Today I explain my thinking process behind the design of He-Man in that big Masters of the Universe pitch I recently put together, and use it as a modeling exercise to highlight the various elements of communication in character design. If, as Dan Mishkin once said, everything in a comic is unreal, making everything real, then everything you use in your design is an opportunity to express something about your characters, their world, and the story’s worldview.
Music for this show is by Eliott Drozd.
Audio hosting provided by Ka-Blam Digital Printing and IndyPlanet Digital
Voiceover by Tara Platt
Subscribe through iTunes
Listen on Stitcher
Podcast: Play in new window | Download