Poses in visual novels, or how to hold a character properly in the frame

A place to discuss things that aren't specific to any one creator or game.
Forum rules
Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
Post Reply
Message
Author
User avatar
Andredron
Miko-Class Veteran
Posts: 826
Joined: Thu Dec 28, 2017 2:37 pm
Location: Russia
Contact:

Poses in visual novels, or how to hold a character properly in the frame

#1 Post by Andredron »

Visual novels are a quality art form that combines the visual and literary arts. However, when it comes to character illustrations, the most important aspect to focus on is the character.

A properly placed character pose can speak a thousand words. It can convey emotion, character, and even the depth of the story. But how do you determine which pose will be perfect for a particular moment?

One might think that there is one "right" pose. However, in reality, it all depends on the context and the author's intentions. Visual novels open up a huge space for creativity and self-expression, so that the choice of pose becomes at the forefront of the decision of a work of fiction.

Some characters may define in formal poses expressing status and power, while others may be presented in dynamic poses reflecting their strength or authority. In addition, it is important to consider both the physical and emotional state of the character. This will help convey the idea, emotional strain, or exact key points of the story.

In the process of creating visual novels, character poses are some of the most significant elements that help to connect the literary material with the images to create an impressive and wholesome experience for the readers. That is why it is important to give this aspect enough time and attention.

On materials, I don't know of many books in English that go into detail about this but here are a couple of materials on the subject:

1) LEVEL UP Your Visual Novel Sprites!


In simple words a story about the position of the sprite in the frame. Very briefly.
Learn how to use sprite scaling, camera movement, and clever composition to eke out static characters, and make your visual novel more visually engaging, and tell stories through visuals and direction!


2) Block-B. The visual story. Creating-the visual structure of film TV and digital media
https://drive.google.com/file/d/10YYrUN ... p=drivesdk
Image

A very detailed book that is more for movie directors. Very detailed story, but difficult to understand.
Visual Storytelling. Creating the visual structure of film, TV and digital media"

The book by the famous American specialist Bruce Block examines the basic principles of organizing visual narrative, which is the basis for film, television, and digital media. Based on rich illustrative material, the author provides a clear and logical development of the components of visual structure: space, line, shape, tone, color, movement and rhythm.
3)Editing Manual for Film and Television Workers
https://drive.google.com/file/d/10WQFYr ... p=drivesdk
Image

And on which I myself studied, unfortunately it is only in Russian, the book maternity home from the USSR.

Written in simple language, with lots of examples, and explanations as to why the actors in a given shot are positioned that way. The only disadvantage is that the book was written almost 50 years ago, and it contains only the base, and therefore the book can be used more as a cheat sheet rather than as a self-teaching textbook.
Manual on editing for film and television workers. Abstract on the book "Grammar of Film Language" by D. Arijon

This abstract on "Grammar of Film Language" by Daniel Arijon is a teaching aid for directors, cameramen, editors and all those who strive to improve their professional level in cinema. The refereed book fairly documents the making of a motion picture. Directors all over the world use the editing and filming techniques described in Arijon's book. This book will greatly reduce the learning curve and avoid the difficult search for information about filmmaking. The book represents the practical experience gathered by the best directors over a long period of time of their numerous movie trials.
If you have links to articles or books on this material that will help you better understand poses and sprite construction on the frame, please share them.
Renpy textbook (in Russian). https://disk.yandex.ru/i/httNEajU7iFWHA (all information is out of date) Update 22.06.18

Sawa - a game of the Drow Nation

Honest Critique

Poses in visual novels, or how to hold a character properly in the frame

Help save articles to the webarchive. [/color]

Please save your projects on github, you would know how hard it is to find projects after 7 years...

User avatar
Fuseblower
Regular
Posts: 193
Joined: Sat Jan 16, 2016 6:01 pm
Projects: Mall Macabre, Slushball Slasher, Doomed Diner, Tenkeiteki Tokyo
itch: fuseblower
Location: Netherlands
Contact:

Re: Poses in visual novels, or how to hold a character properly in the frame

#2 Post by Fuseblower »

I have several books on the subject (the "Dynamic" Burne Hogarth books are pretty good, also for drapery and lighting) but the thing I've used mostly to get a handle on poses was to make hundreds (perhaps thousands) of 5 minute sketches of paused frames of movies. Especially musicals from the 50s and 60s which were all flat lighted and in wide shots clearly showing the bodies of the performers so none of that quick cutted half-lit mostly suggested stuff of modern times.

And Google is your friend for drawing hands in certain poses. Of course, any half decent artist can draw a pointing hand, a fist, an open hand, etc. but it's when hands interact with objects then using search terms like "holding syringe", "holding camera", etc. is very convenient.

User avatar
Andredron
Miko-Class Veteran
Posts: 826
Joined: Thu Dec 28, 2017 2:37 pm
Location: Russia
Contact:

Re: Poses in visual novels, or how to hold a character properly in the frame

#3 Post by Andredron »

https://ingthing.dev/behind-the-lens-1-vn-camerawork/

This the first of a planned series of posts for this blog about cinematography and scene direction for visual novels. It explains why camerawork could be for you, and why it’s such a valuable tool for us VN developers!
Renpy textbook (in Russian). https://disk.yandex.ru/i/httNEajU7iFWHA (all information is out of date) Update 22.06.18

Sawa - a game of the Drow Nation

Honest Critique

Poses in visual novels, or how to hold a character properly in the frame

Help save articles to the webarchive. [/color]

Please save your projects on github, you would know how hard it is to find projects after 7 years...

User avatar
Andredron
Miko-Class Veteran
Posts: 826
Joined: Thu Dec 28, 2017 2:37 pm
Location: Russia
Contact:

Re: Poses in visual novels, or how to hold a character properly in the frame

#4 Post by Andredron »

Image

The Art of the Storyboard shows beginners how to conceptualize and create drawings that will communicate a continuity to the cinematographer, production designer, and special effects supervisor, or how to create an outline around which to develop an animation program.

Using sketches of classic film frames from silent to modern times, The Art of the Storyboard covers the history and evolution of the craft and discusses the essentials of translating your idea to paper, from rough sketch to finished storyboard. Over 100 illustrations from the work of the author and other storyboard artists illuminate the text throughout the book. Exercises at the end of each chapter help students develop essential drawing and visualization skills.

The Art of the Storyboard teaches fundamental drawing techniques and illustrates the use of perspective, light and shadow, and depth of field to depict the human figure in motion. This book introduces students to the basic components of storyboarding, such as composition of the shot, placement of figures, and use of camera angles.

https://disk.yandex.ru/d/uLSno-3nmZFVGw
Renpy textbook (in Russian). https://disk.yandex.ru/i/httNEajU7iFWHA (all information is out of date) Update 22.06.18

Sawa - a game of the Drow Nation

Honest Critique

Poses in visual novels, or how to hold a character properly in the frame

Help save articles to the webarchive. [/color]

Please save your projects on github, you would know how hard it is to find projects after 7 years...

Post Reply