Showing posts with label HL2. Show all posts
Showing posts with label HL2. Show all posts

Monday, November 9, 2009

Visual Clarity in Character Design (Part I)

Monday, November 9, 2009
With the release of Left 4 Dead 2 coming up, let's talk about visual clarity in character design. Valve has learned quite a bit about doing it right in recent years, so it's worth dissecting a few of the lessons they've learned.

We'll start with some background, and then cover three main concerns: silhouette/scale, color/patterns, and materials/detailing. In another update, we'll apply these lessons to less than successful character designs in another existing game and see what we come up with.

The L4D Survivors before and after major reworking, after Turtle Rock Studios' absorption into Valve proper.

Valve's visual bravura arguably dates to Half-Life 2. But HL2 was more of a breakthrough in terms of memorably drawn characters, rather than a variety of pragmatic concerns we'll be discussing here--a single player game with invincible/high health friendly NPCs is not the same as designing for team/co-op multiplayer.
By pragmatic, I mean the kinds of things that have a direct impact on gameplay. For this, we'll look at Team Fortress 2.

Players may remember that TF2 was originally--circa 1998 or so--going for a more realistic visual and gameplay style (seen at left).

Thankfully while in development, in they were soundly swooped by a number of different games, most notably the Battlefield series of games.

TF2 was ultimately redesigned closer to the original Quake mod roots of the game, but with a clean, stylized look harkening to the work of classic 20th century commercial illustrators.


We see the particular stamp of Moby Francke's visual style, which from an outsider's perspective seems to be the strongest artistic voice on where TF2 would end up, visually. (I have no doubt this greater movement toward visual clarity in character designs was due to others artists as well, but Francke's work seems the single best artist at the company I can point to.)
Prior to his work on TF2, witness his Counter-Strike: Source model sheets (below and to the right).

While the character designs had already been more or less decided with the mod version of Counter-Strike, notice the presentation of the model sheet itself. Major shapes and silhouettes are emphasized over detailing or texture.

This is a crucial concept governing much of the successfulness of TF2: a clean, uncluttered, "readable" look. The CS:S models are not hugely different from the original CS characters, but they are an iterative improvement and a step toward what would become TF2.

Below, one of Moby Francke's character designs for TF2. Same presentation for the model sheets as for CS:S, but with the style of the game he's able to work in more memorable silhouettes. Simply by considering the various TF2 characters with relation to each other you can reverse-engineer most of these lessons--but let's talk about them more in detail.



Silhouette/Scale

Even some of the most casual players are probably aware of silhouette design issues. This is perhaps the single most important factor when designing any videogame character. Look below--do you have trouble identifying any of the characters below solely by their silhouettes?
With TF2, Valve realized that the more quickly the player needs to identify other characters and act on that information (friend or foe, what class the other player is) the more important it becomes. The demands of a hardcore, team-based competitive multiplayer game helped drive the visual style for TF2 to not only be attractive, but also transparent to the needs of the gameplay. This transparency would be honed and show up again with L4D 1 and 2.



Character designs can be placed on a spectrum from the naturalistic (L4D) to stylized, to the almost completely abstract (say, Space Invaders). Above, these characters are all nominally human, but their silhouettes vary wildly. The more stylized the game, generally the more wiggle room you'll have to play with in terms of defining through silhouette.

Scott McCloud's Understanding Comics has a very useful lens to consider this concept--the "Pictorial Vocabulary"--that applies equally as well to videogames as it does to comics. (A more detailed version with examples of this is available here.)


As games become more abstracted either up or to the right of this triangle, the more dramatic the differences in silhouette (may) become. Game mechanics tend to track similarly, though it is not strictly correlated. (There are a lot of games with somewhat realistic graphics but highly abstract mechanics and world.)
Start with a normal human silhouette, think about the various different messages it sends--height, weight, gender, age; the interrelations of shapes (held weapons also count a lot for unique silhouette), the character's most common postures, style of animation, etc. Silhouette is one of the most identifying factors so long as the character in question is not significantly occluded visually, or they can be clearly discerned from the background.


It's worth noting that for L4D, silhouette will also communicate important information like being gravely wounded--once a player has very low health they transition to the stooped, wounded stagger in place of a normal gait.

The natural corollary to silhouette is scale. A silhouette may identify a character well, but introduced together with scale variation, a character's readability is boosted considerably. With L4D, all characters are realistically scaled/silhouetted human characters (no giants, no dwarves, and no spikey anime hair) and yet the characters are all well differentiated on these grounds.


Color/Patterns

This is one of the least appreciated aspects of good visual character design. Clear, simplified application of color and pattern can be one of the best ways to create well differentiated characters--and it is here that arguably the L4D character designs are strongest.


Let's look at character concepts for both L4D1 and L4D2. Then consider the color schemes, divorced from all other aspects besides color by applying them to the same Lego minifigure-like template. Players familiar with them will have no trouble naming all 8 characters:


Simple, strong combinations of colors in different arrangements can by themselves create memorable, easily differentiated characters that can be IDed by the player under duress reliably, which is the holy grail for functional character design.



