Designing a Video Game
Character
Goals of Character Design
• Enhance story
• Emotional response
• Characters to identify with and care about
• Credible within the game style
• Create characters that people can:
– Find intriguing (even if a villain)
– Can believe in
– Can identify with
• Distinctive enough to be memorable
Avatars
• Player-designed
• Flexibility differs by genre
–Role-playing games usually the best at this
–Race, gender, hair, physical attributes, etc.
• Typically no personality at first and is given by
the player.
• Goal is tools for players to create themselves
Non Specific Avatar
• Designer doesn’t specify anything.
• Allows very tight connection between player
and avatar
– Dead Space’s Isaac Clarke
• Limiting for designer
Specific Avatar
• Goals
• Personality of their own
• Belong in the game
• Player’s relationship more complex
– Identify with, not become
Semi Specific Avatar
• Only partially characterised
• Better to make cartoonish
• Common with action game avatars
– Mario
Control Mechanisms
• Indirect (“point and click”)
– Doesn’t steer avatar, points to where to go. Player
as disembodied guide friend
– More likely specific avatar
• Direct
– Player steers avatar through game world, doing a
variety of actions as necessary
– More likely nonspecific or semi-specific
Designing the Avatar
• Nonspecific, semi-specific or specific
– Visual, psychological, social
• Direct or indirect control
• Goal: character the player can identify with
qualities they can appreciate
Character Physical Types
• Humanoids
• Non-humanoids
• Hybrids
Defining Attributes
– Superman, upholder of “truth,
justice, and the American way”:
bright/cheery, American flag
– Batman, Dark Knight of Gotham
City (grittier, more run-down
than Metropolis): somber
• Clothing, weapons, symbolic objects, name.
• Colour palette reflects character’s attitudes or
emotional temperament.
Side Kicks
• Most prominent common element in game
design
• Combine qualities (e.g. tough with cute) to
provide variety and comic relief
• Benefits:
– Give player additional moves and actions.
– Extend emotional range of game.
– Can give player information they couldn’t get
otherwise.
Believable Characters
• Major characters need rich personalities
– Where was he/she born?
– What are his/her favourite activities?
– What were his/her biggest triumphs in life?
– What are his/her interesting or important
possessions?
• Attributes
– location, health, relationships, etc
– Can change as the player plays the game
Believable Characters
• Three golden guidelines to developing
effective, believable characters
– Needs to intrigue the player
– Needs to get the player to like him
– Needs to change and grow according to
experience
Character Archetypes
• Hero
– Outer problem is aim of game
– Inner problem is flaw or dark
secret
• Mentor
– Guide character
• Higher self
– Hero as he aspires to be
• Ally
– Meant to aid the hero
• Shape shifter
• Form changer
•Threshold guardian
• Progress delayer
•Trickster
• Mischief maker
•Shadow
• Ultimate evil
•Herald
• Used to facilitate change in
the story
• http://www.youtube.com/watch?v=FQ7YT8Aj
r0c&feature=related
character-120918033217-phpapp01.pdf......

character-120918033217-phpapp01.pdf......

  • 1.
    Designing a VideoGame Character
  • 2.
    Goals of CharacterDesign • Enhance story • Emotional response • Characters to identify with and care about • Credible within the game style • Create characters that people can: – Find intriguing (even if a villain) – Can believe in – Can identify with • Distinctive enough to be memorable
  • 3.
    Avatars • Player-designed • Flexibilitydiffers by genre –Role-playing games usually the best at this –Race, gender, hair, physical attributes, etc. • Typically no personality at first and is given by the player. • Goal is tools for players to create themselves
  • 4.
    Non Specific Avatar •Designer doesn’t specify anything. • Allows very tight connection between player and avatar – Dead Space’s Isaac Clarke • Limiting for designer
  • 5.
    Specific Avatar • Goals •Personality of their own • Belong in the game • Player’s relationship more complex – Identify with, not become
  • 6.
    Semi Specific Avatar •Only partially characterised • Better to make cartoonish • Common with action game avatars – Mario
  • 7.
    Control Mechanisms • Indirect(“point and click”) – Doesn’t steer avatar, points to where to go. Player as disembodied guide friend – More likely specific avatar • Direct – Player steers avatar through game world, doing a variety of actions as necessary – More likely nonspecific or semi-specific
  • 8.
    Designing the Avatar •Nonspecific, semi-specific or specific – Visual, psychological, social • Direct or indirect control • Goal: character the player can identify with qualities they can appreciate
  • 9.
    Character Physical Types •Humanoids • Non-humanoids • Hybrids
  • 10.
    Defining Attributes – Superman,upholder of “truth, justice, and the American way”: bright/cheery, American flag – Batman, Dark Knight of Gotham City (grittier, more run-down than Metropolis): somber • Clothing, weapons, symbolic objects, name. • Colour palette reflects character’s attitudes or emotional temperament.
  • 11.
    Side Kicks • Mostprominent common element in game design • Combine qualities (e.g. tough with cute) to provide variety and comic relief • Benefits: – Give player additional moves and actions. – Extend emotional range of game. – Can give player information they couldn’t get otherwise.
  • 12.
    Believable Characters • Majorcharacters need rich personalities – Where was he/she born? – What are his/her favourite activities? – What were his/her biggest triumphs in life? – What are his/her interesting or important possessions? • Attributes – location, health, relationships, etc – Can change as the player plays the game
  • 13.
    Believable Characters • Threegolden guidelines to developing effective, believable characters – Needs to intrigue the player – Needs to get the player to like him – Needs to change and grow according to experience
  • 14.
    Character Archetypes • Hero –Outer problem is aim of game – Inner problem is flaw or dark secret • Mentor – Guide character • Higher self – Hero as he aspires to be • Ally – Meant to aid the hero • Shape shifter • Form changer •Threshold guardian • Progress delayer •Trickster • Mischief maker •Shadow • Ultimate evil •Herald • Used to facilitate change in the story
  • 15.