The Wonders of Creature Design
The widespread phenomenon known as PokΓ©mon has prompted me to think about a particular subject lately. Something that tackles the core of what a PokΓ©mon is. When one starts their journey into the world of art. You can either draw beloved characters or cool creatures, and the latter is what we will talk about today.
What is it about PokΓ©mon or media like it that captured the attention of kids and adults alike? What makes them divisive, and what can we learn from them?
First, we need context. PokΓ©mon is a multimedia franchise. It's a shared universe where humans co-exist with creatures known as PokΓ©mon, a large variety of species endowed with special powers. This franchise has appeared in video games, a trading card game, animated shows and films, as well as figurines, daily-use items, and plushies.
The original concept was founded by Satoshi Tajiri. The word "PokΓ©mon" is an abbreviation of Pocket Monsters. Most PokΓ©mon are based on real-life animals or mythical creatures from folklore. Since the first generation of PokΓ©mon, there have been 151 species and for every new region explored. A new generation of PokΓ©mon is introduced. At the time when I am writing this. There are 10 batches of PokΓ©mon regions/generations. Often remembered based on their core starters. The grass type, the fire type and the water type.
In the universe, PokΓ©mon live among humans. They can be wild, they can be companions with humans living the domestic life or as partners with a PokΓ©mon Trainer. Competing in fierce battles against opponents. Building up one's PokΓ©dex and uncovering the many wonders of this world.
From a meta perspective, PokΓ©mon are basically pets with superpowers. They come in all shapes and sizes, and their designs range from the cute, the cool and the dangerous. As mentioned. PokΓ©mon have three core starters. In actuality, there are [18 types] as shown on the chart here;
As the universe itself expands, we learn that there are now Legendary PokΓ©mon. Creatures with powers unused by common PokΓ©mon of eldritch proportions. While I can exhaust this post just by covering PokΓ©mon alone. We will not be doing that! Our intention here is to cover the general outline for the overall topic.
PokΓ©mon is very popular. Even if you don't know about it, you would definitely know some things about it. Be it a particular PokΓ©mon that you saw and admired in passing, or you would recognise this yellow rat anywhere.
So, why do we have this fixation on PokΓ©mon? Well, its becasue when you put all of them in one chart. They make absolutely no sense, and yet, they make perfect sense when you factor in the way humans are designed.
It's worth mentioning that the creator. Satoshi Tajiri (born in 1965) enjoyed discovering and catching insects and other small creatures in the various ponds and fields that surrounded his town as a child, which is where I assumed the ideas came from.
Taking a singular idea and expanding on it with new rules as to what makes that PokΓ©mon. Creatures have a much simpler template, so-to-speak. When we think of a character, we can assume it's mostly humanoid, but it has too many parts to draw. But if it's a creature, it can be as simple as the artist desires.
PokΓ©mon can appear like something based on our actual world, with some PokΓ©mon-esque vibes. They can appear either very nature-based or, in some instances, human-shaped. Such is the case with the original batch for what counts as PokΓ©mon.
This loosely defined principle and lack of consistency in PokΓ©mon's designs are its strengths. They appear in various ways, but maintain a distinct PokΓ©mon feel. For one, most PokΓ©mon can't talk, and even if they do, they can only say their names. Allowing a certain narrative between creature and character.
Of course, PokΓ©mon aren't the first creatures to have such broad rules in their design. In fact, they are certainly not the first media about a world populated with creatures. But they certainly made it their juggernaut.
So, after all that. Allow me the chance to talk about my own work for a second. It has been...too long since my last post about the Hoodlites. I haven't worked on them at all since my last mention of them. The Hoodlites were a mess.
To pull the curtain back and be open for a second, I felt like I diversified their initial concept into something more plush-like to provide variety. But, like PokΓ©mon being Pocket Monsters. The Hoodlites also share a similar DNA. Hoodlite is short-hand for "Hooded Little Thing" and the plush version just wasn't doing it anymore. So, I proposed a reboot.
I've gained some experience over some of my past changes and learned to embrace this type of creepy but also cute aesthetic. Letting the model of the [Japanese Rain Ghost] be my wayfinder for how their designs would go. The Hoodlites are now a lot simpler.
They have scrawny limbs that stick out of their bodies and various features as part of their accessories to differentiate themselves from each other. They will not be using special powers found in this universe, but instead rely on their ingenuity and skill. Co-existing with the Havenlites towards a common goal.
The strategy now is to exhaust every old idea in my creature designs and place them into one name while honouring their new rules. To make this new version of the Hoodlites more permanent. I aim to review every failed creature in the past that I have posted to truly unlock their potential in this new version of the Hoodlites. Starting with [Owen], who will from henceforth be called Ollie (yeah, not a very creative name, but bear with me here)
Ollie is going to be the Pikachu of the MTCR series. His new design will follow the new direction of the Hoodlites. Something a lot simpler and cleaner than before, but also familiar to fans of his initial design.
For a long time since the last time, there's hope for these creatures again. An exploration into the core of what the Hoodlites are. Even though all it took was a long wrong turn. For now, take solace that the Hoodlites are not dead. They are very much alive, and they will return.