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Character Design
Design of Computer Games
Martin Sillaots
Aug 8 2019
# 9
Character Design
Character Development
• Center point of the story
• Emotional aspects
• Visual look
• Selling point
Avatar Characteristics
• Player identify with character
• Make player think
• Special
• Credible
• Gameplay structured around the character
Avatar Types
• No avatar
• Semi-specific avatar
• Specific avatar
Not Defined Avatar
• Designer don't specify anything about them
• Avatar is not visible
• Avatar don't speak
Gordon Freeman
Semi-Specific Avatar
• Representatives of the player
• Balance between not defined and specific avatars
Specific Avatar
• Centre point of the story
• Identifying with the hero
• Player controls avatar to
certain limit
April Ryan – Longest Journey
Avatar Controlling
• Indirect - point and click
• Direct control
Gender-Specific Character Design
• Male avatars
• Female Avatars
• Stereotypes
Male Avatars
• Main characters mostly male
• Players are male
• Some exemptions
• Males don't identify with
character
Heather - Silent Hill
Female Avatars
• Female characters
• Females identify with character
• Customization is important
Hypersexualized Characters
• Exaggerating sexual
attributes
• Most common
stereotype
• Not strong advantage
for selling
• Big breasts don't sell
bad game
Archetypes
Male archetypes
• King
• Warrior
• Magician
• Lover
Female archetypes
• Queen
• Mother
• Wise woman
• Lover
Male archetypes
What is your archetype?
www.archetypes.com
Art-Driven Character Design
Design starts from visuals
Physical Types
• Human
• Non-human
• Hybrid
Visual Look
• Cool
• Tough
• Cute
• Goofy
Ratchet & Clank
Ryu - Street Fighter
Visual Elements
• Clothes
• Weapons
• Symbols
• Names
• Colors
• Partners
Design Methods
• Concept art
• Model sheets
• Character background paper
Concept Art
• Early drawings
• Different versions
• How the character
should look like
• Everybody is involved
Model Sheets
• Animations
• Different poses
• Different emotions
Character Background Paper
• Place of birth
• Education
• Current situation
• Job
• Finances
• Favorite book, movie, …
• Clothing stile
• Favorite food, drink
• Favorite activity
• Hobbies
• Personality
– shy – outgoing
– greedy – giving
• Funny sides
• Superstitions
• Phobias
• Traumatic moments
• Triumphs
• Past romances
• Current relations
• Religion
• Treating friends, lovers, …
• Political beliefs
• Possessions
• Pets
• Talents
• Best things to happen
• Worst thing to happen
Story-Driven Character Design
Design starts from behavior
Story-Driven Character Design
• Role
• Attitudes
• Values
• Personality
• Behavior
Character Attributes
• Characterization attributes
– Appearance
– Nature
– Activity
– Temper
• Status attributes
– Location
– Health
– Inventory
– Emotions
– Relationships
e.g. SIMS Character Attributes
Characterization attributes
• Neat
• Outgoing
• Active
• Playful
• Nice
Status attributes
• Hunger
• Comfort
• Hygiene
• Bladder
• Energy
• Fun
• Happiness
Character Dimensions
• Emotional sophistication
• Character growth
• Fundamental characteristics *
Roles
Character Audio Design
• Vocabulary
• Grammar
• Accent
• Speed and tone
• Specialties
Source
Mission # 9
Design your Game Avatar
or NPC’s if relevant
Characters Design Mission Details
• Sketch concept art of an character
– Face
– Appearance
• List character attributes
– Characterization
– Status
• Name
• Items
Characters

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Characters

Editor's Notes

  1. heroes, villains, … Business consideration - game name = character name (+ other stuff: books, …) Emotions: - getting emotional responses - emotional debt of the back story
  2. 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
  3. 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
  4. No avatar – player E.g. Gordon Freeman - Half-Life - avatar is not visible - 1st wp - don't speak e.g. text based games
  5. Mario, Lara Puppet or doll
  6. 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
  7. Indirect - (adventure, role-play) - like personalities Direct - (action, platform) - like puppets
  8. Lara Croft - masculine action Man choose mostly default character
  9. Identification - extension of personality Customization - selling point for females
  10. 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
  11. Fundamental characteristics Hero's Journey (by Joseph Campbell)
  12. ALT: Behavior - Story-driven character design - design starts from behavior
  13. 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)
  14. 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
  15. 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
  16. Software GIMP - raster Inkscape - vector Blender - 3D
  17. Takes minutes to draw (not hours) Versions - different qualities Involved: programmers - how to model it? marketing - how to sell it? …
  18. body language facial experience one page
  19. List of characteristics
  20. ALT: Visual - Art-driven character design - design starts from visuals
  21. 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
  22. 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
  23. Fundamental characters – story structure
  24. Specialties – e.g. stuttering