slides (ppt)

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Graeme Browning
Sean Wikant
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Memorable characters that the player can care
about
◦ Can be complex (not hero or villain)
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Not a simple challenge. Many factors effect good
character design
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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
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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
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Specific Characters have a history
◦ Spy Fox (talks to you)
https://www.youtube.com/watch?v=6Uhh2QMzXt4
(29:50)
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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
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Middle Ground
◦ The Witcher: Play as a character based on a series of
books. (middle ground because he has amnesia)
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Indirect:
◦ Point and Click
 Spy Fox
◦ Player is a guide
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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
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Historically game protagonists are more
relatable to guys.
◦ Also seen in other forms of media
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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
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Women tend to prefer more avatar
customization, where as men are fine with
premade characters.
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Use the previous option to cater to your
intended audience
Don’t make an unjustifiably unpleasant
character
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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
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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
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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.
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Hyper Sexualized Characters
◦ Exaggerate sexual attributes
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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
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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
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Colour Palette
◦ Makes the character
distinctive, and easily
recognizable
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Colour Palette
◦ Hints at personality
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Sidekicks
◦ Allows contrast
 Personality
 Additional abilities
◦ Can be there to provide
information
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Story Driven Character Design
◦ Start with a character’s personality, role, and
behaviour
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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
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Attributes
◦ Data describing the character with symbolic or
numeric values
 Property
 State of relationships
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Attributes
◦ Status attributes
 Change frequently
 health, location
◦ Characterization attributes
 Core details of the personality
 skill points
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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
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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
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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
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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
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Voice and Language
◦ A character’s speech
conveys a lot about them
◦ Consider:
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Vocabulary
Grammar
Accent
Delivery
Vocal Quirks
◦ https://www.youtube.co
m/watch?v=FptizCE0wPI
◦ Voice audio files should
be separate from sound
effects and music
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Whether characters are avatars created by the
player or premade characters, they should fit
in the world they are created for
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