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Introduction & Part One New

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you should've known the price of evil
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Stovokor
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  1. inkay-shirlee
  2. houndoom-elliot
  3. yamask-joanna
  4. shuppet
  5. deerling-andre
  6. omanyte
  7. hizzap
Hey all! I'm here today to ramble about the monster design in Pokémon - more specifically, the patterns I have noticed in Pokémon monster designs, general character design principles and what I myself have put into use in the design of characters for my own Pokémon-like game, Beasts of Auralia (informally known as Auramon). This first post will go through the patterns in Pokémon designs, whereas subsequent posts will go further into the latter subjects.

Before we go any further, I have to stress that I am not a professional or expert of any kind. I've never received any formal education regarding art, and all that I've learned has been through online sources and personal trial-and-error for what seems to work and what doesn't. This post is just about how I look at Pokémon designs and what principles I utilize in my own.

Okay! That out of the way, let's get into Pokémon design patterns. Now, we all know that Pokémon fans can get a bit obsessed with patterns and see them in places they probably don't exist, but I do think that what I have found is consistent enough. There are exceptions to these patterns, of course, but I'm fairly confident that the majority of Pokémon designs do adhere to them.

The patterns in Pokémon designs that I want to posit are the following, in no real order:
  1. An individual Pokémon tends to have 2-6 colors in its palette. The black and white colors in the eyes of a Pokémon or the red colors in the mouth of a Pokémon usually do not count towards this total, likely because those features are expected to be there and/or aren't always visible.
  2. An individual Pokémon usually employs 2-6 different kinds of recognizable shapes in its design. These shapes may be 3D forms or 2D shapes or curves (including angular curves like zigzags).
  3. Every Pokémon has a unique silhouette.
  4. Every Pokémon has a unique face (front of head) by which it is distinguishable from other Pokémon.
To illustrate these two patterns, here's a picture that shows the palettes and shapes of 9 different (mostly) randomly picked Pokémon:

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As you can see, almost all of them have 2-6 colors and 2-6 recognizable shapes. The exception is Koraidon with its koraillion shapes, which is explained by the fact that it is a legendary Pokémon, and legendary Pokémon tend to be more complex than ordinary ones (although I have to say that Koraidon really went all out in terms of complexity, even within the field of legendary Pokémon).

You may also have noticed that you tend to notice certain shapes more easily than others, be it due to contrast of the colors in or around the shapes or the size of the shapes. This suggests a hierarchy of design elements, which is a good thing to have - it means the most important aspects of the design are read and processed first, allowing for recognition, while also allowing for smaller detail to avoid leaving the design too bare. You can also definitely tell that certain colors have more surface area than others, acting as the base colors while those with smaller surface areas work as accents, meaning the colors have a hierarchy as well.

As for the pattern of the unique silhouette and unique face, I have two pieces of evidence towards those patterns. The silhouette pattern is supported by the existence of the Who's That Pokémon segment in the anime, and the unique face pattern is supported by the existence of spin-off titles Pokémon Battle Trozei and Pokémon Shuffle, which combined show around 800 different Pokémon species usually by their face (front of head) alone and act as objects you have to match with their own kind. That is just "usually" and does either way leave around 200 Pokémon out, but you probably don't think there are 200 Pokémon in the Pokédex that have the same heads as 200 other Pokémon that came before, anyway.

All four of these patterns contribute positively towards the recognizability and marketability of different Pokémon designs, something that I think Game Freak is very good at achieving. After all, we've all heard that each Pokémon is someone's favorite.

This post didn't have much substance in it yet, but bear with me until I manage to continue on with Part 2 (and Part 3? I haven't fully outlined the separations between parts) which will actually delve deeper into why certain designs choices work in their intended ways.

Thank you for reading so far, and see you in the next post!
 
Part Two New

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you should've known the price of evil
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  2. houndoom-elliot
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  4. shuppet
  5. deerling-andre
  6. omanyte
  7. hizzap
Hey again! Let's continue from where we left off.

So, in Part 1, I talked a bit about colors and shapes (and silhouettes, which are basically just combinations of shapes). In this part, we'll dive deeper into principles of character design revolving around colors and shapes, and use existing Pokémon designs as examples.

