Designing Characters and Worlds for Repeated Use

Lunora stained-glass artwork behind the Otherworlds Inc. title Designing Characters and Worlds for Repeated Use.
Lunora stained-glass artwork behind the Otherworlds Inc. title Designing Characters and Worlds for Repeated Use, arranged for mobile screens.

Hero art: Lunora artwork supplied by Otherworlds Inc.; asset-specific artist attribution pending. Editorial title treatment by Otherworlds Inc.

The Otherworlds Workshop · Making Comics · Guide 3

A character looks convincing in the first drawing. Then the script asks them to turn around, kneel beside a table, reach into a pocket, and speak while trying to hide their fear.

Each drawing brings another question. How does the coat fasten? Where does that braid begin? What happens to the face when the expression changes? If another artist picks up the scene, which decisions can they find and which will they have to invent?

Designing for a comic means preparing a character or place to survive those questions. The aim is to preserve its identity while giving the artist enough freedom to make it feel alive.

In Planning a Comic You Can Finish, we defined a manageable project. In Writing for the Comic Page, we turned a scene into visible actions and decisions. Now we will build the references those drawings need.

By the end, you should have a small visual reference package, a record of important changes, and a drawing test that shows where more preparation would help. Bring the short script from the previous guide, or choose one character, one recurring place, and one object they need to use.

1. Start with the Questions Hidden in Your Script

Read the scene as someone who has to draw it. Mark every person, place, outfit, and object that appears. Then look for what happens to them.

Our continuing exercise follows a courier who opens a sealed wooden parcel and offers water to the creature inside. The script already gives us a worktable, closed door, knife, cup, and chair. These details create practical design requirements.

Script requirement Question to resolve Useful reference
The courier cuts the seal but keeps the lid closed. Where is the seal, and how will its broken state read? A close view of the closure before and after cutting.
A creature retreats into the parcel, then approaches the water. How large is it relative to the box and cup? A simple comparison drawing showing all three.
The courier pulls a chair beside the table. Is there space for the chair and the courier’s legs? A rough room plan and seated pose.
The courier looks toward the closed door. Where is the door in relation to the worktable? A location sketch identifying both.

Work through the requirements that could interrupt the next scene. A frequently handled object may need more explanation than a spectacular building seen once in the distance.

Keep a short list of unresolved decisions. “The parcel’s hinge side is undecided” is useful information. It tells the team where invention is still welcome and prevents an exploratory drawing from quietly becoming the standard.

2. Find What Makes the Character Recognizable

Draw your character small enough to sit comfortably inside an ordinary panel. Look at the features that remain readable: perhaps the shape of the hair, the relationship between head and shoulders, a particular collar, or the way they carry their weight.

Those features give you somewhere to begin. Choose the ones that matter to this design, then examine whether they survive a new angle or expression.

A silhouette test can reveal a pose whose hands disappear into the torso. A grayscale check can expose two important shapes that merge when their colors are removed. Treat both as diagnostic tools. Some comics deliberately use subtle differences between characters; the test should serve the story you are making.

Looking at Oka Inari

The supplied Oka Inari sheet offers several things to compare: a masked portrait, a full-length figure, and two fox-like studies. Pink and orange hair or fur, touches of green, and repeated red accents create relationships across the sheet. The white mask provides another strong point of recognition.

Oka Inari character design sheet with a masked portrait, a full-length pink-haired figure in green clothing, and two fox-like studies.
Lunora artwork supplied by Otherworlds Inc.; asset-specific artist attribution pending. Explore Lunora: Issue 1.

A useful exercise is to identify which visible features you would preserve in a small drawing, then list what the sheet leaves open. A rear view or a closer look at a fastening could answer a future drawing question. That does not make the concept sheet unsuccessful; it tells us what a different production task would require.

The sheet alone does not explain the story relationship between its human and animal depictions. Visual observation can identify repeated features. Canon needs its own evidence.

3. Make a Reference Sheet Someone Can Use

CELSYS’s comic-creation guidance recommends references for recurring expressions, body language, outfits, hairstyles, and views. That is a useful starting point. Your script determines how much of it the present project needs.

