Research – Character Design

Many factors combine to determine the degree to which a character appeals to people. A character need not be attractive in the conventional sense of being pleasant to look at, but he must be competently constructed – well drawn or well described. His various attributes should work together harmoniously; his body, clothing, voice, animations, facial expressions, and other characteristics should all join to express him and his role clearly to the player. Characters should be distinctive rather than derivative. Even a stereotypical character should have something that sets him apart from others of the same type.

The goal of character design, then, is to create characters that people find appealing (even if the character is a villain, like Darth Vader), that people can believe in, and that the player can identify with (particularly in the case of avatar characters). If possible, the character should do these things well enough, and be distinctive enough, to be highly memorable to the players.

In modern video games, almost all of the characters (with a few exceptions) have a visible manifestation in the game. Becuase of this you will need to display your characters, and the way those characters look will have an enormous impact on the way players feel about them. Many designers, especially those who are visually inclined, start to create a character by thinking about her visual appearance first. If the character doesn’t exhibit a complex personality and she doesn’t change much during the course of the game – either behaviourally or visually – then this is often the best way to do it. Such as approach is called art-driven character design. It works well for games with fairly simple, cartoonlike characters. The art-driven design also makes a lot of sense if you hope to exploit the character in a number of other media besides video games: comic books and toys, for example.

Character design types:

– COOL –

  • Never get too upset about anything
  • The essence of cool is detachment
  • Rebellious attitude toward authority often accompanies cool.
  • Cool characters are often drawn as insouciant when standing still, their game actions (jumping, running) are usually fast and focused.

– TOUGH –

  • Exemplify physical aggression. Often male, although Lara Croft would be classed as a tough character – they are frequently drawn with exaggerated height and bulk.
  • They use large, expansive gestures and tend to talk with their fists.
  • The animation is big and abrupt, fast moving and aggressive.
  • Postures that lean forward, implying motion and action even where there is none, are common.

– CUTE –

  • Drawn with the proportions of human babies or baby animals: large eyes and oversized heads.
  • Rounded rather than angular bodies, dress in light colors, and have a general demeanor of cheerfulness, although they may exhibit moments of irritation or determination.
  • Mario is the ultimate cute video game character.
  • Animations usually allow characters to achieve things that they physically could not accomplish in the real world: jumping wide gaps, climbing long ropes, firing weapons larger than themselves.
  • They usually look innocent and detached.

– GOOFY –

  • Slightly odd proportions and funny-looking, inefficient walks and other movements.
  • Comedic behavior.
  • Like cool characters, they are seldom upset by anything for long, but their physical awkwardness means that they are not cool.
  • Crash Bandicoot is a goofy character.
  • Goody animation is fun as long as it doesn’t affect the player’s experience of the game. Tripping while running can be humourous but if the character dies because of the visual joke, the player won’t appreciate it.

These are certainly not all of the character types possible and for the most part, these are Western classifications. Art styles vary wildly among different cultures, particularly for characters.

DESIGN RULE – Don’t add too much detail.

Every character in a story plays a role. The moment a character appears for any reason, the audience needs to know something about him. for minor characters, appearance and voice may convey all the information the audience needs. Major characters need richer personalities, however, and to design them you will have to envision the character in your head then answer a large number of questions about them. Questions to consider are:

Where was the Character born?

What was his or her family life like as a kid?

What was his education?

Where does he live now?

Describe his job.

Describe his finances?.

Describe his taste is clothes, books, movies, etc.

What are his favorite foods?

What are his favorite activities?

What are his hobbies?

Describe any particular personality traits and how they manifest?

Shy or outgoing? Greedy of giving?

Does he have a quirk?

Does he have superstitions?

Does he have phobias?

What were the traumatic moments in his life?

What were his biggest triumphs?

Describe his important past romances.

Describe his current romantic involement/involvements.

How does he treat friends? Lovers? Bosses? Servants?

Describe his political beliefs, past and present.

Describe his religious beliefs, past and present.

What are his interesting or important possessions?

Does he have any pets?

Does he have unusual talents?

What’s the best thing that could happen to him?

The worst thing?

Does he drink tea or coffee?

 

Obviously, these questions are for you more average joe human as opposed to the realm of fantasy characters.

Character dimensions:

– ZERO-DIMENSIONAL –

  • Exhibit only discrete emotional states
  • No continuum of states; that is, the character’s emotional state never move smoothly from one state into another or shows evidence of being in two states at the same time; there is not such thing as “mixed feelings”.
  • Emotional simplicity can make them more comedic.

