GAME JOBS
Contents
The Dust of Everyday Life: The Art of Building Characters
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 6, 2013
 
LeapFrog
Associate Producer
 
Off Base Productions
Senior Front End Software Engineer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Web Application Developer
 
Gameloft
Java Developers
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 6, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  The Dust of Everyday Life: The Art of Building Characters
by Takayoshi Sato [Design, Art, Game Developer Magazine]
13 comments Share on Twitter Share on Facebook RSS
 
 
February 18, 2010 Article Start Previous Page 2 of 5 Next
 

Personality design

In early game development, pre-production art tends to start with various designs for vehicles, space ships, battle suits, and things of that nature. People tend not to be satisfied or confident with those early designs, and pre-production often gets excessive.

In regard to character, combat suits and the like are the industry's favorite theme, and they're put through hundreds of designs as though product sales depended entirely on that. But how much of that pre-production time is spent on what's inside?



In approved concept art, usually we see fantastic costumes, accessories, and cool tattoos. But the drawing of the human itself often remains a stereotypical archetype. This is understandable because first, the characters' actual roles in games tend to be stereotypical, and second, it's not usually the concept artist's job to delineate the nuance of the human inside the combat armor.

Unless you have live casting, nobody really knows who the character is until a production artist starts modeling. With this kind of setup, there isn't much of a chance to find out the bare attraction of these characters.

Only a character with soul is capable of telling a good story, or delivering a message. Without real characters, the whole product winds up being an empty killing experience (although that is often all the game calls for). Establishing the character inside the suit is essential if you want to create products that have a lasting effect on players, and on history.

Visual language

Concept art is full of visual language -- not only costume designs like helmets, mantles, jet-packs, artificial muscles and jewelry, but also scars, tattoos, pimples, and even a five o'clock shadow. This is all common language to provoke familiar ideas.

But organic objects are very complex, and especially when looking at human beings, our minds are capable of differentiating a lot more than simple visual language. The pointy ears and hairstyle of Dr. Spock from Star Trek are visual language tropes. That's very good costume design, and everybody remembers it. But that does not mean anybody can play his role as long as the body type is similar.

Leonard Nimoy (from the original TV series) and Zachary Quinto (from the new Star Trek movie) are human beings, and our brains are capable of reading more information than just those visual language identifiers. On the surface, it's easy to tell them apart with a few words. But it's very challenging to describe the specific face shape or nuance that makes up Leonard Nimoy or Zachary Quinto's Dr. Spock (see Figure 2). It would probably require a great author to describe it in words.


Figure 2: Here are photos in which all obvious visual language has been hidden. Makeup is another example of visual language. For instance, almost every one of Marilyn Monroe's facial features has become iconic.

Likewise, it requires a great artist to describe in art. What makes a human character human is those non-visual language elements. Typical game productions don't pay much attention to that.

Finding Background

If a particular game requires that players slaughter a bunch of enemies, there needs to be a reason. For example, the main character hates aliens because he saw them kill his parents. That is enough motivation to inspire the player to kill. In order to make it a proper story though, it needs one more step.

For example, the player killed countless aliens in order to take revenge for his parents. However, he discovered the aliens have a good side, through a relationship with a particular alien that changed his views. The alien became his close friend. Regular video games have this level of story at best.

In order for the audience/players to really feel emotionally involved with the story, we need to go one step deeper. For example, the main character wants to say he hates aliens, because it helps him stand out among those who favor them. In truth, he's not really sure whether he hates them.

One thing he is certain of is that it cheers him up when he gets attention from everybody after killing aliens, and he can play the big outlaw. He likes it. It makes it easier for him to get girls. He gets excited when he tells people his parents' sad story. That extreme delight comes to the surface, and a subtle smirk crosses his cheek.

And because he tries to prevent the expression from surfacing, an odd strain appears on his face, making a nice agonizing effect. He is not always happy. He is worried that he may have to continue being this way for the rest of his life. He is tired from pretending to be someone that he is not. Deep inside, he's actually scared when he looks down the sights at an alien.

Then, a strange alien appears in front of him. It acts differently, getting attention with a divine messiah-like quality. Our hero realizes it's a good time to change his character back to who he really is. This way he can return to being a regular person without having to expose his doubts. He has saved his pride and lived happily after. This is character development. We need to understand the inner character beneath his surface persona.

Finding Flaws

Finding flaws in your characters can bring them away from a false perfection, and creates great intimacy. Asymmetry is the typical method. The human face is not symmetrical -- making the eyebrows unbalanced, or making one cheek sag compared to the other side, or even adding a distortion of the entire skull -- these little things bring surprising intimacy.

Little pores opening on the tip of a pretty woman's nose, a belt of fat that appears under the jaw line when a person looks down, or a belt of fat over her pants line when she leans over, these things add some idea of who the character is.

Yellow stained teeth? One tooth missing? One cauliflowered boxer's ear? That's the typical method of adding imperfections in games, but really it's just simplistic visual language. Certainly it helps describe the role, but it does nothing to add real character depth.

These sorts of tropes come from just lazily adding random details on characters, such as pores, or wrinkles on the lips without reason. This only serves to divert the audience's eyes from the character itself to unimportant details -- unimportant because those details aren't there to convey any particular piece of the story.

For example, if you add realistic wrinkles on a character's lips, and it could communicate the idea that the place is pretty dry or the character is tired. This represents a failure if that is not the message that you wanted to convey. Every tiny element should be part of the final message.

 
Article Start Previous Page 2 of 5 Next
 
Top Stories

image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
The demo is dead, revisited
Comments

Glenn Storm
profile image
Fantastic article! Thank you for pointing out these details and nuances. Bookmarked.

adam anthony
profile image
Awesome article!

Kyle Jansen
profile image
Very interesting, but you seem to assume that only photorealistic designs are the future. What about stylization? There are a million different artistic styles, but only one that is perfectly real.



Still, I'm definitely bookmarking this. Great work!

brandon sheffield
profile image
Kyle - he's not assuming that photorealism is the only way - it's just the drive of this particular piece, the visual depiction of humans.

Andrew Smith
profile image
Yes, a very good read indeed.

Michael Kolb
profile image
This is why I think Mass Effect 2 and Half Life 2 were such strong gaming moments for me. The character design and attention to detail, along with a great story for both, make these games memorable and one heck of an experience to play. It was a good read. The edge part reminded me of when I had online class and my facilitator kept telling me I had illegal polygons on my model. Little did he know that I did not take the class that talked about that or edge flow yet and possibly that is the disadvantage of online education unfortunately. Asymmetrical is a big help to making a digital character feel real or just right.

Lech Lozny
profile image
Fascinating write-up. (By the by, was this featured in the December issue of GDMag?) Sato, the master of the science of art.

brandon sheffield
profile image
Yes Lech it was - says so in the mini intro too!

Kyle Jansen
profile image
@brandon - I recognize that he never said NPR is a dead end. I just wish he talked about it at all.

Robert Gill
profile image
Amazing article. I wonder if he would be willing to discuss Heavy Rain's characters?



I was truly drawn into them. I recall, please correct me if I'm wrong, an early demo of HR where the woman is betrayed by a crimelord in a bar and is forced to strip at gunpoint. It drew me in because I could see the fear and tension in her face.



Anyways, a great article!

teon simmons
profile image
I'm a freshmen student who has to do a research project on the field that I hope to get into someday. If anyone could answer any or all of these questions I'd greatly appreciate it!

1. is the demand for character artist growing or is it a risky career?

2. how important is education (community vs. art/design degree, 2yr vs. 4 yr)?

3. how much traveling/moving is involved?

4. how do you get into character design? (work your way up? networking? etc.)

5. is it a very competive job field?

6. what advise could you give to someone who looks to enter the field someday?

Benjamin Marchand
profile image
Genius article...

This should be printed and stuck on every char designer's desk.

Alexandria Rosales
profile image
This was a really spiffy article to read. I'm a 3rd year UI Artist who also does some character development as my hobby, and I'm glad to see some points I value are expressed and upheld by such a prominent figure of this industry. It makes me feel like I'm on a good path for self improvement.


none
 
Comment:
 




UBM Tech