈥楾he Incredibles鈥.  In the case of the former, he notes that some of his favourite 鈥榓cting鈥 scenes were almost identical emulsions of in-the-moment acting by Brad during the animation dailies. 

鈥淔or example, the scene in the kitchen where Remy is about to escape out the window, but he can't hold himself back from fixing Linguini's soup,鈥 Paul explains. 鈥淩emy skids to a stop on one foot while wagging his finger in the air for having forgotten a key herb 鈥 that was all Brad ad-libbing in the moment.鈥

And, in the case of the latter, Brad鈥檚 performance as the eccentric Edna Mode was just as pivotal to making the character memorable as the art and writing itself. 鈥淵ou have lived well when you are sitting in animation dailies with Brad Bird and he gives notes in his Edna Mode voice,鈥 he continues. 鈥淚n fact, it was 鈥楾he Incredibles鈥 that made me pause the trajectory of my career to work my way into VFX and CG.鈥 

As a final note - albeit a luxury more afforded to movie and TV studios rather than brands - Paul mentions that Easter eggs and self referential humour are a final, bonus way to make your characters memorable. 

In fact, there鈥檚 many in each Pixar movie, but for the less eagle-eyed viewers, 鈥楻atatouille boasts several great ones, including the roach that scurries away when Linguini entres his tiny apartment being an early character development for 鈥榃ALL-E鈥, and the shadow of the dog Remy encounters being an early iteration of Dug from 鈥楿p鈥.

鈥淐learly, I have so much to say about Pixar and the characters it has brought to life,鈥 finishes Paul. 鈥淢y son, Phoenix, is credited as a 鈥榩roduction baby鈥 on 鈥楻atatouille鈥, but even still, the film and its characters will always be part of the fabric of our family.鈥

Practical Application Cases


While theory, big studio cases and inspirational video game characters are great for study, how does this actually apply to the work of the advertising industry on a one to one level? Well, it鈥檚 such a broad industry with so many specific demands that truly, it just depends what you鈥檙e looking to achieve. 

Take the iconic 鈥楥hefbot鈥 character of Kroger鈥檚 long-running campaigns, for instance. While yes, according to Hornet CG lead Natalia Perez Melendez, memorability was important, it specifically needed to give recipes created with whatever leftover ingredients a person had in their fridge, which fundamentally influenced the design process. 

Of course, regularly successful traits such as making the robot cute and quirky certainly weren鈥檛 amiss here, but under director C茅sar Pelizer鈥檚 guidance, this character was able to transition into something memorable, which could subsequently be associated with this useful technology. 

鈥淗ere, we had a lot of fun leaning into the transformative capabilities of robots,鈥 Natalia recalls. 鈥淔or instance, the eyes were super flexible with the pupil as a separate piece so it could expand or contract, turn into scanning beams, or hide completely depending on his current emotion and the story. And we went with spaghetti arms for both form and function 鈥 the arms could stretch and bend so freely that each pose automatically felt more dynamic and fun, and it could reach for things out of frame or interact with the camera easily.鈥

Incidentally, the concept of looking at great cases of past work was a boon for this project. Mentioning 鈥榃ALL-E鈥 and the Jetsons鈥 robot as points of inspiration, she adds that these influenced traits such as the final product having big, innocent eyes, swiftness, expressiveness, and the aforementioned long spaghetti arms.

In conjunction with C茅sar鈥檚 pre-existing design language of grid systems and clean geometric shapes for the brand, this really led to an end result that was appealing and full of charm. 鈥淲e could push for more extreme movements or give Chefbot some human-inspired expressions like a classic chef鈥檚 kiss and the graphic visual language will keep everything feeling smart and not too silly,鈥 Natalia reflects. 鈥淚 loved how these spots turned out, and this little guy will remain one of my favourite characters I鈥檝e worked with.鈥

On the other hand, the approach one takes when advertising a job searching platform might be a smidge different. Per the team at TELEVISOR, one of their proudest projects was the creation of 鈥楳arian Halski - the sheep from Halskie鈥 and his hilarious meetings with various animals of the 鈥榩rofessional jungle鈥. 

Once again, there was a degree of meticulousness that simply seems required for the creation of any CG character. But rather than opt for immediate visual memorability, the team wanted the entire work to create a harmony that resonated with viewers and their imaginations. 

鈥淭he spot is a fusion of three things: traditional aspects of the Polish mountain region Halskie, 鈥90s NYC hip-hop culture, and the corporate world,鈥 they explain. 鈥淚t materialises in the character, background design and directing as well.鈥

Specifically, from the concept stage, Marian鈥檚 character was all about transformation, rather than a set end goal. He took on various shapes, body builds and hair grades. There were decisions revolving around choosing the right amount, and density, of wool. And even after it was decided Marian would be a hunk, there was still the pivotal discussion of anthropomorphisation to be had, which, while not uncommon in animation, was done with the express intent of allowing viewers to quickly recognise emotions.

