Start with simple shapes.
•Characters come from observations of real-world people; some people can look like characters… maybe these are people you have some relationship with (family?)
•Archetypes: protagonist/villain?
•Thumbnails can be good deliverables; sketches, too
•Elevator pitch – how to pitch a concept of your character
•You should not explain everything about the character; you want to let the player find it out (mystery box mechanic)
Character Archetypes
In storytelling, particularly in games, the protagonist often serves as both the playable character and the lens through which we experience the game world. They are central to the narrative, guiding the player’s journey. Supporting them is the sidekick, a character designed to assist the player in making decisions and navigating challenges within the game environment.
Protagonists are often the playable characters; as such, how we experience a game world is seen through these characters’ eyes. Usually, romantic dynamics come into play, with characters such as a love interest possibly characterized by an “enemy-to-lover” arc, adding depth to the story.
The confidante plays a crucial role as the character whom the protagonist trusts, offering support and understanding. Morality themes can be illustrated through a morality chain or morality pet, representing characters who influence the protagonist’s ethical choices.
Conversely, the villain stands in opposition, embodying conflict that drives the narrative forward. Other characters, like dependents, rely on the protagonist for support, while mentors guide and shape the protagonist’s growth. These roles create a rich tapestry of interactions that enhance the storytelling experience.

The Hero’s Journey is a narrative structure popularized by Joseph Campbell that outlines a hero’s adventure, transformation, and return. It involves the hero departing from the Ordinary World, facing challenges, and returning with newfound wisdom or power.
The journey begins with the Call to Adventure, which the hero may initially refuse but eventually accept after meeting a Mentor. They then Cross the Threshold into a new world filled with Tests, Allies, and Enemies. The climax occurs in the Abyss or Ordeal, which challenges the hero profoundly. Surviving this leads to the Reward or Elixir, which grants new abilities or insights.
Finally, the hero returns home, using their newfound skills to help others. This structure resonates across cultures, reflecting personal growth and making it a timeless storytelling framework in literature, film, and games.
Ensemble
When designing characters, it’s essential to approach them as though they are the protagonists of their own unique stories. This perspective allows for developing rich, believable, and memorable motivations, personalities, and arcs. By understanding and portraying their viewpoints, creators can craft more intriguing dynamics, encounters, conflicts, resonances, and alliances within the narrative. Each character’s individuality contributes to a more complex and engaging storytelling experience.
The Curb-Cut Effect
The curb-cut effect illustrates how solutions created for specific groups can benefit a wider audience. Originating from the small ramps installed in sidewalks to enhance accessibility for wheelchair users, these curb cuts prove advantageous for many others, including individuals with strollers, travellers with rolling suitcases, and cyclists. This effect underscores the importance of inclusive design, demonstrating that when systems are made more accessible for one group, they become easier to use and more convenient for everyone. It serves as a strong argument for universal design and inclusive policies, emphasizing the broader positive impacts that can emerge from addressing the needs of particular communities.

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