Introduction
In this report I will be looking into some of the character design processes carried out during the production of Disney-Pixar's 'Up' (2009). I have chosen to research the development of this film in part due to the similar themes of house-based-adventure in this film and in my animated piece for this module. My research has primarily been informed by 'The Art of Up' (Tim Hauser 2009) and special features from the DVD of 'Up'.
The concept of ‘Up’ began with a simple sketch featuring an early incarnation of Carl (the films protagonist), described by director Bob Peterson as 'a cranky old man selling the happiest balloons you'd ever seen'. Despite this image having been produced long before any production had begun on the film, the juxtaposition of happiness and crankiness within the image already serves to encapsulate the basic essence of Carl; ostensibly callous and angry, yet warm and eccentric on the inside.
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| The initial sketch which led to the creation of Carl |
When
I began looking into character development for the film 'Up', one of the first
things to strike my attention was the powerful simplicity of much of the artwork. Many
of the images produced early on in the film's production consist simply of basic
lines and blocked out shapes, yet still manage to exude a powerful sense
emotion and personality.
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| Very early concept art conveying the general character of Carl |
Although
these images were produced at a very early point in development, they still offer a concise
and detailed insight as to the character of the films protagonist, Carl.
'Simplexity'
The term 'simplexity' was coined
during the production of 'Up' to describe the way in which its characters were
designed. Production designer Ricky Nierva defines simplexity as: 'the art of
simplifying an image down to its essence. But the complexity that you layer on
top of it - in texture, design, or detail - is masked by how simple the form is'.
Director Pete Docter states that the production team wanted 'to caricature and
heighten the sense of shape' in their character designs through the technique
of 'abstraction'. Comic artist Scott McCloud describes this process as 'stripping
down an image to its essential "meaning"' in order to 'amplify that
meaning in a way that realistic art can't'. This technique can be observed even
in early developmental artwork for the film:![]() |
| An illustrative sketch by Ricky Nierva portraying the use of shape in the character designs for 'Up' |
This sketch by Ricky Nierva
demonstrates the basic shapes that were used as a basis for some of the main
characters in 'Up'. An astounding amount of information and character is
conveyed through this image: we see Carl represented as a square - whose sharp
corners and harsh edges convey a harsh, grumpy character, while conversely, Ellie
is represented as a circle - the opposite of a square; no harsh edges or sharp
corners, just a soft round shape representative of a friendly and warm personality.
Already we can begin to draw connections between these characters and deduce
what kind of relationship they might have as a couple. Bob Peterson adds that
most characters are round, rolling and moving forward; with the exception of
Carl, who - being a square - needs the other characters to push him forwards.
Moving into later stages of the development, and towards more technically detailed concept art, the emotive charm of the images only continues to expand; while maintaining the 'simplexity' described above:
Moving into later stages of the development, and towards more technically detailed concept art, the emotive charm of the images only continues to expand; while maintaining the 'simplexity' described above:
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| Fig. 1: A piece of concept art produced by Daniel López Muñoz depicting the Character of Carl |
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| Fig. 2: A piece of concept art produced by Lou Romano depicting the Character of Carl |
These are some of my favourite
pieces of concept art from the film, primarily due to their beautiful
simplicity. While the images merely consist of a man sat at a table or on the
edge of a bed, they remain powerfully expressive. The characterisation
contributed by the designers' use of basic shapes in the character of Carl is
aided and embellished by the environment around him. The framing of the 'shots'
is also beautifully thought out, conveying Carl's state of mind. For example, the way in which Fig. 1 shows the door frame literally boxing him in, and the way in which the
lighting leaves Carl in the shadows.
'Chunkification'
As the character designs became more
and more developed in 2D, the production team began seeking ways of translating
their design ideas to 3D. This introduced new challenges in terms of
maintaining a traditional, minimalistic aesthetic; character supervisor Thomas
Jordan cites the work of Rankin/Bass as a major influence in this area.
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| Rudolph the Red Nosed Reindeer (Rankin/Bass 1964) |
Jordan explains that the team were
keen to achieve the same 'cosy, small, contained feel that stop-motion gives
you' in the visuals for 'Up', in particular to convey this atmosphere within
Carl's house. Ricky Nierva uses the term 'chunkification' to describe the 'charming,
toylike quality' created through the emulation of a traditional stop-motion style.
Characters were modelled as though they had been created by human hands, as
opposed to having been modelled digitally. Nierva details the key characteristics
used in 'Up' to mimic the stop-motion style as larger, thicker features such as
strands of hair, eyelids, feathers and fingernails. Once again, the team were
striving for simplicity in the basic form of their characters, as opposed to exploiting
the potential 3D allows to include almost limitless detail in an image.
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| Sculptures depicting the character of Carl during different stages of his life |
Above are sculptures of the final
character designs created as a reference for the 3D modellers. Sculptures are
often used during the development of a digitally animated 3D feature as part of
the general character design process, however given that 'Up' was intended to
look as though it could have been produced as a stop-motion piece, these
sculptures were vital to ensure that the 3D character models used in the film could in fact exist as real-life miniatures. Once 3D models had been produced to the specifications of these sculptures, the character design process was complete.















