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Character Composition Pages 65 to 79 January 29th

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Presentation on theme: "Character Composition Pages 65 to 79 January 29th"— Presentation transcript:

1 Character Composition Pages 65 to 79 January 29th
Chapter 2 Character Composition Pages 65 to 79 January 29th

2 Objectives Explore the role and function of a character and the ways in which these are determined by the purpose of the character in the game. Detail the important aspects of designing characters. Outline the character-design process. (This was an assignment!)

3 Driving Characters Understanding the role and function of characters is very important for design….You need to know the purpose of the character! 2 categories: A gameplay-attributed character only needs the physical features required to complete the game objectives….only need the attributes or qualities of the character…easiest to develop! A story-based character conveys some portion of the game story….is the main character…the purpose of the story moves the character along.

4 Driving Characters (Continued)
Is learning and understanding the cause of a problem that affects others. Throughout the game story, the main character faces choices or a conflict between core values The character changes through situational enlightenment or self-enlightenment There are four main intangible features of a character Motivation Purpose Methodology System of Evaluation Is learning and understanding problems and flaws within you.

5 Intangible Features of a Character
Motivation Purpose Methodology System of Evaluation Goodheart-Willcox Publisher

6 Driving Characters (Continued)
Motivation is the cause for a character to begin an action Purpose is the character’s reason for existing or primary duty Methodology is the general rules or principles for how a character does things A system of evaluation is used to judge the motivation, purpose, and methodology

7 Designing Characters To build character depth, a character profile or background is created There are three ways in which game designers display character attributes Appearance and aesthetics Thoughts and conversations Actions

8 Designing Characters (Continued)
Aesthetics is how pleasing to the eye the appearance is Thoughts are the character’s internal dialog Conversations are external dialog the character has with others in the game Actions are what the character does In addition to developing a character, game designers use semiotics

9 Designing Characters (Continued)
An archetype is a universal character that is easily identifiable by any culture In video games, the standard archetypes are Hero Shadow Mentor Helper Guardian Trickster Herald

10 Designing Characters (Continued)
Goodheart-Willcox Publisher

11 Designing Characters (Continued)
Goodheart-Willcox Publisher

12 Character Design Process
A series of steps is used to create a final character Create concept art Create model sheets Create movement sketches Create expression sketches Create sketches for weapons and accessories Create mockups Create renderings

13 Character Design Process (Continued)
Concept art is the first iteration of the visual appearance of a character or other element Model sheets show sketches of different poses and viewing angles A movement sketch is a few frames of animation to show movements Expression sketches show a set of body positions and facial expressions for emotions

14 Character Design Process (Continued)
Art for weapons and accessories is also important A mockup is a physical representation of the character or game element (used along with sketches to create final renderings) When all sketches are approved, the art team begins to render the character images This step is detailed and time consuming

15 Do you think it would be more difficult to design a character who is a protagonist or one who is an antagonist? Why? Do you think game designers can display character attributes more effectively though appearance and aesthetics, thoughts and conversations, or actions? Give examples to explain your choice.


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