For this workshop, organize the reference around three kinds of decision:

Keep consistent Allow to vary Still unresolved
Features that carry identity or story information. Changes required by acting, movement, lighting, or the chosen style. Questions the available views do not answer.
Example: a plot-relevant mark on the character’s left hand. Example: loose hair moving across the face. Example: how the coat closes at the back.

These examples are invented for the lesson. Create your own list rather than treating them as requirements for every character.

A useful reference may combine a neutral pose with construction notes, relevant side or rear views, expressions, and important accessories. Keep comparison views at an agreed scale. A tilted action pose and a neutral standing view can appear different in height for reasons that have nothing to do with the character’s actual proportions.

For a recurring pair, add a simple shared scale reference. For a character who spends the scene talking, study the face from the angles you expect to use. For a creature being carried, show how its body sits against a hand or arm.

Comic artist Carlos Nieto describes choosing reference views according to the design’s needs. A full turnaround can be valuable, especially when clothing or anatomy becomes difficult from behind. It is a preparation choice, rather than a quota of drawings every design must satisfy.

Leave room for acting

A neutral face cannot answer every emotional question. Try the character concentrating, withholding a reaction, and finally letting it show. Watch what moves around the eyes, mouth, shoulders, and hands.

Guide 2 introduced H.S. Crow’s belief that every person is a story. A practical extension for drawing is to observe habits as well as features: how someone occupies a chair, handles an object, or turns toward another person. For a fictional character, choose the habits that express their particular experience. A convincing reference helps an artist understand how that person behaves.

4. Let Clothing and Objects Work in Motion

Choose an action from the script and draw the design performing it. A sleeve may look elegant at rest and become unclear when the arm bends. A long coat may hide the hand that needs to reveal an important object.

For our courier, try reaching across the table, holding the cup, and sitting beside the open parcel. Resolve how the clothing hangs in those poses before investing in decorative surface detail.

When an accessory has an important location, label it in the character’s own left/right terms. “On the character’s left wrist” remains meaningful as the camera moves. Mirroring a drawing for convenience can reverse an asymmetric design, so inspect those details afterward.

The parcel needs its own small reference. Choose where the lid opens, where the seal crosses the closure, and how the cut ends remain visible while the lid stays down. Those decisions make the final panel of the first scripted page possible.

Our creature also needs a scale decision. Sketch it curled inside the box, standing near its edge, and drinking from the cup. A large portrait cannot tell you whether those actions will fit.

Record the smallest amount of information that resolves each problem. A close drawing of a hinge may be more useful than another polished portrait of the courier.

5. Choose Which Details Survive at Different Sizes

Some details repay the effort of drawing them repeatedly. Others become marks too small to read.

Nieto’s character-design tutorial connects elaborate designs with the time needed to reproduce them across a comic. Use that observation to examine your own workload. Keep the details that contribute to the work, then decide how their treatment changes with distance.

Here is a proposed detail guide for the courier’s parcel:

View What to show What can simplify
Closure close-up The seal’s cut edges and the lid remaining closed. Wood grain away from the important action.
Ordinary table view Box shape, opening direction, and visible seal state. Small scratches and minor hardware.
Wide room view The parcel’s position and whether the lid is open. Fine surface texture.

If the reader must notice the cut seal in a wide view, make a deliberate staging decision. Bring it closer, give it more space, or establish it in another image. Simplification should preserve the information the scene depends on.

Try a repeat-drawing session

Draw the same subject in several ordinary views, recording the time and the points where you stop to solve a problem. There is no target speed. You are finding out where your design demands effort.

If you repeatedly search for a reference, improve how it is organized. If a decorative border is difficult to reproduce, try a simpler panel treatment and compare the results. If a pose exposes a construction problem, add a study that answers it.

Evaluate a design against the work you can sustain. A test that leaves you exhausted is information worth using when you return to the scope set in Guide 1.

6. Give Recurring Places a Geography

A room needs to support the actions that happen inside it. Before drawing several views, establish its useful relationships: where a person enters, where they stop, what they can see, and which objects they can reach.