Before we start, a disclaimer: this is a ramble, and not an essay. I am probably not going to do much in providing sources because trying to look for sources that would specifically state the things that I have learned over many years from many sources and personal experience is one of those most annoying things out there for me. This is why I encourage people to look into these things further through individual research if they want to get some more trustworthy and carefully written sources (provided you don't just get served endless AI slop whenever you try to find anything). I will be providing credit for the images I use, though. No excuse in not doing that. For one, all official art of Pokémon I feature in these posts has been found through Bulbapedia unless otherwise stated.

Okay, let's get to it, then! Starting with…

Color

The most important role of color in Pokémon designs is to signal the type of the Pokémon. This elemental color-coding is shared with a bunch of other franchises or works with elemental magic in them, such as Avatar: The Last Airbender, where different people from different nations where different elemental powers are used have different colors that match their element. It's just a very useful shorthand, and in Pokémon, there's the added need for it - when you see a new Pokémon, you should be able to guess what type it is in order to use a super-effective attack, or at least avoid using a not-very-effective attack.

So, you already know how this color-coding works. Many types have a pattern of using a certain color - fire uses red or orange, electric uses yellow, grass uses green. However, while there are a lot of blue Water-type Pokémon, it should be noted that the information of a Pokémon being a Water-type is often also or instead communicated through the choice of a water-dwelling animal, most obviously a fish. You can look at a Magikarp and, despite its orange and yellow colors, deduce that it should be a Water-type.

Some other types also use morphological clues like these in order to communicate the type rather than using color. Fighting-types look like they can fight, Flying-types look like they can fly, Bug-types look like they're bugs, Dragon-types look like they're dragons (some of the time, anyway) - but you can't really see these types stick to particular distinct colors.

But back to color. I mentioned in the previous part that a Pokémon design usually uses 2-6 colors, and that these colors have a hierarchy to them. As earlier stages of a line tend to be less complex than the later stages, they also tend to have fewer colors, though not necessarily by much - using the same colors in different parts of the evolutionary line help signal to the player that they are connected, and changing the color palette too drastically can impede this. Of course, sometimes Pokémon do change drastically between stages - like Feebas to Milotic or many bug Pokémon, in which case typically the thing that makes them work as a line is some kind of idea that connects them: Feebas and Milotic are still both aquatic (and the whole gimmick of the line is that it's a massive glow-up), bug Pokémon are modeled after real life insect metamorphoses, Yamask is a golden death mask that turns into a golden sarcophagus in Cofagrigus - both golden ancient artifacts that existed in Egypt, relating to death.

Ah, I've veered away from color again! Well, let's get into how colors are actually (presumably) chosen for Pokémon. There's the base color that can be determined for you by the type, but what about after that? Well, that requires us to get a bit into color theory.

Color schemes tend to be decided with some tried-and-true patterns regarding hues. But what does "hue" mean? "Hue", as a word, essentially describes what part of the rainbow the color best matches up with. The words "red", "green" and "blue" describe hues, for example. "Dark red" and "pale red" can be assumed to have mostly the same hue, even if they are different shades/tints/tones of color. Those three words that I just said refer to mixing a pure color with black, white and gray respectively, but as we go on, it's going to be easier if I just refer to all of the variations of a certain hue "colors".

As for the patterns, here are a few terms describing the combinations of hues that are often used in design:
A diagram explaining color theory in photography

(source: https://expertphotography.com/complementary-colors-photography/)

Of course, these are also going to depend on how exactly what version of the color wheel you're using, and there are different opinions on how that should be done. However, the general notion of using hues close to each other or hues that are far apart still remains.

Let's look at some Pokémon as examples now, though!

Cyndaquil uses four colors and three hues. The colors are the dark teal on top, the cream underneath, and the striking red and yellow of the flame. The cream and the yellow part of the flame roughly share a hue, but the cream is paler, so they register as different colors. This combination of three hues which are spaced apart quite evenly on the color wheel makes for a triadic color scheme.
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Drifloon uses three or four colors, and it uses two hues. The colors are white, purple, yellow and black, if you want to count the black, which I mentioned in Part 1 doesn't necessarily count because eyes are already expected to contain black. The hues are purple and yellow. Black and white do not have any particular hues, so they do not count towards the count of hues. As purple and yellow are on opposite sides of the color wheel, this makes for a complementary color scheme.

