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FUNDAMENTALS OF GAME PLAYGame Character Design Development
Instructor:Sayed AhmedB.Sc. Eng. in CSc. & Eng.M.Sc. in CSc.ConsultantJust E.T.C Tech. [email protected]
GAME CHARACTERS
INTRODUCTION Introduction
Characters, and hence character design is an important part of telling stories or evoking an emotional response
The characters we play with and interact withmake us believe the game world
Heroes, villains, innocents in distress, and bystanders without these characters the game will be an empty shell
TOPICS How to design compelling and believable
characters Characteristics of the avatar character
Player Designed Built-in
Gender specific character design Common game stereotypes that you should
avoid Attributes associated with the character
Visual Behavioral Audible Use these attributes to design your own character
TOPICS Design Strategy
Art driven Story Driven
Importance of good audio design for your characters
GOALS OF CHARACTER DESIGN Game Play of many games center around the
characters All of the following types of games use
characters to entertain Action (fighting, platform) Adventure Games Action Adventure hybrids Role Playing
Players usually feel for well designed characters to Identify with Care about Heroes to cheer about….villains to boo
GOALS OF CHARACTER DESIGN Best games include characters that are neither
heroes nor villains Appeal of the character is important
Not necessarily have to be attractive in conventional sense
But everything should fit to define him/her, and the role Disharmonious elements can be used to introduce humor
http://www.mariowiki.com/Conker_%28series%29 Characters should have a personality and it should not
be broken An evil ghost character should not feel sorry for babies
Avatar characters have an extra burden The player should associate him with the avatar
Customers identify games with their characters
Games take their names from the characters
You can use the characters in books, movies, TV series, in toys, t-shirts
Even the Villain should be appealing
Players should believe in them – Darth Vader
DATH VADER
http://en.wikipedia.org/wiki/Darth_Vader
RELATIONSHIP BETWEEN PLAYER AND AVATAR The game character that acts as the protagonist
of the player Most action and action adventure games provide
only one Avatar Role playing games –
the player may be associated with multiple characters. However, if there is a key character whose death leads
to defeat then he is the Avatar Avatar may be the most displayed character May need most animation The animation should be smoothest for the
avatar don’t annoy the player (it’s him)
Movements must be attractive
TOMB RAIDER (AVATAR)
PLAYER DESIGNED AVATARS Most games predefine the Avatar In some games esp. multiplayer role playing
games the games allow the players to create their own
Avatars Define: Sex, body type, hair, eye, color, strength,
dexterity For example: Lord of the Rings
In such cases, as a designer you do not create the avatars but you give tools to create The more and better tool you can provide to define the
physical as well as personality attributes – the more players will like it
http://www.youtube.com/watch?v=TxfO9_pQhCg
SPECIFIC AND NON-SPECIFIC AVATARS Non-specific
Myst http://www.youtube.com/watch?v=cIRtutbSwak Not defined by the designer No visual appearance No defined personality Designers did not specify about them
Half life http://www.youtube.com/watch?v=gKg3TUPQ8Sg
SPECIFIC AND NON-SPECIFIC AVATARS Designers found non-specific to be limiting They wanted to give some personality and
visual appearance of the Avatar Modern games use detailed characters with
Histories Personalities Of their own
Partially characterized – games with less or without stories The avatar – sort of cartoon http://www.youtube.com/watch?v=Olug8C2-hfo Many avatars in action games
SPECIFIC AND NON-SPECIFIC AVATARS Also depends how the player controls them
As a guide Be them
But do not care about their feelings as they are partially defined
MALE AND FEMALE CHARACTERS It is believed that male players will not want
to play female characters Tomb Raider – Lara Croft:
Later found as long as the actions are men like – men don’t mind
Females are usually ok to play with male avatars However, females at one point get tired
and want to play with female avatars and with feminism activities
Females don’t like Blood Rayne:
http://www.youtube.com/watch?v=f_96uIcT34I http://en.wikipedia.org/wiki/BloodRayne Silent hill
MALE AND FEMALE CHARACTERS Males do not associate them with avatars Females do Women tend to see avatars as an extension
to their own personality You may want to give more options to define
and express You may have more male or female avatars
and provide different story lines Costly and complicated to implement
HOW TO DESIGN YOUR AVATAR CHARACTER Think how you want the player to relate him
to the avatar Non specific? Partially specific? Players sees but knows a little
about – no inner life Fully specified avatar
Separate from the player, an individual with a personality of his own – psychological and visual detail – how much will he talk
