Skip to content
Menu
Camilla Morrissey
  • Flash Before My Eyes
    • Development
      • Generating Ideas
      • Character Design
      • Environment design
      • Narrative Development
      • Player Experience
    • Research
      • GDD’s
      • Art Style
      • Evoking An Emotional Response
      • What makes a game popular?
      • Dementia And Considerations
    • GDD
      • Game Overview
      • Major and Minor focus
      • Game pillars
      • Art Bible
      • Narrative
      • Gameplay
      • Market
    • Weekly Lectures + Updates
      • Week One – What Is A GDD
      • Week Two – World Building
      • Week Three – Concept Art
      • Week Four – Character Design
      • Week Five – Narrative
      • Week Six – Gameplay
      • Week Seven – Feedback
      • Week Eight – Audio
      • Referencing
        • Bibliography
  • Home
    • About Me
  • Kinetic Panic
    • Development
      • Understanding My role
      • Designing The UI elements
      • Breaking down the mechanics
      • Implementing the Ui
    • Research
      • Kinetic Panic GDD
      • Mechanic Design Examples
      • Mechanic Design In Industry
      • UI Design Examples
      • UI Design In Industry
      • Play Test feedback
    • Weekly Log
      • Week one
      • Week Two
      • Week Three
      • Week Four
      • Week five
      • Week six
      • Week seven
      • Week eight
      • Week Nine
    • Bibliography
    • Reflection and Frustrations
Camilla Morrissey

Week Four – Character Design

Posted on

Characters are vital to the development of a game. They create an added sense of depth and sometimes give the player a reason to be interested in the game. through design, interactions, story and simply personality they often times complete the game. More often then not the player is also a character, even if they customise and curate their own character you still have to consider what the players character adds to the story and therefore their character is most likely vital to the player experience.

Before you can even think about designing a character you to to consider their role within your Gameworld. different architypes of characters often are what drive the story.

Character Architypes

  • protagonist

Often times the protagonist is the ‘good’ character, likeable and easy for the player to digest. But the term protagonist doesn’t necessarily mean that, it just refers to the main character of the story that the player will follow.

  • antagonist

An antagonist is the main ‘villain’ of a story, someone who often drives a narrative as often they are the final goal to any story. Hence they can be important and have to be believable if they are going to be used to drive the entire narrative.

  • Narrator

The narrator is oftentimes the protagonist in video games, they tell the story to the player. Directly or not.

Character architypes aren’t one set list of things a character has to have. If anything they should be used as a basic basis only. Creating a character is only ‘good’ or ‘bad’ can be dull, it lacks the depth of any true human being. Yes characters are made up, but for them to be believable they have to represent and display a human range of emotional connections, weaknesses and hardships. Personally I find the ‘Morally Gray’ character trope to be one of the most intriguing, its human, its real.


Tasks

For a warm up and to start considering what my character would look like i used simplistic shapes to create a silhouette. I’ve personally not employed this technique before but now having done so i can see myself using it many times in the future. By blocking out the basic form of your character with basic shapes it can help to make the character less visually cluttered and be more easily recognisable.

For this character i tried to emulate the type of aesthetic i want for my game. This is the first iteration of my character design for the protagonist, I wanted to emphasise the fact that she is a child by putting her in oversized potentially hand me down outfits.

Play:

  • Doki Doki Literature Club

This game felt very immersive for me. I really enjoyed the point and click style of game and how it focused more so on story telling. Story based games are very interactive for more players, they’re immersive and give the player reasons to be invested. I do think some of the characters were a bit flat in terms of personality. They all had few key personality types and didn’t stray far from that, at least that’s what i thought for the majority of the game. Towards the end it most certainly became more three dimensional but i wished it had been more present towards the beginning.

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Recent Posts

  • Play Test feedback
  • Reflection and Frustrations
  • Week Nine
  • Week eight
  • Week seven

Recent Comments

  1. A WordPress Commenter on Hello world!

Archives

  • May 2025
  • January 2025
  • September 2024

Categories

  • Uncategorized
  • Weekly Lectures + Updates
©2025 Camilla Morrissey | WordPress Theme: EcoCoded