Game Design
Character Design
Why is Mario recognizable by silhouette? Why do some NPCs stay memorable for years? Character design is a first impression and a lasting identity. Visual language tells the story before words.
- **Overwatch** - each hero has a unique silhouette for fast recognition. Design serves gameplay clarity
- **The Last of Us** - Ellie's design evolves: child → survivor. Visual storytelling through costume
- **Portal** - Wheatley starts friendly (round, blue), becomes villain. Visual shift supports story
Visual Character Language
**Visual language** - communicating character through shapes, colors, and posture. The player should understand a character before they speak. Silhouette test: recognizable in pure black?
**Overwatch character design.** Each hero has a unique silhouette. Tracer's spiky hair, Reinhardt's massive shield. Recognizable instantly in fast gameplay. Function + form.
**Design process:** - Start with personality/role - Choose shape language - Test silhouette - Add details last
A friendly NPC should feel approachable. What shapes to use?
Character Archetypes
**Archetypes** - universal character patterns. Hero, Mentor, Trickster. Instantly recognizable, culturally universal. Start with archetype, then subvert or combine for depth.
**Wheatley in Portal 2.** Starts as helper (Mentor archetype). Revealed as true villain. Subversion works BECAUSE the archetype established trust first.
**Using archetypes:** - Establish archetype quickly (visuals, tropes) - Subvert gradually for surprise - Combine archetypes for complexity - Player recognizes pattern, invests faster
Handsome Jack in Borderlands 2 considers himself a hero. For the player he's the villain. This is...
Player Character Design
**Player character** - a spectrum from blank slate (player IS the character) to defined protagonist (player controls the character). Different games need different approaches. Identity vs immersion trade-off.
**Gordon Freeman's silence.** Half-Life's mute protagonist = blank slate in a detailed world. Player IS Gordon. Works for immersion, limits character development.
**Choosing approach:** - Story-driven → defined protagonist - RPG/sandbox → blank slate or middle - Consider customization (breaks defined character) - Voice acting budget
In Witcher 3, the player plays as Geralt - a defined character. Why does this work for the story?
NPC Design
**NPCs** (Non-Player Characters) - everyone from main companions to background civilians. Different depths for different roles. Economy: detailed NPCs are expensive. Prioritize player-facing characters.
**Companion design.** Elizabeth in BioShock Infinite: AI that helps, reacts, doesn't annoy. Years of development for one NPC. Companions are the hardest NPCs to design.
**NPC tips:** - Prioritize player-facing characters - Generic NPCs: one memorable trait - Companions: don't be annoying (critical) - Background NPCs: suggest life, no depth needed
Every NPC needs a deep personality
NPC depth should match their importance. Main characters = deep. Background = decorative. Budget and player attention are limited. Prioritize ruthlessly
Skyrim has hundreds of NPCs. They can't all be Elizabeth-level. A tiered approach allows both depth where it matters and breadth for world feel
Skyrim guards all say 'I used to be an adventurer...'. Is this good or bad design?
Summary
- **Visual language** = shapes, colors, silhouette. Round = friendly, triangles = danger. Recognizable before dialogue
- **Archetypes** = Hero, Mentor, Trickster. Start familiar, subvert for depth. Player invests faster
- **Player character** spectrum: blank slate ↔ defined. NPCs tiered by importance. Budget depth wisely
Related Topics
Character design connects to narrative:
- Player Agency — Character definition affects player expression
- Worldbuilding — Characters reflect their cultures
Вопросы для размышления
- Which game character is instantly recognizable? What makes them memorable?
- Do you prefer a blank slate or a defined protagonist? Why?
- Think of an NPC that stayed with you. What made them special?