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Not long ago I found my fourteen year
old son Sam, hunched over his sketchbook (The big black leather-bound
kind you get from Powells books in downtown Portland. Worth the
twenty bucks.) tapping his pencil against a muddy, eraser-chewed
page. The source of his frustration, barely visible through the lead
smears and pink eraser bits was a kind of Boba Fett looking character
with an oversized head holding a spear-like weapon. Sam, in this
predicament was a mirror image of myself at fourteen. And eighteen.
Twenty five. Thirty one. You get the picture. Our conversation went
like so:
“What's up Sammy?”
“Oh nothing, I just cant seem to get
this guy right,” he sighed. I nodded, knowingly.
“He looks good,” I told him. What's
the issue?”
“He's just too generic.” he said throwing his
pencil down. “He looks like every other dude out there. He needs
something, like on his spear or whatever.” I held up the book,
squinting my eyes to make out the silhouette.
“Put a little dude on there,” I
said, matter of fact.
“Do a what?” he asked.
“Put a little dude on the spear,” I
repeated. “When all else fails, put a little dude on there.”
“Like what kind of dude?” he asked,
unconvinced.
“Put a little dude on his spear
thingy. Make the little dude the weapon. Give him a big munchy
mouth that bites enemies, or a bird of some sort. He needs him a
Compelling Accoutrement. A little dude can solve that.”
“Okay Papa, I'll give it a shot. You
are so smart and cool.”
Okay, I made that last part up, but the
rest of it is true. Before I tell you how the story ends, let me
give you a little history on how I came upon that little piece of
advice,and the term Compelling Accoutrement. I cannot take
credit for it. It was a wise man who opened my eyes. A sage of
sorts. It all started around 1995 at a small game development studio
in San Francisco. This paragraph is getting wavy...you hear
chimes...echoes...1995....
I had just secured my first industry
job as a concept artist at a little developer called Blam. They were
located in an old Victorian above a bar called Micks Lounge on the
corner of Union And Van Ness. I came on board as a refugee from the
dot com explosion just in time to watch all my friends get rich. It
was like leaving the Billboard Top 40 and joining SST to print zines
and book punk shows. This was fine by me because at twenty years of
age, I had plenty of time to get rich. For the time being I just
wanted to hang out with the cool kids, and at the time the cool kids
were making games.
My first impression of Blam was that of
a house party that never ended, but all the party goers had a
purpose. The smell of stale beer, microwave popcorn and Wu Tang's 36
chambers takes me right back to that time. The beer smell was from
out back where the bar stored its empty kegs but the popcorn and Wu
Tang were a Blam thing. Not sure why popcorn, I think it was a
programmer thing. There was a strange focus to the place. It was
the first time I had seen people whose lifestyle and job were one in
the same. An ideal I have a hard time letting go of to this day.
Each room in the building was reserved
for a discipline, with designers in one room, programmers in another,
artists in the living room, etc. The concept art room, where I was
stationed was stocked with every art supply you could ever need while
the TV played a constant loop of Miyazaki flicks, Ninja Scroll, Akira
and Bob Ross.
Vince Castillo, the lead concept artist was a Pacific
Islander who could crush me with his earlobe but instead let me watch
him paint these delicate concepts with watercolor pens. CJ Guzman, my
other office mate was a regular character machine and I still don't
fully understand how he pulled out some of the designs he did. I'm
not fully convinced he wasn't a closet mescaline case. Normal people
just don't spend that much time in their sub conscience and come out
normal.
Before Blam I had many lives. Holiday
shop window painter, graphic designer, screensaver animator,
dishwasher, line cook, interior trim contractor, web designer, but I
had never seen anything like this. It was intimidating. I wasn't
sure if I should thank the Gods for such a cool job or get out of
there before I woke up naked and delirious with some vital organs
missing. Still not positive I did the right thing, I chose the
former and spent the next six years of my life at Blam as a concept
artist, 3D artist, animator and eventually art director before I left
to start my own game art studio in 2000. But that's another story.