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Smoliv uses three colors (ignoring the small amounts of black, white and pink in its eyes and mouth), which are all three subtly different hues of green. The olive on top is the yellowest of the greens while the leaves are the bluest of the greens (they might not look very blue, I know, but as they are moving towards blue on the color wheel, they are comparatively blue). This makes for an analogous color scheme.
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Added note: wow, it's not so easy to find Pokémon with analogous color schemes that aren't just gray or brown! Pokémon really loves to give designs with otherwise analogous color schemes eyes which use a bright complementary color, ultimately leading to a split complementary scheme.

Anyway - there is also another secret to these designs and most other Pokémon designs that works towards their easy readability and recognizability. This is the fact that, turned grayscale, the differently colored areas are still recognizable as differently colored! See for yourself:


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Well, Smoliv's olive and main body are very close together, but so are the hues.

Something to also note: not all grayscale converters work the same way. The particular converter I used to make these seems to work in the arguably "correct" way - having different hues produce different light values relative to each other based on how bright they are perceived by the human eye rather than all having the same values which lazier converters would do. Here's an RGB (red-green-blue, as opposed to the red-yellow-blue color wheels from before - the former is used in digital displays while the latter is used for paints due to reasons that are interesting but ultimately irrelevant for this ramble) color wheel put through the same converter:

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AD_4nXfX2MQYhX1phF52km_Q8iyzWOdgFGWz8v7Hl3va7kouecD1SAStmZaToaADnBrUBpotXSL4G_FgINj5xQVVmfXm3KULxfXS_n0A5zf9Sni8Nm777Xhp2LQzwuUnne7ekq9UPLlM


You can see that different hues, especially yellow and blue, are perceived with different brightnesses. This is something to keep in mind for your own designs - don't blindly trust the lightness or value measurements in your digital drawing software in order to determine what color is brighter than another, use your eyes! (Or some other tool you trust to give accurate information as to how most humans perceive color if you have some condition that makes you unable to perceive the full range of colors).

I think that's enough about color for now. So, let's move on to…

Shapes

Before we go on, I have a small clarification to make to what I've written before. I said that Pokémon "employ" 2-6 recognizable shapes in their design. By this I do not mean that you can use only 2-6 shapes to construct most Pokémon, no. That falls apart in a lot of cases where the Pokémon is based on an existing living creature with more complex morphology than, like, a fish. What I mean is more that, when you look at a Pokémon, you see shapes that have been integrated into the design. The most obvious examples of this is Zigzagoon which integrates, you guessed it, zigzags. Have a look:

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Zigzagoon is so min-maxed to give off a zigzag energy that it can be tough to find other shapes in it, but they are there - do you notice how both the ears and the tail are narrow at the base and wider at the end with the ends' edges being zigzagged? That's another shape. Basically, if there is some part of the body in a design that looks like it has been specifically made to be a different shape from what it would be in the real life counterpart, that's a solid contender for a body part with an integrated shape. The mouth, for example, isn't zigzagged in a real life raccoon (or badger or tanuki or any other mammal Zigzagoon is inspired by), but it is here, and that's to further cement the whole zigzag motif in the design.

This all isn't to say that nothing that is shaped close to how it is in real life can have an integrated shape, mind you - but that's getting into the weeds. Let's move on for now.

As I said, these specifically integrated shapes are not the only shapes of the design. The previously mentioned Pokémon that are modeled after real life creatures with complex morphology have a lot of elementary shapes that make them up, and these shapes can be deformed or molded together. The reason I still insist that these shapes exist is that Pokémon would be really hard to draw or model consistently otherwise. Artists hardly draw complete images without sketches in between, and these sketches most often involve breaking the subject into simpler shapes to help visualize and project them.

Back to the point: the shapes that Pokémon are constructed from, while occasionally deformed and molded together, still tend to be readable. By "readable", I mean that (most of) you can look at an image or screenshot of a Pokémon and get an understanding of what kind of three-dimensional shape it has despite only seeing one angle. Of course, there are bad angles, as there always are, but a design being readable from the most photogenic angles is usually enough. In general, a good indicator that there is a problem with readability is when you or someone else looks at a picture of the design and goes "what am I looking at?". You don't want that. Usually, anyway. Something you'll find is that there are a lot of rules in character design that can sometimes be broken to elicit a certain unique effect. If you're trying to make something marketable, though, you're better off keeping readability as your friend.

