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Designing a Video Game
       Character
Goals of Character Design
•   Enhance story
•   Emotional response
•   Characters to identify with and care about
•   Credible within the game style
•   Create characters that people can:
    – Find intriguing (even if a villain)
    – Can believe in
    – Can identify with
• Distinctive enough to be memorable
Avatars
• Player-designed
• Flexibility differs by genre
  –Role-playing games usually the best at this
  –Race, gender, hair, physical attributes, etc.
• Typically no personality at first and is given by
  the player.
• Goal is tools for players to create themselves
Non Specific Avatar
• Designer doesn’t specify anything.
• Allows very tight connection between player
  and avatar
  – Dead Space’s Isaac Clarke


• Limiting for designer
Specific Avatar

•   Goals
•   Personality of their own
•   Belong in the game
•   Player’s relationship more complex
    – Identify with, not become
Semi Specific Avatar


• Only partially characterised
• Better to make cartoonish
• Common with action game avatars
  – Mario
Control Mechanisms

• Indirect (“point and click”)
  – Doesn’t steer avatar, points to where to go. Player
    as disembodied guide friend
  – More likely specific avatar
• Direct
  – Player steers avatar through game world, doing a
    variety of actions as necessary
  – More likely nonspecific or semi-specific
Designing the Avatar
• Nonspecific, semi-specific or specific
  – Visual, psychological, social
• Direct or indirect control
• Goal: character the player can identify with
  qualities they can appreciate
Character Physical Types
• Humanoids
• Non-humanoids
• Hybrids
Defining Attributes
• Clothing, weapons, symbolic objects, name.
• Colour palette reflects character’s attitudes or
  emotional temperament.
         – Superman, upholder of “truth,
           justice, and the American way”:
           bright/cheery, American flag
         – Batman, Dark Knight of Gotham
           City (grittier, more run-down
           than Metropolis): somber
Side Kicks
• Most prominent common element in game
  design
• Combine qualities (e.g. tough with cute) to
  provide variety and comic relief
• Benefits:
  – Give player additional moves and actions.
  – Extend emotional range of game.
  – Can give player information they couldn’t get
    otherwise.
Believable Characters
• Major characters need rich personalities
  – Where was he/she born?
  – What are his/her favourite activities?
  – What were his/her biggest triumphs in life?
  – What are his/her interesting or important
    possessions?
• Attributes
  – location, health, relationships, etc
  – Can change as the player plays the game
Believable Characters

• Three golden guidelines to developing
  effective, believable characters
  – Needs to intrigue the player
  – Needs to get the player to like him
  – Needs to change and grow according to
    experience
Character Archetypes
• Hero
   – Outer problem is aim of game    • Shape shifter
   – Inner problem is flaw or dark        • Form changer
     secret
                                     •Threshold guardian
                                         • Progress delayer
• Mentor
   – Guide character                 •Trickster
                                          • Mischief maker
• Higher self
                                     •Shadow
   – Hero as he aspires to be
                                         • Ultimate evil

• Ally                               •Herald
   – Meant to aid the hero
                                         • Used to facilitate change in
                                         the story
• http://www.youtube.com/watch?v=FQ7YT8Aj
  r0c&feature=related
Character Design

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Character Design

  • 1. Designing a Video Game Character
  • 2. Goals of Character Design • Enhance story • Emotional response • Characters to identify with and care about • Credible within the game style • Create characters that people can: – Find intriguing (even if a villain) – Can believe in – Can identify with • Distinctive enough to be memorable
  • 3. Avatars • Player-designed • Flexibility differs by genre –Role-playing games usually the best at this –Race, gender, hair, physical attributes, etc. • Typically no personality at first and is given by the player. • Goal is tools for players to create themselves
  • 4. Non Specific Avatar • Designer doesn’t specify anything. • Allows very tight connection between player and avatar – Dead Space’s Isaac Clarke • Limiting for designer
  • 5. Specific Avatar • Goals • Personality of their own • Belong in the game • Player’s relationship more complex – Identify with, not become
  • 6. Semi Specific Avatar • Only partially characterised • Better to make cartoonish • Common with action game avatars – Mario
  • 7. Control Mechanisms • Indirect (“point and click”) – Doesn’t steer avatar, points to where to go. Player as disembodied guide friend – More likely specific avatar • Direct – Player steers avatar through game world, doing a variety of actions as necessary – More likely nonspecific or semi-specific
  • 8. Designing the Avatar • Nonspecific, semi-specific or specific – Visual, psychological, social • Direct or indirect control • Goal: character the player can identify with qualities they can appreciate
  • 9. Character Physical Types • Humanoids • Non-humanoids • Hybrids
  • 10. Defining Attributes • Clothing, weapons, symbolic objects, name. • Colour palette reflects character’s attitudes or emotional temperament. – Superman, upholder of “truth, justice, and the American way”: bright/cheery, American flag – Batman, Dark Knight of Gotham City (grittier, more run-down than Metropolis): somber
  • 11. Side Kicks • Most prominent common element in game design • Combine qualities (e.g. tough with cute) to provide variety and comic relief • Benefits: – Give player additional moves and actions. – Extend emotional range of game. – Can give player information they couldn’t get otherwise.
  • 12. Believable Characters • Major characters need rich personalities – Where was he/she born? – What are his/her favourite activities? – What were his/her biggest triumphs in life? – What are his/her interesting or important possessions? • Attributes – location, health, relationships, etc – Can change as the player plays the game
  • 13. Believable Characters • Three golden guidelines to developing effective, believable characters – Needs to intrigue the player – Needs to get the player to like him – Needs to change and grow according to experience
  • 14. Character Archetypes • Hero – Outer problem is aim of game • Shape shifter – Inner problem is flaw or dark • Form changer secret •Threshold guardian • Progress delayer • Mentor – Guide character •Trickster • Mischief maker • Higher self •Shadow – Hero as he aspires to be • Ultimate evil • Ally •Herald – Meant to aid the hero • Used to facilitate change in the story