Blam went through several reputations,
most negative towards the end but for a while there we were known as
the creative studio and were often tapped by EA, Mindscape and
Stormfront for original IP's. They were looking for the next Crash
Bandicoot or Spyro the Dragon and for some reason believed it was
going to come out of that little Victorian on Van Ness. We drank that
particular brand of Kool Aid ourselves and believed we were one
concept away from immortality, fame and fortune. It didn't occur to
us at the time that while they trusted us with original ideas, they
weren't so confident in our execution. Who cares right? The fun
part was writing design documents and making characters, as far as I
was concerned.
I remember one design, specifically, I
was married to. It was an action/platformer that took place in the
land of nightmares and monsters accessible via the closet doors of
children. (Keep in mind this was a few years before Monsters Inc.)
The main character was Prince Boogie, the son and heir to the Boogie
Man's throne.
Boogie was a little blue Pokemon-like cat creature with
bat wings and a half moon emblem on his belly. I was getting close
to a final concept but ended up blocked for a week or so and it was
getting to me. The character was missing something and I sat there
staring at the page, foreshadowing my son's predicament twelve years
into the future. I'm convinced I would still be there today, like
some modern day Rip Van Winkle, if it wasn't for CJ and his sage
advice.
“He just needs something on his
tail,” I said to him. “His profile isn't unique enough.” CJ
thumbed through my concepts for about a minute or two.
“Put a little dude on there,” CJ
said. The rest of the conversation was the same one I had with my
son twelve years later. I put a little dude on his tail and it was
perfect. The rest of the game practically wrote itself, all based on
the little dude on there.
This advice became the foundation for a
game character and design process developed over Blam's remaining
years by the President, Jay Minn, CJ and I. We apparently couldn't
finish a game to save our lives so we became scholars on the subject
instead. The character portion of the process simply states that at
its core, any good game character must have at least one Compelling
Accoutrement.
A Compelling
Accoutrement can be anything, as long as it identifies the character
and will stand out on screen no matter how swamped the screen is with
visuals, enemies and NPC's. There can also be more than one per
character, but too many will create noise and defeat the purpose. It
has to be simple and iconic.
Cloud had his giant sword. Mega Man had a cannon for an arm. So did
Samus. Yoshi had baby Mario. Mario had his hat and overalls. Sonic
had his sneakers. Kratos had his swords chained to his arms. Klonoa
had his ring with a little dude on there.
The list goes on and on.
Often
the Compelling Accoutrement would
be the conduit for the Compelling Mechanic, such
as Kratos' swords, but
that's a whole other essay.
Bottom
line is, when all else fails, put a little dude on there.
It has yet to fail me. Sometimes it opens up a whole new world of
opportunity for game design and character personality. Try it out.
You can test it on anything. A bland game character, a photo of
Andie Macdowell. You can make anything compelling by putting
a little dude on there. Even
Andie Macdowell.
Blam
dissolved at some point after I left. I believe the old Victorian is
now an overpriced, bay-view apartment building. Last I drove by
there was still a bar on the ground floor full of white people from
Marin dancing to Smash Mouth. CJ is still churning out amazing work.
He recently sent me a graphic novel that had one of his stories in
it. The first panel is a whale with the number 7 on his side, like
some sort of racing vehicle. Brilliant. A racing whale.
Sam
finished his character. After all that he didn't end up putting a
little dude on there, but the experiment led him to add another
compelling feature that worked, and that is the point after all. The
exercise is to herd your train of thought down a different, less
traveled road. He came upon the Greek symbol for Omega and used it as
the shape for his visor. Well done. I bet CJ would approve.
-Paul Culp is The Studio Director of Cinematics, a game art and animation studio in Oregon. www.cinematics.com
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The design paths behind the "arty" side of game design is often obfuscated for me as I do the programming bits. But I have the utmost respect for artists I work with, and an almost childlike excitement takes over my psyche anytime I am going to receive some new models / concepts or other goodies that I get to plug my stuff into.
It was good to float through that "other" world for a few moments while I read this. :)