Let's look at some more Pokémon. How about Snorunt again?

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Snorunt is one of those Pokémon that is constructed from simple shapes. Draw a cone and you're basically halfway there. To actually make it Snorunt, though, you have to cut the front of the cone off in that specific pattern, add the right face on what's underneath, add the sphrerical hands, the ellipsoid feet (which are a bit irregular as they have to function as feet) and finally the markings on the coat. Pretty understandable, even if the shape of the creature underneath the coat is a bit ambiguous in official art due to that shadow seeming to obscure the top of it. You can see in that reference sheet, though, that it has indeed been decided, and that it is a kind of egg shape. It is also far more apparent in the 3D models in the games.
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Okay, let's look at something way more complex now: everyone's favorite, Lucario!

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You may be able to imagine that it would take a lot more work to break this all down into simple elementary shapes. However, the shape of Lucario's body is still readable due to the fact that it resembles familiar existing creatures - humans and canines. You have seen many humans and dogs before, so you know how those things are shaped.

Notice, though, that the additions made to these real-life inspired components design do tend to be simpler, less complex shapes because you wouldn't have a point of reference to compare them to otherwise. The aura feelers are shaped like teardrops, the chest spike is conical, the hand spikes are like… I don't really know how to describe them in words - half-almonds? Regardless of that, I have a pretty clear idea of their 3D shape and what it would feel like to wrap my hand around them. That's the power of the shading and the way their outlines curve.

So, Lucario is readable. You will still remember how Lucario is shaped after you look away because your memory can easily store that information. One Pokémon that at least I used to have trouble with in that regard, though, is this guy:

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Necrozma's base form is one of those rare Pokémon designs where you do go "what am I looking at?" and I believe that that's intentional - Necrozma's base form is supposed to be in an incorrect form where the parts of its real body are jumbled and rendered unrecognizable due to the fact that they aren't arranged in a way where they make sense. In Ultra Necrozma, though, the odd body parts finally make sense:

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They were parts of a dragon! I have to admit - when they first revealed Necrozma in its base form, I hated it. Thought it looked like a child's MS Paint drawing. I still don't like looking at it, but after the reveal of Ultra Necrozma, I could see the intention and respect it.

But that's a lot of talk about 3D shapes - let's get back to 2D shapes, like the ones we talked about with Zigzagoon. The markings and patterns on a Pokémon and the way their outlines are smooth, jagged, wobbly or so on. What else can we way about those?

Well, once again, this is another aspect of design that has been used to signal the type of the Pokémon. There are many Fire-type Pokémon with flame patterns, Electric-type Pokémon with fuzzy fur as if it's been electrically charged, Rock-type Pokémon with shapes that resemble naturally occurring rock formations. I can also think of at least one type that tends to avoid certain shapes - can you think of many Water-type Pokémon that have a particularly spiky design? Water is rarely spiky, and the same goes for water-dwelling animals.

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I want to talk a bit more about Jolteon: Eeveelutions are a fantastic case study in how shapes and colors are used to convey type information in Pokémon. A pet peeve of mine is when fakemon artists draw fake Eeveelutions that try to do something too clever with their designs when the point of an Eeveelution, based on the canon's sample group, is to be as obviously representative of its element as possible. (Umbreon is a bit of an outlier as it used to be Poison-type earlier in development.) I don't say that in any attempt to stop anyone who reads this from making Eeveelutions that are subtle about their type, though - I'm not that big of a curmudgeon. As said, it's just a pet peeve.

Let's see, what else? Well, we can't really talk about shapes in character design without talking about shape language. Stop me if you've heard this before: round is friendly and safe, triangular is dynamic or dangerous and square is strong or stable. But wait! Are they? Here's a very round design, and a design made up almost entirely of triangles. Can you guess which one is your friend and which one is your enemy?

