This document discusses character design for computer games. It covers developing characters around the story and gameplay, different types of avatars from non-defined to specific, controlling avatars both indirectly and directly, common stereotypes in gender-specific design, and using archetypes or a story-driven approach. Key aspects of design include concept art, model sheets, background papers, attributes, and audio design. The mission is to design a game character with sketches, attributes, and details.
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This material has been produced to be used on the BTEC Level 3 Games Development Extended Diploma (formerly National Diploma) course delivery. This resource can be adapted and amended for other relevant courses.
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34. Characters Design Mission Details
• Sketch concept art of an character
– Face
– Appearance
• List character attributes
– Characterization
– Status
• Name
• Items
Editor's Notes
heroes, villains, …
Business consideration - game name = character name (+ other stuff: books, …)
Emotions:
- getting emotional responses
- emotional debt of the back story
Main character
Player designed [e.g. in role playing games]
Designer designed
Identify- heroes
men not so deeply – men usually chose default avatars
very important to ladies – customization is important
Think - complex characters
Special - unique
Credible - consistent
No avatar
Designer don't specify anything about them
avatar is not visible
First person view
player
Semi-specific avatar
Representatives of the player
Player has a direct control - Puppet or doll (action, platform)
Specific avatar
Centre point of the story
Identifying with the hero
Player controls avatar to certain limit – person
Indirect control - point and click
Like "Personas" in software development
Player is not avatar but plays with it
e.g. adventure game avatars – specific avatars
No avatar – player
E.g. Gordon Freeman - Half-Life
- avatar is not visible - 1st wp
- don't speak e.g. text based games
Mario, Lara
Puppet or doll
Like "Personas" in software development
Player is not avatar but plays with it
If the character is realistic also actions should be realistic
E.G: April Ryan – Longest Journey
Indirect - (adventure, role-play) - like personalities
Direct - (action, platform) - like puppets
Lara Croft - masculine action
Man choose mostly default character
Identification - extension of personality
Customization - selling point for females
Avoid
Mainstream today
Mostly used in industry
Sell well to boys
e.g. Space Bunnies Must Die
e.g. Kratos - God of War
e.g Lara Croft
Fundamental characteristics
Hero's Journey (by Joseph Campbell)
ALT: Behavior - Story-driven character design - design starts from behavior
Human – Humanoid (Marvin - hitchhiker's guide to the galaxy, animal like humanoids - star wars)
- Non-humanoid
- vehicles, machines (e.g. R2-D2)
- animals
- monsters - asymmetric, extreme proportions
- Hybrid
- mermaid
- human-machines (Davros, Cylons - Battlestar Galactica)
Not original proportions
Not photorealistic
Exaggerations - like comic books
- Cool - never upset, sunglasses, smooth body language, cleaver, fast, focused (e.g. Ratchet - Ratchet & Clank)
- Tough - physical aggression, large gestures (e.g. Ryu - Street Fighter)
- Cute - large eyes and head, rounded, light, innocent (e.g. Mario)
Goofy - funny, odd, not upset (e.g. Goofy – Disney)
Style different in different continents:
- Europe
- Japan
- USA
Body shaping not enough
e.g. Indiana Jones
- Clothes
- Weapons (ax vs sward)
- Symbols
- hair style – don’t change
- jewelry - magic, meaning, or mysticism
- Names
- can reflect the nature (e.g. Rocky)
- avoid stereotypes
Colors e.g. Superman - cheery, Batman - dark, Spiderman
Partners
- sidekick
e.g. Robin
- balancing main character
e.g. Don Quijote and Sancho Panco
e.g. in action games (Jak and Daxter, Ratchet & Clank)
e.g. same avatar - Banjo-Kazooie
Software
GIMP - raster
Inkscape - vector
Blender - 3D
Takes minutes to draw (not hours)
Versions - different qualities
Involved:
programmers - how to model it?
marketing - how to sell it?
…
body language
facial experience
one page
List of characteristics
ALT: Visual - Art-driven character design - design starts from visuals
Symbolic or numerical variables
Characterization - change with small amounts (constitution)
Appearance = neat
Nature = Outgoing
Activity = active
Temper =mostly calm
Status - change frequently and with big amount
Location
Health
Inventory
Emotions
Relationships
Energy
Physical conditions
Hunger
Comfort
Hygiene
Emotions - How the behavior changes when emotion changes
- Zero dimensions - one state (e.g. orcs - hate and fear e.g. shooter games)
- One dimension - graduate change from one state to other (e.g. Gimly towards elves)
- Two dimensions - multiple warbles (e.g. Denethor – Father of Boromir and Faramir)
- Three dimensions - (e.g. Gollum)
Growth e.g. new moves
Characteristics - archetypes