Character Design
(taken
from a report by head designer, Carlos Amato.
You can read his full report on the production website)
Designing the Feedback
characters was a process of visualisation, but also one of
adaptation. To some extent, we were simply absorbing five
vivid stage characters and describing the physical properties
that the play and the performances clearly implied.
But it was also necessary
to generate character details that were not provided by the
play; our screenwriting process expanded on the Detective
once we settled on him as the lead character, and defined
more of a contrast between Myrth and Byrth, who were only
lightly distinguished in the play.
Once our storyline and
character profiles had been established by the screenplay
team, I began to sketch the characters and bring the drawings
to our weekly evening sessions. We collectively decided on
the drawings or elements of drawings that stood out as promising,
and I developed these in the week that followed, incorporating
ideas for facial and body features, clothing, and hairstyles.
Myrth, Byrth and the Detective
each underwent a fair amount of revision. The brothers were
a tricky task; to design young characters with strong presence
is difficult for me. But I think we arrived at a drawn design
for each brother that would gain richness and appeal in modelled
and animated form. There is a strange, quiet, organic evolution
that pushes a character when you put enough work into it;
after a while you begin to feel that you know the characters
as people, and not as ideas.
D’Earth was much
easier to draw, and I am fairly confident that we won’t
make many changes to him. He has life on paper, and I’m
itching to model and animate him. Grave is still in the pipeline;
we need to somehow reconcile the hulking brutish bouncer that
we established early in the year with the hilariously bizarre
personality that Lionel Newton gives to Grave on stage.
So here, with much fanfare,
we present the lead cast of Feedback. |