– ONE-DIMENSIONAL –

  • A character whose attitudes do not change much throughout the story
  • Remains mostly neutral

– TWO-DIMENSIONAL –

  • Characters described by multiple variables that express their impulses, but those impulses don’t conflict. Such variables are called orthogonal; that is, they describe completely different domains which permit no emotional ambiguity.
  • Two-dimensional characters have multiple, non-conflicting impulses.

– THREE-DIMENSIONAL –

  • Characters have multiple emotional states that can produce conflicting impulses. This state of affairs distresses and confuses them, sometimes causing them to behave in inconsistent ways.
  • Three-dimensional characters can have conflicting impulses that produce inconsistent behavior.

Summary

Characters such as the ones from LIMBO and INSIDE I find incredibly interesting as there is very little given away about the character in their designs. Their look is very ambiguous and abstract, about all you can tell is perhaps their rough age based on the size and the ‘innocent child-like’ style. The boy from inside is especially interesting because he has no face and doesnt really have any sort of personality traits. This is completely different to the character Alex from Oxenfree whose design represents her personality perfectly as an outgoing teenager. However what really makes Alex’s character come to life in the game is her voice within the game. The voice acting gives her personality and suits her character design really well to make her intirely relateable to the player.

For the player in my game I wanted to take these two character styles and see how they would work together. The ambiguios and simple design of a character but with added audio voice acting to give her personality within the game. I also knew that i wanted to replicate the innocense and child-like nature of these characters in her design to make the player feel greater empathy for the chracter when playing. Although the character may not be entirely relateable as far as her look the voice acting will give her some relatability and humanise the character.

e8e86cb0dc46795dc87f0d306004c989 image mlwVgO2L

 

Source:

Adamns, E. (2010) Fundamentals of Game Design. Berkely, CA: New Riders.

Project Proposal

Name(s): Rowan Barnes

Date: 29/01/2017

Blog: https://digitalproject2.blogs.lincoln.ac.uk

Tutor(s): James Field

Working title:

 

What is the intended idea/concept of the project?

I would like to create an interactive thriller game/experience based in and around the history of the London Underground. The game will follow a linear narrative that is influenced by the main changes and points throughout history that the underground has endured, examples including the introduction of electricity underground, the blitz and world wars, the evolution of advertisement, fires and terrorist attacks. The games timeline will begin when the underground first opened and end with how it looks and operates today. The narrative will be made up of minimal characters, the main one being the character that is controlled by the user. The thriller element of the game will come from a feeling of a threat/villain to the main character in the form of a train that feels like it is chasing them through the tunnels of the London Underground. The game will be mostly for entertainment purposes however will also be an introduction into the rich history of the London Underground. In terms of narrative the player will be mostly in the dark, literally and figuratively. The entirety of the game will be underground and the character/user will move through various tunnels, they have no information on who they are, why they are there or where they are going. The only source of narrative will be the surroundings and a mystery voice heard via a radio and other electric equipment that guides them through the tunnels.

The level of interactivity within the game will be entirely based on my skills and therefore the level of control that the user will have is dependent on my coding and game development abilities. The most successful outcome would be that the user is fully able to control the character and move them around the scene and can interact in some way with the narrative of the story. The game will follow a typical ‘side-scroller’ format. The game is a collaboration project between a ‘Radio and Sound’ student and I. My project partner will be responsible for developing all of the audio for the entirety of the project, this include the soundtrack, sound effects and voice actors required for the game. My project partner will also collaborate with me in writing the ‘script’ for the game, the general narrative and storyline. I will be responsible for all of the visuals and all other physical elements and aspects of the game such as the character creation, animation and game development.

 

Describe the intended audience:

The game will be mainly enjoyed by gamers who love indie, adventure, single player games however will also be an introduction for inexperienced gamers as the game will be very simplistic and easy to play. The game may also be of interest to those who are fascinated or interested in the history of the London Underground.

The game will be web based so will be intended for playing on a laptop or a computer however in future could be turned into an app for gameplay on the go. The game is intended to be in the thriller genre therefore the user would find it most immersive and exciting to play the game in the dark and enclosed space to feel cut off from the world and isolated.

 

How will this project extend your creative and technical skills?