CELSYS recommends a reference layout for recurring locations. A rough overhead drawing can do this job. Add only enough structure to answer the scene’s questions.

For the courier’s room, place the worktable, closed door, and chair. Mark where the courier stands while handling the parcel and where they sit afterward. Try a second view of that same arrangement. If the chair blocks the route or the door appears to change walls, repair the plan before decorating the room.

Looking at a Lunora interior

In the supplied bedroom page, a canopy bed and its drapery give the space recognizable features. The characters, curtains, and surrounding architecture offer points to compare as the view changes.

Lunora comic page showing a canopy bed, a pale-haired figure, a woman holding a white cat, and a dark swirling form.
Lunora artwork supplied by Otherworlds Inc.; asset-specific artist attribution pending. Explore Lunora: Issue 1.

Use the page to ask what a reference for this scene would need to contain. Which openings matter? How much of the bed is visible from the character’s position? What must another artist understand to draw a further view?

The finished page cannot supply every hidden dimension. Any floor plan we reconstructed from it would be a teaching interpretation. Keeping that distinction clear protects the artwork from becoming evidence for decisions its creator may never have made.

For your own location, keep the stable layout separate from changing conditions such as lighting, moved furniture, an open window, or damage. Record the changes that affect the story.

A simple 3D model can help with recurring views if it fits your workflow. Treat it as a reference for spatial decisions; the drawing still needs choices about emphasis and expression. Begin with the simplest tool that answers the question.

7. From Our Worlds: Making Caligo Drawable

Otherworlds Field Note · Lunora

In the earlier guides, we discussed Lunora’s comic script alongside the master document preserving the larger world of Caligo. A deep mythology can hold relationships and histories that extend far beyond the present scene. The artist still needs to know what that scene makes visible.

A useful bridge between those documents is a scene reference: the people who appear, the place they occupy, the objects they handle, and the details that carry meaning. It brings selected worldbuilding into the drawing process without asking every collaborator to search the whole archive.

Recognition across changing views

The two supplied chamber pages let us compare armored forms around a central group. The horned outline, broad armor, winged shape, and weapons provide recognizable visual anchors as the viewpoint and emphasis change.

Lunora comic page with white and red lettering above a red-haired figure surrounded by armored forms in blue light.
Lunora artwork supplied by Otherworlds Inc.; asset-specific artist attribution pending. Explore Lunora: Issue 1.
Lunora comic page showing figures in a statue-lined chamber, facial close-ups, and a burst of blue-white light.
Lunora artwork supplied by Otherworlds Inc.; asset-specific artist attribution pending. Explore Lunora: Issue 1.

As a study, choose one visible form and follow the features that help you recognize it in both images. Then identify what remains unknown. This is a reading of the finished artwork; it does not establish what reference sheets the team used or how the scene was originally planned.

That distinction matters when learning from your own work, too. You can build a useful reference from a finished page, but mark any new decisions you make while doing it. Otherwise, a helpful reconstruction can be mistaken for an established fact.

Let the world leave evidence

The stained-glass illustration offers another kind of reference. Its tall arch, divided panes, central armored figure, and smaller surrounding forms create a visual structure that can be studied independently of the scene.

Lunora illustration of a tall stained-glass window with an armored central figure, smaller figures, flowers, and colored light.
Lunora artwork supplied by Otherworlds Inc.; asset-specific artist attribution pending. Explore Lunora: Issue 1.

For a recurring world element, ask which parts must remain recognizable and how much needs to appear in a distant view. Record symbolic meaning only when the story establishes it. Seeing a figure inside a window is enough to describe its appearance; explaining whom it represents requires more information.

Readers curious about the world behind these examples can explore Lunora. Here, its value as a teaching example lies in the human choices made visible on the page: what receives detail, what remains readable, and what carries recognition from one drawing to another.

8. Keep the Reference and the Story’s Changes Separate

The courier’s parcel starts sealed. Later, it is open. Both images can be correct because they belong to different moments.