More talk…more intelligent (may vary culture to culture) Gordon freeman never talks (player) Mario Lara croft don’t talk much (representatives of the
player) April Ryan talks a lot (a person on his own right)
HOW TO DESIGN YOUR AVATAR CHARACTER http://www.google.ca/imgres?imgurl=http://
bestgamewallpapers.com/files/dreamfall-the-longest-journey/april-ryan.jpg&imgrefurl=http://bestgamewallpapers.com/dreamfall-the-longest-journey/april-ryan&h=1024&w=1280&sz=194&tbnid=MFtAq5EYAjPi2M:&tbnh=120&tbnw=150&prev=/images%3Fq%3Dapril%2Bryan&zoom=1&q=april+ryan&hl=en&usg=__x-WTegObe2ZM5OvnHob0GgpbA5M=&sa=X&ei=1pcmTaLGH4ymnwf37Zy_AQ&ved=0CDMQ9QEwAw
HOW TO DESIGN YOUR AVATAR CHARACTER Think how the player will control the avatar
Direct/indirect Indirect:
Is distinctly someone else with a mind of his own Direct
A puppet Find the right balance Create avatars that players like with bravery,
intelligence Worst: avatar with qualities that the players
actively dislike
HOW TO DESIGN YOUR AVATAR CHARACTER Final Fantasy Viii
Bad avatar Designers like to create semi specific
characters Zelda series
VISUAL APPEARANCES Aside from nonspecific avatar based games,
you need to display the avatar The way the characters look like has an
enormous effect on the player Art Driven
Cartoon Like. Define characters by defining the visual appearance, works well if the personality of the character is not complex, does not change much, good for other media
Story driven Visual and behavioral design techniques
CHARACTER PHYSICAL TYPES Humanoids, Non-humanoids, and Hybrids
Voice or animated objects Cartoon like Qualities
Cool Never get too upset, rebellious attitude towards authority,
wit than body force. Ratchet & clank. Game actions fast and focused
Tough Exemplify physical aggression. Usually male except Lara
croft. Exaggerated height and bulk. Large expansive gestures
Ryu from street fighter Cute
Portions with human or animal babies. Large eyes oversized head surrounded body, dress with colors. Jumping wide gaps, climbing long ropes, firing large weapons
Goofy Odd proportions and funny looking
CHARACTER PHYSICAL TYPES Cartoon characters vary across cultures Japan: large eyes tiny mouths Americans find European cartoons to be ugly Hyper sexualized Characters
Exaggerating the sexual attributes of Men and Women to make them more sexually appealing at least to the teenagers
Male: extra broad chest, and shoulders, huge muscles, prominent jaws, oversized hands and feet Kratos, God of War Games
Lara Croft, Tomb Raider hyper sexualized women
CLOTHING, WEAPONS, SYMBOLIC OBJECTS, AND NAMES
Set clothing to set him/her apart Do not add too many distinctive visual
features Two or three are enough You can give your characters distinct names
as well
COLOR PALETTE Lara Croft – tealed colored shirt Superman wears red Batman black Choose your palette to reflect your
character’s attitude and emotional temperament
SIDEKICKS A tough hero may travel with a cute sidekick
To provide some variety Also, comic relief Allow you to give the player additional moves
and actions would not fit in a single character
Extend the emotional range of the game Provide the hero with valuable information – that
he may not be able to get anyway… Jack and Daxter Ratchet and Clank Legend of Zelda, ocarina of time
Jack and Daxter
Ratchet and Clank
ADDITIONAL VISUAL DESIGN RESOURCES GIMP Inkscape – editing vector graphics Blender – 3D Modeling Tool Unreal Maya Photoshop
CHARACTER DEPTH How the characters look has a significant effect
on the player The look conveys a lot of information about him However, the look only cannot convey all information The look cannot define
how he will act in different situations, what will be her general behavior,
how will he interact with the core mechanics of the game Hence, you have to add personality to the character
Story driven character design is helpful here Here you define the personality first then you go to
design/draw the character – so the character fits well SSX Tricky – snowboarding game
Can make friends, chose friends and enemies – affect the game play a lot
CHARACTER DEPTH Interaction among players is interesting and thought to be well crafted
ROLE ATTRIBUTES AND VALUES Every character plays a role The moment a character comes into the
scene the player wants to know about him…. voice and appearance can be ok for minor
characters Major characters need richer personalities To design them
List many questions Answer them
Create character background form for each character
ROLE ATTRIBUTES AND VALUES Attributes
Where was the character born Family life as a kid His education His job His finances Favorite food Worst thing How does he treat friends Try to imagine how he will behave in a variety of
situations
ROLE ATTRIBUTES AND VALUES Then think how they will manifest themselves
into the game story Say if a character is a little dishonest but not a
villain – how will you propagate this to the players Show rather than tell But how?
Players like interaction – not to sit idle and watch the character
Appearance, language, behavior Appearance and language quickly defines a character
but can create stereotypes Establishing through behavior takes long You must give the player the opportunity to observe
the characters’ actions.