To create this game, I technically must improve greatly on my coding and game development skills from my previous project. This game will involve a lot more interaction with the interface by the user therefore will involve a lot more complicated programming. I intend to use the games development software ‘Unity’ which will involve a lot of practicing and trial and error as I have never used it before. I have also never made a side-scrolling game so must heavily research how to do this. I will also have to practice working in a team as this is a collaborative project. I will have to make sure I stay frequently in touch with my project partner and that we communicate on the stages and progress of our work.

Creatively I must come up with a suitable design and concept art for the game, including my own artistic visuals in an original and unique style. The design of the game has to be easy to use and the path that the user should follow must be clear.

 

Outline how the practical work will be carried out and the time-scales involved for each task. (If working in a group, please also indicate the division of labour):

Stage One: 2 weeks (Week 3 & 4)

Researching the London Underground and its history. Extensive research into the design and architecture and how it has evolved. Research into ‘side-scrolling’ games and other indie games to inspire conceptually and technically. Research into the best software to build and animate characters and create the side scrolling game. Begin to produce a narrative and storyline for the game. Log all research on blog: https://digitalproject2.blogs.lincoln.ac.uk

Stage two: 4 weeks (Week 5, 6, 7, & 8)

Create a script based on the narrative and storyline. Begin character and background scene concept designing. Producing lots of sketches through trial and error to achieve my final visual style and characters. Begin experimenting with the chosen software and practicing games development by producing several drafts and versions. Begin to 3D model the character and practice animating it. Overall experimenting and producing assets to create a segment of the game. Log all experimenting on blog: https://digitalproject2.blogs.lincoln.ac.uk

Stage three: 4 weeks (Week 9, 10, 11 & 12)

Produce the majority of the game to a fully functioning standard, ironing out any problems or initial bugs. Produce branding for the game such as its logo and title sequence. Potentially think about producing a trailer for the game. Implement any sound designed and created by my project partner. Produce more assets to complete the game entirely and work towards the completed final artefact. Log all progress on blog: https://digitalproject2.blogs.lincoln.ac.uk

Stage Four: 3 Weeks including the Easter break (Week 13, 14 & 15)

Finish the final digital media product/artefact. Use the information from my blog to create a digital portfolio containing all relevant documentation from the project including a detailed reflection on the piece. Create a digital press pack for the LSFM degree show. Finally write a critical evaluation of the finished artefact.

 

What other work (by animators, designers, film-makers, writers, digital media producers, etc.) is relevant to your project? (This work may either be relevant for its conceptual, inspirational or technical similarity):

Here are some games that inspire the game I would like to create conceptually and technically:

Rayman Origins (http://store.steampowered.com/app/207490/)
Oxenfree (http://store.steampowered.com/app/388880/)
Firewatch (http://store.steampowered.com/app/383870/)
Limbo (http://store.steampowered.com/app/48000/)
Inside (http://store.steampowered.com/app/304430/)
The Final Station (http://store.steampowered.com/app/435530/)
Memoranda (http://store.steampowered.com/app/430410/)
Beholder (http://store.steampowered.com/app/475550/)
Never Alone (http://store.steampowered.com/app/295790/)
Valiant Hearts (http://store.steampowered.com/app/260230/)

Pictures of the above games and a timeline of research that I have gathered on the London Underground to inspire the narrative and storyline for the game can be found on my Padlet:

https://padlet.com/12451734/j3h7mqa2xdbu

 

List at least two critical texts that are relevant to your conceptual intentions:

Any other information not covered previously:

Changes?

Overall there have been very little changes to the proposal. The only change is that in the original I wanted the threat/villain of the game to be an impending train that feels as if it is chasing the character through the tunnels. However, upon reflection, it would be ineffective to have a threat/villain if it actually poses no threat to the character. Why would the character feel threatened by a train that never actually gets/almost gets her?

Instead of a train being the threat we have changed it so that the mystery voice on the radio is actually a character with a personality who could potentially be the character’s friend but could easily turn against them and become a threat.

Research – Suicide on The London Underground

Suicide has been an issue on the London Underground since it opened. Underground management and train drivers use several phrases to refer to suicides, sometimes using “person under a train” (usually to inform passengers), “person on a track,” “passenger action,” but most commonly “one under” — a well known phrase across the network. Those who survive are often charged with offences such as “endangering safety on the railway” and “obstruction of trains with intent”.