The Boomer | Left 4 Dead Wiki | Fandom
Tippi | Paper Mario Wiki | Fandom


Yeah, the zombie is your enemy and the butterfly is your friend. Shapes aren't everything. The thing that looks infected and grotesque is going to look infected and grotesque regardless of what shape it is, and the rainbow-colored sparkly pretty thing is going to be pretty even if it has sharp points.

This isn't to say that those initial notions about round being friendly and so on have no truth to them. Winnie The Pooh is going to be more huggable if he has no sharp corners, and he will thus be more marketable, and it's easier to signal to a child that Jafar is not to be trusted when he looks lanky and pointy… although the evil ass color scheme will probably clue them in as well. Sorry, I couldn't find a great example of a triangular villain with non-evil colors on short notice.

Winnie the Pooh (Walt Disney Animation Studios) - Incredible Characters Wiki
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How does this feature in Pokémon? Well, Pokémon does tend to have a lot of round designs because round things tend to be cute and approachable, and if I recall right, the designers have gone on record stating that every Pokémon should look like it could be your friend. I think the only very sharp Pokémon I can think of right now is Vikavolt.

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This highly angular design, though, has a reason to be there, as it pretty effectively signals to you that this thing is fast (because triangles are dynamic and so on and so on). It also suggests an element that can keep up with this speed, that being Electric.

Something else that Pokémon employs in order to increase the cuteness and marketability of their designs is their proportions. You may remember that one criticism that modern Pokémon gets, especially for starters, is that their heads are too big. Indeed, certain modern Pokémon designs have pretty large heads compared to corresponding older designs. Here are Squirtle and Sobble:

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Yeah, Sobble has quite the noggin on him. As for whether this is a bad thing, I don't really have much of an opinion. If you want to take anything away from this, it's that Pokémon design isn't the same now as it was in the beginning. Actually, I watched a video about that some time ago that I thought was pretty neat. Check it out here.


Anyway, back to proportions. I probably shouldn't even have to tell you that most Pokémon lines have proportionally larger heads at the beginning and proportionally smaller heads at the end. This is because human children, and the children of a lot of other creatures, have proportionally larger heads when they're young than when they're old. Pokémon are supposed to grow alongside you on your adventure and become stronger, and adults are usually stronger than children.

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I think that's all I can think of to talk about colors and shapes for now, and I didn't really have much to add for the silhouette and unique face points from the first post. So, with that, I'll leave you again until next time when I'll get into my personal Pokémon-inspired monster designing process. Hope you enjoyed!
 

Nekodatta

Pokémon Trainer
Pronouns
She/Her
Partners
  1. koraidon-apex
  2. miraidon-ultimate
  3. skitty
  4. dodrio
I've been really enjoying reading these posts because I've not only learned something new but you also managed to put in words some things I noticed myself but couldn't quite articulate, like the fact of using shapes to convey "cuteness".
Also I had never realised that about Ultra Necrozma (skipped Ultra Sun and Ultra Moon) so you blew my mind there.

I was wondering, do you plan to do more posts later on examining special cases?
Like Pokémon that break the "pattern" in one way or the other, or members like the legendary beasts and other duo/trios and how their design is made, stuff like that.
 

canisaries

you should've known the price of evil
Premium
Location
Stovokor
Pronouns
she/her
Partners
  1. inkay-shirlee
  2. houndoom-elliot
  3. yamask-joanna
  4. shuppet
  5. deerling-andre
  6. omanyte
  7. hizzap
Glad you're enjoying the posts!

I was wondering, do you plan to do more posts later on examining special cases?
Like Pokémon that break the "pattern" in one way or the other, or members like the legendary beasts and other duo/trios and how their design is made, stuff like that.

Legendary design is kind of something that I've not fully been able to wrap my head around (just where do they come up with the ideas for all those details?), so I'm not sure if I'll be able to say a lot about it. I'll definitely be thinking about it more now that you pointed it out, though, so it's possible I'll discover something worth sharing by the time I get done with Part 3. Nothing prevents me from making extras after that if I come up with more things to say. Thanks for the suggestion!
 
Part Three New

canisaries

you should've known the price of evil
Premium
Location
Stovokor
Pronouns
she/her
Partners
  1. inkay-shirlee
  2. houndoom-elliot
  3. yamask-joanna
  4. shuppet
  5. deerling-andre
  6. omanyte
  7. hizzap
Alright! Welcome to the last planned part of this ramble. I may add something else in supplementary parts later if it comes to me and feels worthwhile to say, but I won't promise anything.

