Character Development
Graeme BrowningSean 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
Goals Of Character Design
The avatar is the protagonist in the game Players relate to character in varying
degrees Freedom to control character creation
◦ Seen in Neverwinter Nights 2 https://www.youtube.com/watch?v=B_hZEKmdcj0
◦ Avatar is a mask the player wears
Relationship between Player and Avatar
Specific Characters have a history◦ Spy Fox (talks to you)
https://www.youtube.com/watch?v=6Uhh2QMzXt4 (29:50)
Non-Specific characters don’t have a back story. The designers don’t know anything about them either! Playing yourself◦ X3 https://www.youtube.com/watch?v=RUZyNPwP_Rg◦ Papers Please
Middle Ground◦ The Witcher: Play as a character based on a series of
books. (middle ground because he has amnesia)
Specific and Non-Specific Avatars
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
Effects of Control Mechanisms
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.
Male and Female Characters
Use the previous option to cater to your intended audience
Don’t make an unjustifiably unpleasant character
Designing an Avatar 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
Visual Appearance
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
Visual Appearance
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.
Visual Appearance
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
Visual Appearance
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
Visual Appearance
Colour Palette◦ Makes the character
distinctive, and easily recognizable
Visual Appearance
Visual Appearance Colour Palette
◦ Hints at personality
Sidekicks◦ Allows contrast
Personality
Additional abilities
◦ Can be there to provide information
Visual Appearance
Story Driven Character Design◦ Start with a character’s personality, role, and
behaviour
Character Depth
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
Character Depth
Attributes◦ Data describing the character with symbolic or
numeric values Property State of relationships
Character Depth
Attributes◦ Status attributes
Change frequently health, location
◦ Characterization attributes Core details of the personality
skill points
Character Depth
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 Depth
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 Depth
Character Archetypes◦ Pre-set moulds for character’s to fit into
https://www.youtube.com/watch?v=zPALnjfUZ8U https://www.youtube.com/watch?v=HMIMkoB7Wyo
◦ Can give the player an understanding of the character’s personality quickly
◦ Use as guidelines, not rules
Character Depth
Sound Effects and Music◦ Auditory feedback for character events
https://www.youtube.com/watch?v=SvODpHnV9o4
◦ Psychological expectations https://www.youtube.com/watch?v=Ha1PSF5MstI
◦ Character themes https://www.youtube.com/watch?v=bq_jS6o3OoY
◦ Give the player control over sounds Music can distract from important sound effects Cell phones are used in public Annoying music https://www.youtube.com/watch?v=8RPV9FqugOc
Audio Design
Voice and Language◦ A character’s speech
conveys a lot about them◦ Consider:
Vocabulary Grammar Accent Delivery Vocal Quirks
◦ https://www.youtube.com/watch?v=FptizCE0wPI
◦ Voice audio files should be separate from sound effects and music
Audio Design
Whether characters are avatars created by the player or premade characters, they should fit in the world they are created for
Summary