The NonVerbal ThesaurusThe NonVerbal Thesaurus by OokamiKasumi
Not spoken > Body Language.
Latin thesaurus, treasury, from Greek thesauros.
n. pl. thesauri (-sôri) or thesauruses
1. A book of synonyms, often including related and contrasting words and antonyms.
2. A book of selected words or concepts, such as a specialized vocabulary of a particular field.
The American Heritage® Dictionary of the English Language, Fourth Edition copyright ©2000 by Houghton Mifflin Company. Updated in 2009.
Dialogue is VISUAL
-- Not just a bunch of words.
Watch the average conversation between two people. 90% of that conversation isn't in what's Spoken, it's in what they are DOING while they are speaking. It's in their Body Language. Body-language cues in your story alert the reader by SHOWING them what is going on in a character's head without Telling t
Unique Character Design TipsUnique Character Design Tips by thundercake
In my opinion, these are the most important factors in any character design: color, concept, shape, simplicity, cohesiveness, repeatability, personality and uniqueness.
Color: Any design with colors all over the place creates too many places for the eye to look. Keep your color design very simple and zen. Looking at the colors shouldn't be jarring or confusing. This isn't to say only use one color, not at all, but try to make sure the ones you use are harmonious. Avoid mixing and matching different saturations of the same color or picking colors that clash with one another.
My rule of thumb: Stick to no more than three base colors and some value variations.
Concept: Your design should have inspiration, even if the inspiration is just your intended character's personality or an interesting object that represents them. Your character could be a bookworm, and that would impact her posture, her clothing, her hairstyle...pretty much everything about her! You can design
Character Design 101Character Design 101 by Heartless-Bowser
When it comes to character design, there's more to it than just the appearance of a character. While the looks of a character can tell a lot about said character, we all know that looks can be deceiving!
A lot of people seem to think that designing the appearance of a character is a character design. It is, when it comes to visual design. But what is the character like?
When people do give attention to that question, they'll often come up with characters that are either loved or hated by everyone, that have epic superpowers or superhuman abilities that no one (not even God) can ever hope to topple, and if they do somehow get beaten the shit out of them suddenly remember that there's an even greater power sleeping within them, which they will instantly activate no matter if they got just a scratch or are severely wounded. I'm not even going into the melodramatic background stories of them there.
So, what makes a good character design? What is the key to making a belie