This is the part where we start using what we've learned before to make our own Pokémon-like monsters. I phrase it like that because I don't really have enough confidence in my skills to posit that I know how to make designs that really do look and feel like real Pokémon. Of course, this has never stopped fakemon artists - no shade, fakemon do not have to look like "real Pokémon" since we're all just doing this for fun and aren't getting paid, not to mention that no one needs to be a slave to canon in their fan works - but personally, I think I'm just going to call things "monsters" from now on.

Okay, so what's the first step? Well, it helps to actually know what you want to accomplish with your design before you start drafting it. The goal of a character design is to communicate an idea or several ideas about that character. Like, Inteleon is a spy lizard. Delphox is a mage fox. Meowscarada is a combination of a jester, a magician, a gentleman thief and, obviously, a cat. They all also need to communicate what type they are, especially since they're starters and among the most marketed designs.

Of course, some Pokémon don't really have a nebulous idea behind them. The Pidgey line is just some manner of bird and the Lillipup line is just some manner of terrier. In fact, a lot of Normal-type Pokémon are pretty… normal. But these designs can also catch a lot of criticism by being "just X" or "my mom's X" (unless they're Gen I, in which case they are perfect and cannot be criticized…). Just adding an element and, usually related to it, a bright fantasy color to an existing animal and drawing them in the Pokémon artstyle can net you a pretty uninteresting design even if there do exist actual Pokémon that seem to fit this description.

How to spice things up, then? Well, you could look for other ideas to combine with your initial animal, or even instead go for a humanoid, mythical creature, plant, mushroom, object or something totally abstract. You can also take whatever inspiration you have and do some research on them to see if there's something interesting about them that you could incorporate into the design. The most basic example of this would be to start with a pig and make reference to how they like to wallow in mud by giving them markings resembling a coating of mud. Or… why not go further? Why not make this pig be entirely out of mud to the point it's amorphous? Now you have something that people can look at and go, "yeah, there's an idea here - it's not just a cartoon pig". It's a pretty basic idea and has probably been done by other fakemon artists before, but it's functional enough.

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While the idea is an important part of a Pokémon-like monster design, there's also the question of execution. Now, not everyone can execute their idea perfectly (really, hardly anyone can), whether it's due to a lack of experience in drawing or designing, a physical disability that impacts motor controls, or just not quite being able to figure out the best way to balance conveying the idea and having effective shape and color integration. Still, I say you still need to go for it! You can't expect to get better without practice, after all. But it does help if you research and learn some things first so you can make an informed attempt rather than needing to stumble around in the dark until you discover the working solutions yourself.

(Pausing here to clarify that, again, I am not a professional or any sort of expert - I'm not saying that you need to read my advice specifically in order to get better. I'm just a hobbyist with a special interest. This ramble could all be total BS. Point is, you won't know for sure until you look up further material on this subject.)

Anyway - let's look at that mud pig again. Could we improve on it? Well, it's still a bit… simple. Just a snout, some eyes, some ears, and then the muddy body. And all of these elements seem kind of exactly what you'd expect. Could we make it so that there's a bit more polish to it, something that makes it more unique?

Well, what if we put a bow on it?

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Uh… well, it's more unique now, and it is quite cute, but this doesn't really make sense, does it? Bows don't tie into the idea of a muddy pig in any other way than maybe being ironic. What's something we could do that makes the design more interesting while building upon that muddy pig idea? Is it something that we can use to replace the humdrum parts of the design?

Maybe the mud could have more variation in color. Maybe it could be lighter at the edges because it's hardening. And maybe the eyes could be different. We could make the eyes some brighter color for better contrast, but we could also repeat one of the existing integrated shapes (the squiggle of the edge of the mud) and make the eyes covered by dripping mud that's also hardening on the edges in order to make the "eyes" a bit more visible:

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That's better! But can we push it further? Can we maybe switch those plain ears to something more clever, like… leaves? Leaves in detritus that often mixes with mud, specifically, so they'll be dark and not very green. We could also make the palette a bit more harmonious to signal that the snout and mud really are part of the same creature - make the snout brown rather than pink.

