ORIGIN:
Okay, so what is Barbaric Melons? Honestly? It was just a stupid name that I came up with a long time ago. When I used to design educational video games we were considering rebranding our company name and so the director was taking in suggestions. Most of our ideas were pretty stupid, and I was no exception to that. Needless to say my suggestion was not picked, but I decided to keep the name on the back burner for whatever it is I was doing.
in 2017 I’d been getting back into 2D animation. I was trying to come up with some simple character ideas where I wouldn’t have to animate so much complexity every time I wanted to create something animated and convey a joke. So what’s something that doesn’t need arms, legs, and a myriad of other drawn assets?
Think…
Watermelons…
Barbaric Melons…
DESIGN:
As I made mention to you earlier, I was really focused on creating characters that we didn’t specifically need a lot of animation. And by that I mean as much as I like movement, the type of interactions I like are mostly dialogue-driven. So that’s why most of my characters, being watermelon of course, are specifically without arms and legs so I can focus on the mouth and the facial features. Additionally I can work on giving him props like hats, helmets, and anything else that would look goofy but accentuate their character slightly.
![](http://barbaricmelons.com/wp-content/uploads/2022/12/bm3-1024x898.png)
![](http://barbaricmelons.com/wp-content/uploads/2022/12/bm2-1024x898.png)
![](http://barbaricmelons.com/wp-content/uploads/2022/12/bm1-1024x898.png)
I’ve used three separate programs for animated watermelons. They started out in Adobe After Effects, I switched to Toon Boom to try that out for a little bit, but eventually settled with Adobe Animate since the complexity is rather minimal.
EPISODES: