Challenges of Telling Stories in a Single Frame!

Character designer, illustrator and storyboard artist, Ritaban Das, takes s through his own style of telling stories through illustrations in a single frame style of designing. He introduces his perspective that guides his ideas and also shares his process.
Sketching with friends
Sketching with friends
4 min read
Team Dank!
Team Dank!
Sketching with friends
Sketching with friends

CG. What are the particular advantages and challenges of telling stories in a single frame?

Ritaban. Illustration or design is a visual communication medium. It is important to challenge yourself with a different perspective, scale and how your subjects interact with one another. When sketching, I produce numerous roughs or loose drawings which later make into more developed sketches. I then decide on a final composition. The most critical element is really an activity of the subject. The figure is usually doing something and caught before it happens or just after. The other elements are supporting artefacts. Whatever I draw, I think of it as a clue or a breadcrumb that helps understand the complete story and message. It's up to the reader to put it all together and solve the riddle

Together
Together
Indian Warrior
Indian Warrior
Clown
Clown
Two Detectives cover artwork
Two Detectives cover artwork

CG. What are the essential designing tools and software you use for such an approach and how do you decide on what kind of a role they play in your work?

Ritaban. I usually make the design part in Photoshop, from scratch to end, and I work in Storyboard pro for storyboard. Tools can make your work easy or even open the avenues to do it faster, but it's based on how good your design sense, storytelling abilities and drawings are. These are the most basic fundamentals to create anything.

Merry Christmas
Merry Christmas
Two Detectives
Two Detectives
YUWA
YUWA

CG. What aspects do you particularly give attention to in your work to ensure effective communication through your illustrations?

Ritaban. I start by trying to understand the character, his/her background, history as well as his/her place in the story. Research helps at this stage since it's so important to understand the world you're creating before jumping into it Next, I'll do a series of drawings where I figure out the characters shapes and attitude; I try to just draw the first thing that comes to mind, knowing that I'll be changing it later. All the while, I'm searching for a new or interesting take on the character. After I've done a few rough thumbnails, I decide on the one that has the most appealing silhouette, shape proportions and that best describes the character. I then start to flesh out the character and begin to add details, keeping in mind any specific traits described in the script or story.

The Warriors.
The Warriors.
Odd Socialites #1
Odd Socialites #1
Red Necks
Red Necks

CG. How do you describe your process and goal of designing?

Ritaban. Being a Character Designer and Illustrator, most of my work is very much character driven, blended with humour and very graphical too. I always try to convey some sort of stories through each and every character or Illustration I make I like to play with various shapes and silhouettes and usually keep things simple. The character design process is, in a way, a combination of different things. I ask myself 'Who am I drawing?' What is his/her personality?' I look at the work of influential artist sometimes to get some ideas or even start from a drawing I like and translate it into my style. Then, trying to forget those influences, I often start from scratch with a basic shape such as the face as it determines the rest of the character for me, then the body (this can be a circle, oval or even a pear shape – it all depends on the personality of the character I want to draw)

Battle of the Beasts
Battle of the Beasts
Inked!
Inked!
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