Graeme Browning Sean Wikant
Memorable characters that the player can care about ◦ Can be complex (not hero or villain) Not a simple challenge. Many factors effect good character design ◦ Well drawn (suitable art style) ◦ Well constructed (harmonious voice, body clothing etc. ◦ Distinctive ◦ Behave believably ◦ Relatable Good characters are one of the main reasons you remember a game ◦ Driving force behind sequels, or paraphernalia
The avatar is the protagonist in the game Players relate to character in varying degrees Freedom to control character creation ◦ Seen in Neverwinter Nights ◦ Avatar is a mask the player wears
Specific Characters have a history ◦ Spy Fox (talks to you) (29:50) Non-Specific characters don’t have a back story. The designers don’t know anything about them either! Playing yourself ◦ X3 ◦ Papers Please Middle Ground ◦ The Witcher: Play as a character based on a series of books. (middle ground because he has amnesia)
Indirect: ◦ Point and Click Spy Fox ◦ Player is a guide Direct: ◦ Steer Body Skyrim ◦ Player becomes character, inherits their abilities ◦ Can feel like a puppet which stops the player from worrying about the character’s emotions
Historically game protagonists are more relatable to guys. ◦ Also seen in other forms of media More recent games have featured female protagonists. ◦ But can be very masculine still, which still doesn’t appeal to women. They prefer more believable female characters Women tend to prefer more avatar customization, where as men are fine with premade characters.
Use the previous option to cater to your intended audience Don’t make an unjustifiably unpleasant character
Art Driven Character Design ◦ Come up with an appearance first and then build the character around it ◦ Good for games where the personality is stagnant or not important to the story ◦ Good for making merchandise ◦ Good for designing series mascots Link, Mario
Character Physical Types ◦ Humanoids Arms, Legs, Head, decent proportions Animal faces are modified (ex: eyes at the front) ◦ Non Humanoids Monsters, Cars, etc. Can still have personalities (see any pixar movie) Goo Balls? ◦ Hybrids Mix of the above
Cartoon Qualities ◦ The physical qualities of the character describes their personality Cool, Tough, Cute, Goofy are common stereotypes Watch out!! Often the visual cues we associate with the above stereotypes vary between cultures. This also depends on the target audience.
Hyper Sexualized Characters ◦ Exaggerate sexual attributes Lara Croft Samus Kratos Ivy ◦ Appeals to teenagers (and some adults) ◦ Limits your audience because some people hate this ◦ Doesn’t distinguish your game characters
Clothing, Weapons, Symbolic Objects, Names ◦ Can flesh out the characters Back story Personality ◦ It’s good to make use of historical or cultural meaning Jewellery often relates to magic ability Most game genres have associated symbolism ◦ Can be used to identify the main character easily Keyblade Triforce
Colour Palette ◦ Makes the character distinctive, and easily recognizable
Colour Palette ◦ Hints at personality
Sidekicks ◦ Allows contrast Personality Additional abilities ◦ Can be there to provide information
Story Driven Character Design ◦ Start with a character’s personality, role, and behaviour
Role, Attitude, and Values ◦ Good to have these well defined for a character ◦ Determines how the character reacts in the game world ◦ When it’s better show rather than tell Appearance, Language, Behaviour Exposition is boring! Can use the character’s reaction to events
Attributes ◦ Data describing the character with symbolic or numeric values Property State of relationships
Attributes ◦ Status attributes Change frequently health, location ◦ Characterization attributes Core details of the personality skill points
Character Dimensionality ◦ Zero Dimensional Discrete emotional states Enemies ◦ One Dimensional Spectrum for one feeling Moral decisions are somewhat harder ◦ Two Dimensional Multiple variables that don’t conflict ◦ Three Dimensional Multiple conflicting variables Any player created avatar
Character Growth ◦ Compare Saints Row (Action) Mass Effect 2 (Adventure) ◦ In games where you make an avatar, the onus for character growth is on the player ◦ Again SHOW DON’T TELL, use plot, and reaction to events
Character Archetypes ◦ Pre-set moulds for character’s to fit into ◦ Can give the player an understanding of the character’s personality quickly ◦ Use as guidelines, not rules
Sound Effects and Music ◦ Auditory feedback for character events ◦ Psychological expectations ◦ Character themes ◦ Give the player control over sounds Music can distract from important sound effects Cell phones are used in public Annoying music
Voice and Language ◦ A character’s speech conveys a lot about them ◦ Consider: Vocabulary Grammar Accent Delivery Vocal Quirks ◦ m/watch?v=FptizCE0wPI m/watch?v=FptizCE0wPI ◦ Voice audio files should be separate from sound effects and music
Whether characters are avatars created by the player or premade characters, they should fit in the world they are created for