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Hmm, I'm not so sure anymore. That color is a bit too similar to the browns around it. In general, the color scheme is pretty muted and washed out. Can we change the color of the snout and then turn up the contrast while still making things seem cohesive? Try out a bunch of different colors, maybe?

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I think I'll go with… the first one. The middle one looks nice to me, too, but the first one just has a kind of straightforwardness to it. Straightforward can sometimes be a bad thing, coming off as generic, but in this instance, I think this works.

Okay! I think I'll call this design done. Note, though, how it took a few steps to get there (which, well, actually weren't exactly the steps I took to get here - there was a bit more experimentation I cut out because it didn't lead anywhere). Most of the time, you're not gonna strike gold on your first try. Even if it seems like you did, it's worth trying out different variations in case you come upon even finer gold. Plus, it exercises your creative muscles and works as practice. What you don't end up using for this design, you might pick back up and utilize in another one!

So, that was fun. But we can also have a bit more fun if we decide to create an evolved form for this fella. How should we go about that, though?

Well, the most obvious thing is to make it bigger. Bigger is stronger! What does the little pig look like when it gets bigger?

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Just… bigger, it seems. That's not very fun. That looks like annoying people online will complain that it "just gets bigger". Which it does. While annoying people are annoying, they'll occasionally have a point. Do we really want a later stage that is just the base stage but larger? What can we do to make it more interesting?

Well, the easiest answer is to add tusks, considering many pig species get tusks when they mature from piglets. It is similar to Piloswine in that regard and some other regards as well (snout, covered eyes, "lump" silhouette), but there are over 1000 Pokémon, so at some point you just kind of have to not be too bothered by the fact that your designs are going to more or less look like something that already exists. In fact, I believe that one of the reasons that people complain about Pokémon not looking like Pokémon now is that Game Freak is being forced to explore new design philosophies in order to keep their new Pokémon distinct enough from old ones. But, again, you're not a designer at Game Freak (unless you are, in which case hi, hello, big fan, please loosen your release schedule so you have time to polish your games more), so you shouldn't be tied to these restrictions. Hell, there's a lot of Pokémon fans out there that don't even know every Pokémon there is, so they're not gonna know better if you're reinventing Karrablast.

Anyway, tangent over, let's give that fella those tusks and also make it look a bit more imposing with a huge, Pumbaa-like lower jaw. And let's make that jaw paler like the hardening mud, and connect it to the other hardening mud, why not.

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Hey, doesn't it kinda look like he's wrapped in a blanket? Like a "pig in a blanket"? How serendipitous!

Still… those leaf-ears and covered eyes not changing at all from the base design kind of irk me. Can we change them somehow? Well, we could add more leaves. More "ears" seems weird, though, so we can make them into a mane instead which actually encompasses the ears. And, hey, why not make it so that this mane reaches down enough to be the thing that covers the eyes instead of the hardening mud? Maybe also add some leaves to the rest of the body so it isn't so bare down there. Make them vaguely almost like hands? And I think I want to tweak this color palette a bit, maybe lean on that one color scheme we tried on the previous form… okay, done.

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Yeah, this thing seems like it has a distinct vibe to the first one, now! I think I'd call that good enough, at least for the purposes of this ramble.

So, we have two monsters now! I don't think there's really enough conceptual space to try and add a prevo to the first one or an evo to the second. Maybe a Mega could be conceived of, who knows, but I don't really have a great grasp on their design philosophy. I'm pretty happy with just these two guys we got. I hope they look nice enough to you all, too.

What? Names? Oh, that's kind of out of the subject of character design, isn't it? It's fun, but not something I set out to do here. So, why not let you guys name these fellas instead? Decide their typings as well? Though Ground/Grass seems a bit of a given.

I think we're in a pretty good place to stop - for now, anyway. I'm realizing that I do have a few more things that I could potentially ramble on about (such as contrast in both color and shape, or why legendary design eludes me, spurred on by Nekodatta), but I'm a bit all rambled out for the near future. Maybe in a few weeks or months. I'm still open to answering further inquiries into my own views and methods regarding Pokémon-like monster design, though! I'll just not write another thousand words in response.

Thank you for reading, and see you around!
 
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