Materials/Detailing

Out of all concerns, materials and detailing are some of the most difficult to explicate, but still crucial to overall presentation. Material choice--say, a glistening bright shine on armor or a weapon vs. a matte finish--can go a long way, especially when other information isn't available to the player.
Extremely low-light conditions will strip players of color information, leaving only silhouette cues and in many cases not even that. Extremely reflective materials, on the other hand, will still "read" differently than matte ones in low light. (Which is part of why most real-world military firearms feature some manner of matte finishing, parkerizing and the like--so they won't reflect sharply in the dark.)

The associated problems here are why we've got the single biggest crutch for videogame character design: glow-y bits. Everyone from Sam Fisher to Marcus Fenix can orient themselves easily in a pitch-dark room, thanks to gratuitous glow-y bits. Your future power armor design lacking that necessary punch, or clarity? Glowing tech-bits are every lazy s.f. concept artist's best friend.

The slippery slope.

Detailing is a sort of catch-all description for other concerns too numerous for the scope of this article, including the overall visual complexity of a character. As such it should be considered carefully, as should the overall visual complexity of your game, as it relates to your gameplay.
Marcus Fenix and the other COGs in Gears of War are deceptive cases: with careful deployment of certain techniques, in combination with more overt ones such as glow-y bits, you can still maintain fairly good legibility--even if tastefulness remains elusive.

Color-overlay shaders reveal a breakdown of basic visual clarity in UT3.

But it can be tricky--Gears of Wars' near sibling Unreal Tournament 3, despite a very similar aesthetic, fails almost completely in terms of clarity of visual design. Busy, techy character designs against busy, techy backgrounds mean that in team games, characters and vehicles (!) at mid-to-long distances are overlayed with a red or blue shader shell, in order that they're readily perceptible at all.

I apologize if some of these concepts aren't fully explained, but with Part II we'll be applying all the lessons to some existing designs in another game. In the meantime--what are your favorite examples of visually successful and spectacularly unsuccessful visual designs for videogame characters?

Further viewing: Illustrative Rendering in TF2 Presentation

Thursday, July 16, 2009

Design Reboot: Dr. Ivan Just Can't Die

Thursday, July 16, 2009
What high profile game series is least in need of a design reboot? Probably Half-Life. Let's do it anyway. Mental exercise is good for you.



Tricky - Vent

Start back with "Ivan the Space Biker," the earliest incarnation of the Gordon Freeman character model. The chunky hazmat suit, the bushy beard, the flat-top hair cut, the Ted Kaczynski eyes; what's not to love?
We know Gordon Freeman as a cypher, a mute avatar that is nonetheless a heroic figure among videogame protagonists--but how different the original game would be if it were filtered through the perception of Ivan? What gameplay would match the his sensibility, the low constancy of his gutteral rantings?






Unlike the more winsome Dr. Freeman, let's assume Dr. Ivan is as deeply paranoid and reclusive as his appearance suggests.
You're clearly a long term employee of Black Mesa, knowing more than a few dark secrets but also intimately familiar with the layout of the place.
Your status as the facility's recluse means that your tenure at Black Mesa is tenuous at best (ha!)--so you're called to do some cart pushing in the test chamber. Reluctantly you agree in order to keep your job.

The catastropic events that follow might best be described as Diehard meets Andromeda Strain. And you say, "hold on, couldn't that trite movie pitch formula be used to describe the original Half-Life?" to which I say shut up, Dad. I learned it from you.

The game would play as a mayhem-filled survival horror scenario instead of heroic run and gun. As Dr. Ivan, you freak out and hole up in a pre-arranged safe room/storage area deep in depths of Black Mesa, emerging months later very hungry and with a prodigious beard growth, your worst fears confirmed.
Virtually all of your former colleagues are long dead. The US Military is still not far from using the nuclear option on the now alien-infested facility, though desperately trying to reclaim it with conventional means.

But as the time frame is far past that of the original game, the entire base is essentially "behind enemy lines." A First Person Stealth/Insanity Shooter (FPSIS). With cunning, ingenuity, and the self-preservation of a full-blown paranoiac, you'll guide Dr. Ivan to survival, escape... or is it that you've always secretly wanted to go to another dimension and never come back? And what's up with this Barney guy, anyway? Is he on the drugs?


On release, Dr. Ivan Just Can't Die receives a Metacritic rating of 73/100. The game develops a considerable cult following over some years (and a boost in sales once the v.01.05 patch is introduced, which allows players the option to turn off Ivan's rantings), but not enough to fund a sequel. Fans are left wondering just what a deranged, fascinating sequel might have followed from such a difficult, unusual game.

Free Radical, Stalkerbot, and Other Table Scraps

It was 2005, and like a lot of people I was obsessed with Half-Life 2.

I was still fairly fresh out of college and possessed of just enough ability, and time, and leftover invincibility that I believed if I worked hard enough, I could put together a targeted concept art portfolio that could get me a job at Valve. (Spoiler alert: it didn't.)