Keep an approved baseline reference for the object’s design, then record its changing state beside the script. A simple continuity list for our exercise looks like this:

Script point State to preserve
Page 1, Panels 1–3 Seal intact; lid closed; contents concealed.
Page 1, Panel 4 Seal cut; lid still down; knife beside parcel.
Page 2, Panel 1 Lid open; creature withdrawn into the far corner.
Page 2, Panels 2–3 Water offered; creature moves toward the near edge to drink.
Page 2, Panel 4 Chair beside the open parcel; water available; cut seal on the table.

This preserves the exact teaching sequence from Guide 2. It also makes revisions easier to inspect: if the action changes, update the relevant entries before the next drawing pass.

Make the current version easy to find

Our suggested reference index has six fields: asset name, version, status, source-file location, creator credit, and a short change note. Add an applicable chapter or scene when a design changes during the story.

A filename such as courier_coat_reference_v003 becomes useful when the index says what version 3 changed and whether it is approved. Separate exploratory concepts from working references, and retain earlier approved versions when existing pages depend on them.

Preserve editable source files alongside convenient viewing copies. Agree which person resolves a new design question and where the answer will be recorded. This applies to a solo project as well: after time away, you should be able to understand your earlier decisions.

Keep the artists’ names attached to the work. A reference folder is also part of the record of who helped create the world.

9. Test the Package Before Finished Pages

The animation lesson Character Model Sheets from Larry’s Toon Institute proposes letting another artist draw from the reference. That is a useful test of whether the information travels. We can adapt it to a small comic project without adopting an entire animation pipeline.

For this workshop, prepare:

  1. Three useful views of your character. Choose angles the scene actually needs, with an expression or action that tests the design.
  2. One object in two story states. For our parcel, show the intact seal and the cut seal with the lid still closed.
  3. Two views of the same location. Keep its important positions and scale relationships consistent.
  4. A short continuity list. Record the changes someone drawing later images needs to know.

Have a collaborator use the package, or return to it after a break if you work alone. Note every question that requires guessing. Inspect the drawings at the intended reading size, where a detail’s actual usefulness becomes clearer.

Make one specific repair

Suppose the parcel’s seal is readable in the reference, but your test drawing makes it appear intact after cutting. Identify what caused that result. Perhaps the ends overlap, or the separating line disappears at the final size.

Revise the closure detail so the cut ends separate visibly while the lid remains down. Draw the test again. That repair preserves the script’s intended reveal and gives the next artist a clearer instruction.

The same process works for a disappearing hand, an ambiguous costume seam, or a doorway that cannot be located from a second angle: name the uncertainty, add the missing information, and test the result.

Ready to move forward?

You are ready for thumbnails when the recurring subjects can be drawn in the needed situations, their important states are clear, and unresolved choices are recorded. The package can keep developing as the comic reveals new needs.

A good reference earns its place when you return to the page and can spend your attention on the person in the room: how they hesitate, what they reach for, and why they finally decide to stay.

Next in The Otherworlds Workshop: Thumbnails, Panels, and Reading Flow—testing how these designs become a sequence the reader can follow.

Sources and Further Reading

This guide combines the following teaching resources with observations of supplied Lunora artwork and original workshop exercises. The courier scene and proposed reference system are teaching examples.

By The Otherworlds Desk

About The Otherworlds Desk

The Otherworlds Desk is the editorial team at Otherworlds Inc., creating articles for Otherworlds Market, the company’s shop. We explore anime, manga, comics, games, mythology, fantasy, science fiction, art, storytelling, and the creative cultures that make imagined worlds feel alive.

Carlos Aramburo is the founder of Otherworlds Inc. and a writer, storyteller, and worldbuilder working across comics, novels, games, music, and transmedia mythology.

Soma is one of the editors and researchers behind The Otherworlds Desk, wandering the crossroads of ancient myth, forgotten histories, and the small enchanted details that make imagined worlds feel alive.

Lilith Ethelwood works in public relations for Otherworlds Inc., helping shape public communication and carry Otherworlds’ stories into the world.


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