鈥淭hrough this, the meaning is remembered,鈥 the team continues. 鈥淒etails are what give a character a unique personality and humorous traits. Changes in Marian鈥檚 clothes and body language underline the evolution of changing jobs. He starts scared of the corporate world, with his shoulders down and fear in his eyes at first. Later, he finishes with a head up and confident gesticulation.鈥

Yet, even with all that said, the similarities between Marian, Chefbot, and even any of the aforementioned characters can be seen clearly. And this is probably due to the fact that as clich茅 as it might be, with good CG work, the devil is in the details. 

From integrating a MoCap session to moving each limb and joint of the characters manually, frame by frame, timings were nailed down, exaggerated behaviours - to allow Marian鈥檚 personality to be fully expressed - were enabled, and the work was better for it. 


鈥淲hat gives a spice to animation are details that are not visible at first glance, but upon closer inspection, they have a positive effect that contributes to the overall design,鈥 the team concludes. 

So, we鈥檝e got examples from Pixar, examples from video games, and characters designed for specific advertising cases鈥 but what about the benefit of having an original character for pure inspiration? As it turns out, it鈥檚 a very real niche, one which CG character animator Neil Stubbings is quick to extol the virtue of. 

Referencing 鈥楬ukkles鈥, a chubby pink alien who has served as the artist鈥檚 alter ego and inexhaustible source of creative inspiration for over a decade, Neil notes that it was Hukkles who first sparked this artistic passion within him, marking the beginning of an incredible journey. 

鈥淚n the early days, Hukkles was a purely two-dimensional creation 鈥 a simple yet captivating character who marked my initial foray into the world of character animation,鈥 he explains. 鈥淭his journey began with my first short film, 鈥楲ost And Found鈥, which represented my maiden attempt at both story writing and storytelling. Before venturing into this realm, my work was predominantly focused on motion graphics.鈥

With that in mind, should it be understood that sometimes memorability drives creativity, and not the other way around? Sure, it all starts with an initial creative concept, but seeing as how 鈥楲ost And Found鈥 was met with resounding success, and it was actually that which pushed Neil to further explores Hukkles鈥 universe, this is clear proof that sometimes, you don鈥檛 actually need to build with memorability in mind, but rather, because of it. 

鈥淭he overwhelming positive feedback I received for Hukkles motivated me to delve deeper into the intricacies of 3D character animation,鈥 Neil adds. 鈥淥ver time, an entire world and intricate backstory blossomed around this beloved character. Hukkles has made appearances in almost all of my passion projects and has even subtly featured in some of my commercial work, often hidden in plain sight as a nod to his enduring influence.鈥

Of course, there鈥檚 still a lesson of memorability to be learned here, even if it wasn鈥檛 Neil鈥檚 initial intention. In this case, it鈥檚 the fact that creating a figurehead character can often cause people to rally 鈥 especially when the subject becomes a lot more prominent down the line. Case in point, Hukkles was non-binary long before the topic gained mainstream attention, which made them both a trailblazer, but also a point of relatability for many audience members questioning their relationships with social gender normalities. 

鈥淗ukkles鈥 non-binary nature allowed me to explore themes of identity and acceptance, resonating with audiences in profound ways,鈥 he says. 鈥淭his journey with Hukkles has been one of continuous learning and discovery 鈥 each project an opportunity to delve deeper into the art of storytelling. This charming pink alien remains at the heart of my creative journey, continuing to inspire and evolve with each new project. As I look to the future, I am excited to continue exploring new stories and expanding the world of Hukkles, knowing that this chubby pink alien will always be by my side, guiding and inspiring me every step of the way.鈥

So, what are the biggest takeaways from all of this? With all these words said, what is the secret to creating a CG character that stays with you? As it turns out, there鈥檚 no singular right way to do it. Sometimes, the authentic route is best 鈥 telling a story in a true and heartfelt way that audiences can appreciate. Sometimes, strong design work is everything, be is the decision to anthropomorphise, add cute details, or create a video game character with a unique design. And then, of course, sometimes, it鈥檚 just not about trying to make it memorable 鈥 people just latch on because the base concept is strong. 

Ultimately, at the end of the day, as long as you know what you鈥檙e trying to achieve, and you take the time to craft the project with care and love, that鈥檚 probably the secret ingredient to a great CG character. 


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