Concept: Alexa

February 6, 2011

Considering her relatively brief (but important) appearance in the narrative as it currently stands I spent a disproportionate amount of time drawing up Alexa’s design. As an experienced neurological scientist I’d original envisioned her being much older, however her role and personality didn’t really fit my initial sketches and so I ended up making her appear considerably younger – assumedly being around 30-40 years as opposed to 50-60.

Dress wise I went for something a little different to my other characters, giving her the sort of smart wear fitting for someone of fairly influential standing and suitably formal for someone out on business. It does occur to me that glasses in a society of advanced cybernetics might be a slight anachronism, but just as laser eye surgery and contacts haven’t wiped lenses out it doesn’t seem too farfetched that the same might apply with future cyborg enhancements.

All in all I rather like this one, It’s just a bit of a shame such a minor character worked out so remarkably well.


Concept: Baldo

January 25, 2011

Baldo is something of a departure from my previous designs. Standing at the far end of the spectrum from Baer with his creaky enhancements, this is a man of immense wealth and power who would naturally flaunt it with some high end implants (see the cheeks, eyes and brow), at the same time though he’s someone concerned with looking good and as much as he’d want to show off it remains doubtful he’d embrace the more freakish cyborg features. It is thus that these enhancements are present but remain muted in comparison with someone like Scratch, Baer or indeed Baby Face.

Also being a criminal figure of considerable greed and villainy I wanted him to be good looking but somehow uncanny, as though by attempting to create attractive looks via cosmetic surgery he tried too hard and slightly missed the mark. His face is bizarrely thin and elongated, while there’s something unsettlingly vampiric about his features. Baldo isn’t as obviously unnatural as some of the story’s other cyborgs but should remain quietly disturbing.

I’m fairly happy with most of the design for the head and face but the clothing seems a little too bland and uninteresting by comparison. Reckon I’ll give it another go after I’ve gathered some new ideas.


Concept: Baer

January 16, 2011

Lieutenant Baer is not proving an easy character to draw or to write, I’m trying to duck under the horde of horrible clichés surrounding policemen but frankly avoiding one usually means stepping into another. He’s an immensely irritable character, but also someone who cares about his job and fiercely defends moral decisions. Yes, exactly that sounds like every fictional police lieutenant since the dawn of time I know, but I am working on fleshing him out in my script and including some less predictable traits.

In terms of the design I went for a particularly hard wearing look with body armour and the crude prosthetic arm.  Given that my setting is intended to be largely lawless and hostile (particularly towards the authorities) it seemed that reflecting this in the police’s increased precautions would be a effective idea. What I particularly like about this design though is the sense of outdatedness; machines age and become obsolete all the time, but supposing the machine in question is a part of you? Baer is a great deal older than much of the cast and while his cybernetic prosthesis looks tough it’s remarkably basic and clumsy compared to those of someone like Scratch.

These are the themes I’d like his character to explore, the sense of being out of step with surroundings as both a person but also as an example of technology.

 


Concept: Scratch redux

January 15, 2011

My recent proposal presentation went down remarkably well, however I did recieve one particularly strong criticism regarding my character concepts – not over the characters themselves or my drawing style but specifically over their clothing, being told that their garb was too generic, too typical of the genre. Taking an honest look at the designs with fresh eyes I feel inclined to agree; currently I’m wearing (sorry) my influences on my sleeve a little too obviously. So, I tried a different approach…

I’ve being toying with the idea of drawing design ideas from cyberpunk’s parent genres of Noir and detective fiction for some time,  but remained apprehensive. Putting an old school spin on things could be interesting but it could also push my setting into steam/retropunk territory and loose focus as a result.

It is consequently with some caution that I approach this new aesthetic, I don’t intend to saturate my design with it but a few nods in the style of certain characters ought to result in a more interesting look and feel to my cast and – by extension – the setting. In the case of Scratch (above) I’ve tried to emphasise her role as the allegorical detective in the narrative with the braces & tie combo. It makes her appear more masculine but given her relatively butch personality this isn’t exactly a bad thing, while it also projects a stronger sense of the professionalism intended in the character rather than the ‘futuristic basketball player’ vibe her old outfit gave.

It’s looking like a promising new direction for my design so I’ll see how far I can take it before I have to compromise.


Reflection: Sacred Cows

January 15, 2011

I’ve just finished the first module of my MA, requiring me to submit a second proposal and run a presentation. Beyond meeting the obvious demands of the course this gave me a chance to reflect on the research and planning I’ve covered thus far, while also considering some criticism the panel gave me. My script is still in flux and concepts are being continually redrawn/imagined, but I have some aspects of the project which I now know to be certainties. So, it is these ‘sacred cows’ that I shall run over (sorry, that sounded wrong) – ahem – that I shall summarise here.

First of all there’s the matter of scientific grounding: from the very start I had the intention of basing as much of my setting in scientific fact and theory as feasible. I hesitate to suggest everything will have such a basis – there’s a good reason I didn’t pursue a career in cybernetics and as fiction it would be a shame if I didn’t have a little fun with things. All the same it’s my firm intention to maintain a reasonable level of credibility amongst the sci-fi and steer clear of some more outlandish ideas I might be tempted by. Greater realism means greater credibility, greater credibility means greater immersion.

In line with this credibility there’s my decision to firmly stick to a used future aesthetic. I’m hardly saying I want my cyborgs to be rusting piles of junk staggering around a post-apocalyptic scrap yard (did I just describe Battle Angel Alita?), but at the same time giving machinery, clothes and the surroundings a sense of usage and history seems far more realistic than off-the-production-line sheen. Precisely how I’ll manage this remains to be seen, but my drawing style tends to be inherently quite rough around the edges and consequently fitting to the desired look.

Then there’s the matter of my central pairing: My two main protagonists Scratch and Curt will be forced to work together by an unfortunate turn of events, consequently having to put aside personal prejudices and their general dislike for one another to resolve matters. Clichéd as it may sound this relationship is intended to be beneficial to both sides, each somehow addressing the weaknesses of the other. On the one hand the newcomer Curt is a very human character, but at the same time remains deeply cowardly and phobic. Scratch – a heavily modified cyborg – is someone who is strong with a great deal of integrity, but ultimately deluded about herself and the role the machine takes in her life. At the risk of sounding pretentious I could say this impromptu partnership is symbiotic much as the relationship between organic and mechanical in a cyborg is… but I’ll spare you and just say I’m still ironing out the details on this one.

Finally there’s my commentary. What exactly am I trying to say here? It’s somewhat traditional of most cyberpunk to imply that machines and technology have some sort of dehumanising effect upon people, but is this really fair? Couldn’t we argue that machines are humanised through human usage? Much as we move into a new house and decorate to our tastes, couldn’t we consider technology to be implemented into our lives similarly? Even this blog is a fine example; I’ve taken a bunch of templates and default settings, then customised them in accordance with my (worrying) personal tastes. I’m not saying technological advancement is always inherently good news given evidence to the contrary, but realistically speaking I’ve seen too much good done by it for outright condemnation to makes sense. It is thus that I wish to counterbalance more stereotypically negative undertones with a fair respect for technology’s positives as well.

So yeah, not many certainties yet but I’m about 99% sure that all of the latter will form some part of the finished graphic novel. The rest remains embryonic but bare with me and I’ll make this baby yet…