About half of the stations, mostly those actually underground, have a pit under the tracks. Originally constructed to drain water, they have now been shown to reduce the number and severity of injuries and deaths, although not to eliminate them: as a Transport For London (TfL) spokesperson has said, “people fall into [the pits] and the train rushes on overhead”. A study of 58 cases showed that the presence of a suicide pit halved the number of deaths. Another safety mechanism are platform edge doors (PEDs), which separate the train from the passengers. These are installed exclusively at the below-ground stations of the Jubilee line extension. PEDs are expensive to install and can fail to open, adding a potential reliability problem to train services.

The Jubilee line was the most popular line for suicides before the installation of the PEDs. Now the Northern line has the highest incidents. Kings Cross ST. Pancras is the most popular choice of location.
Screen Shot 2017-02-02 at 2.19.48 pm Screen Shot 2017-02-02 at 2.19.41 pm Screen Shot 2017-02-02 at 2.19.34 pm

 

Sources:

 

https://www.whatdotheyknow.com/request/88547/response/223738/attach/2/Muffazal%20Rawala.pdf

http://www.independent.co.uk/life-style/suicide-attempts-on-the-tube-fall-1423730.html

http://news.bbc.co.uk/1/hi/health/468278.stm

https://en.wikipedia.org/wiki/Suicide_on_the_London_Underground

https://books.google.co.uk/books?id=vCPGrWeK04gC&pg=PT269&redir_esc=y#v=onepage&q&f=false

Research – The Bethnal Green Tube Disaster of WWII

On March 3rd 1943, 173 people, including 62 children died in tragic circumstances and over 90 were injured in a crush on a staircase, making this the site of the highest number of civilian casualties in one place in the war.

Although some people think that the disaster at Bethnal Green was caused by a bomb attack, this isn’t the case. It was actually simply a tragic accident. There was an air-raid warning on the night and sirens sounded, telling people to take cover. As with many tube stations in London, the entrance to Bethnal Green is down a flight of stairs. These were blacked-out during air raids so that German bombers could not use their lights as targets. According to witnesses who used the station, the stairs had no handrails on the sides of the staircase, no central dividing rail and only one small blue light to show people where to go.

On March 3rd, the air-raid sirens over London went off at around quarter past eight. Hundreds of local people started to head towards the station and down the staircase to take shelter. Although people were used to the crowds on the stairs and were careful if it was dark, a woman and a child fell over near the bottom of the staircase. The staircase itself is short with only 19 steps, but the crowd was so large and unstoppable that people fell on top of them and then on top of each other.

It is estimated that around 300 people ended up in the crowd on the ground at the bottom of the staircase in less than 20 seconds; over half of them died from crush injuries or asphyxiation. The people at the top and middle of the stairs did not realise what was happening immediately and kept walking down, putting added pressure on the bottleneck trapped below. Sadly, it later turned out that the air-raid warning had simply been a test – there was no bombing raid.

Bethnal Green reports were censored by the government

Far from being an immediate news story, the incident at Bethnal Green tube wasn’t reported for over 24 hours. The actual reports that came out then were censored by the government and did not give a full picture of what had happened; survivors were asked not to talk about the incident at all. This led to speculation of some kind of cover up, although it was more likely done from a moral perspective. From a government perspective, a disaster of this nature would not help the morale of the general public and might put more people at risk if they became worried about using tube stations as shelter.

There may also have been a secret report that claimed that the disaster happened because people panicked and stampeded down the stairs at the sound of anti-aircraft guns. There is no evidence to back this up. There is, however, evidence that the disaster could have been prevented. Apparently, Bethnal Green Council had told the London Civil Defence authority that the stairs on the station needed crush barriers to avoid such an accident as early as 1941. These were installed the day after the disaster.

Bethnal Green Tube Disaster Memorials

The disaster at Bethnal Green was not marked with a memorial until the 1990s. This is a small plaque, but it doesn’t list the names of those who died. Survivors of the disaster and their families return to the station every year on March 3rd to lay flowers by the staircase. The Stairway to Heaven Memorial group has been actively raising funds to build a more fitting commemorative memorial to be unveiled at the station in 2013. This is based around an inverted staircase design, will list all the names and will be used for future anniversary ceremonies.

http://www.eastlondonhistory.co.uk/bethnal-green-tube-disaster-1943/

https://www.ianvisits.co.uk/blog/2013/03/03/70th-anniversary-of-the-bethnal-green-disaster/