ATTRIBUTES Status Attributes
Changes Continually Hit points/health (Dungeon and Dragon)
Characterization Attributes Constitution: the character's overall degree of hardness
and resistance to change Does not change much
Recent Games Model social relationships and emotional states Sims – simulating the behavior of people living in a
suburban neighborhood Defined some characterization attributes called Sims Some status attributes like hunger, comfort hygiene Conflicting Sims won’t get along Game
Direct them to perform the activities Happiness level increase or decrease
CHARACTER DIMENSIONALITY Two dimensional characters
Movies, books Not very interesting
Does not grow or change Doesn’t feel fully human
Character Classification 0 to 3 dimensional Discussed in light of the Lord of the Ring Zero Dimensional:
Display only discrete emotional states Emotional states never moves smoothly No concept of mixed feelings Orcs : hate and fear – only two emotions Make the characters look like comics Bugs bunny, Sylvester, change instantly from one
extreme to another
ONE DIMENSIONAL Only one variable to characterize a changing
feeling Largely fixed Dwarf Gimli
Hostile and suspicious to elves Later grows respects
TWO DIMENSIONAL Are described by multiple variables that
express their impulses Those impulses do not conflict Orthogonal – no emotional ambiguity Denethor – strong emotions – pride,
contempt, despair Never faces moral dilemma Duty and tradition trump all other
considerations
THREE DIMENSIONAL Multiple emotional states that can produce
conflicting impulses Distresses and confuses them Cause them to behave inconsistently
Froodo, gollam April Ryan, longest journey Three dimensional are welcomed Makes game industry more of an art form
CHARACTER GROWTH If the game is not just about being episodes But
Aspires to be more than a simple adventure Seeks to have a meaningful story Then characters must grow
Types of Growth Action Games
New moves and new power ups Mental state does not change
Adventure Games Allow both personal and emotional growth
Role Playing Games See character growth as a major challenge Offer several dimension of growth
Personal Skill – magic weapon -
HOW TO PROVIDE CHARACTER GROWTH Decide which characters will grow How they will grow
Physically – easy – abilities power intellectually, morally, emotionally
How will you implement? Change in the numeric or symbolic attributes Change in the plot of the story
How the growth will affect the game play How will you present it to the player
OPTIONS Display numbers in the screen Change character appearance Chang the action available Change to mature language and behavior
CHARACTER ARCHETYPES Archetypes play a standard role in a story They are not necessarily individual character A single character can play multiple roles Carefully think about which ones to use in
yourgames and when to use them
CHARACTER ARCHETYPES Hero Center of the story Players avatar Has one or more outer problems Hero can also have an inner problem (flaw or dark secret) Story tells how hero overcomes these Stories are about conflict and how to resolve it Player must identify with the hero Hero’s goals must become the players goals Hero can be an anti-hero Hero can be a team of individuals E.g. in RPG games The players plays one or multiple of them
CHARACTER ARCHETYPES Mentor
Guides the hero/player Wise man, supernatural aid, inner voice, ... Sometimes the mentor can give bad advise Hero/player must decide what is the good advise
CHARACTER ARCHETYPES Higher self
The way the hero wants to be Object of the game can be to become this
(although not explicitly) Threshold guardian Prevents progress of the hero until he has proven
his worth Doubt in the hero’s mind Warnings by a mentor End of level boss
CHARACTER ARCHETYPES Allies
Those that help the hero Shadow The main enemy that must be defeated The ultimate evil Does not have to be a character Sometimes more important than the hero Can be very present or hidden until the end
CHARACTER ARCHETYPES Shape shifter
Changes form/role in the story For example, ally becomes a shadow, or mentor
becomes a shadow Often important for the plot twist
CHARACTER ARCHETYPES Trickster
Neutral character that creates mischief Can be a sidekick Adds some comic relief Can take the form of puzzles in games
CHARACTER ARCHETYPES Herald
Propels story in a different direction Can be a simple message Angle (Mother) Heals the hero Father Gives good advise and stimulates the hero
CHARACTER ARCHETYPES Within the next couple of minutes
Read the story again Find the characters that represent the following
archetypes Hero
Allies Herald Shadow Threshold Guardian Mother
AUDIO DESIGN Character design also involves
Sound effects Language
The sounds a character makes tell us something about her personality
Sound – injury death Sound design- psychological expectation Deep : slow and strong High sound: light and fast Should match with visual texture Mismatch to create funny situation
AUDIO DESIGN Music composition Keep music, sound effects, dialogs (spoken or
narration) in separate files Music and sound effect should have separate
volume control Keep them separate
VOICE AND LANGUAGE The way a character speaks conveys a lot of information
about him/her Vocabulary:
Indicates age, social class, level of education Teenage slang, don’t read much – no strong vocabulary,
Accent Place of origin Social class City people and country people talk differently Accent = intelligence Dumb redneck Dumb negro
Delivery Speed and tone Try to steer clear of stereotypes – speed and tone use them to express
anxiety, suspicion, emotional state: hostile, cynical, guarded, and so on Vocal Quirks
Define characters’ education, intelligence, and interests Star craft which draws on a variety of American Accents to
create several different types of characters
REFERENCES Fundamentals of Game Design, 2nd Edition,
Ernest Adams, Prentice Hall, 2006, ISBN-10: 0131687476. ISBN-13: 978-0131687479
http://computer.justetc.net