It was an invaluable lesson; the time spent playing in and around someone else's universe was an education in itself. Possibly more valuable was the understanding that a targeted portfolio can beg unfavorable comparisons to artists like the peerless Viktor Antonov, which is unwise.


I wrapped the images up in a special section of a larger but no less carefully curated portfolio, fiddled with the resume, and then sent the email off to Valve. Riding high, I posted the images on a few artboards including the conceptart.org forums.

On CA.org I was roundly excoriated by one poster in particular armed with a short, blunt list of my stylistic and technical shortcomings. Incensed, I clicked to the poster's profile--who were they to criticize, exactly?
It happened to be somebody with an email address that ended @valvesoftware.com (no, I didn't recognize the name). I considered it my official unofficial reply from Valve, as none ever arrived in my inbox, and that was that.

Dreams settled back down to the earth and between then and now I traveled extensively and worked on various projects.
Years later, I feel rather fond about these illustrations overall, and consider their posting here a kind of exorcism of that old feeling of defeat--I've learned since to consider the work itself the reward, and the things that come or don't as a result entirely secondary. Life as an artist is a lot happier in this frame of mind.

But before I get to the "Valve Portfolio," I was referring to, here are a couple of mod/expansion type ideas I thought about in those days. Like everyone else--who wasn't thinking about Half-Life 2 then?



Free Radical would be the one and only clever name (in the vein of Blue Shift, Opposing Force) for a HL universe project that I ever came up with; the idea itself wasn't so great. Something about a rogue Combine soldier type's journey to the other side; maybe early levels would involve fighting against the Resistance but coming round to following Freeman eventually.

It was conceived to be graceful under the constraints of a one man mod project and so is naturally consigned to triviality by that nature... I still like the image, though.








Michelle is the leader of a small enclave far outside the realm of Combine control--she wears a trophy Combine Elite uniform as a dress. Largely intended as a anchor character for a group that the player encounters and possibly embroiled in petty politics. Gameplay scenario is the "drifter comes to town" where the player becomes familiar with a small, mostly closed defensive layout and then Combine stage a vicious assault. Player must defend and then help with the emergency withdrawal.



Stalkerbot (working title--I suppose Free Radical would have worked here too?) was more ambitious, though still basically a smallish mod project. It was intended as a day in the life experience of someone who slid hopelessly underneath Combine rule.

It opens on a HL2-style limited POV cinematic; periodic time-lapse montage from a vantage point inside an apartment whose walls peel as times go sour. You are a man who watches his wife wither and grow desperate and the (tastefully implied) death of a child from malnutrition. With no other option, you volunteer to become a Metrocop. One of them.
Actually building this thing would have dictated the resolution of the story here (how much Metrocop training/indoctrination?), but I liked the idea of showing how by degrees, even decent people (even you, player) can get roped into evil things.
Before long there's the sequence where the player is an active participant in the brutal suppression of a food riot, probably staged at the very train station from the opening of HL2. You thump on those helpless civilians and it's probably fun, in that Stalinist regime sort of way. You fall a little further down but at the critical moment there's an awakening, a forced ultimatum by a superior say, and it pulls you back to your basic humanity.


And for that, you're hauled away and turned into one of those ghoulish "stalkers" that haunt the corridors of the Citadel.
You end up being further dehumanized by random incorporation into an experimental man-machine weapon rig of the Combine (pictured right), and then fight war-crime worthy mission against the Resistance.
It'd be like fighting in a small-sized mech, HUD and all... at which point there again you reclaim one last stake in your humanity and I don't know, take the Citadel of City ## with you in an enormous explosion. These things always end in explosions. I'm sure it would have been really touching/ass-kicking.








A very early sketch from 2005 of Breen being confronted by three Advisors. I abandoned this fairly quickly when I remembered the implications of the ending of Half-Life 2--Breen would never had this sort of confrontation for the defeat at the hands of Gordon Freeman, because at that point, in order to escape the Citadel Breen had to abandon his body. Oops.

Looking back now, my trouble with the all of the above is that they are generally more story-centered than anything that is concretely related to gameplay, which I think is a classic beginner's mistake.
We are taught to think in stories, perceive the world and recount it to others in stories; it's very difficult to make the transistion to being a designer who focuses on the gameplay experience of the player and the "story" experience as an outgrowth of that, not as the primary concern.

And I must also point out as a fairly slavish devotee to the House that Valve built that however much I like the cold moderism of the Combine "stalkerbot" look, I believe it at odds with the established fiction. The Combine generally developer bio-weapon/quasi-organic solutions for this kind of thing, as evidenced by the Strider and the deleted supersoldier character seen in the (excellent) HL2: Raising the Bar book, not cybernetic.

And finally here are the "Valve portfolio" pieces themselves.

I still like the Civil Protection Carrier & riot shield designs very much despite their derivative nature; I was a little let down by Episode 1's lack of depiction of civil unrest in the face of the Citadel's destruction (alluded to in the first image).
I also thought that Metrocops with riot shields were a gimmee for gravity-gun play--say you still couldn't grab the cops, but you could grab the shields and then launch them at the other cops, or hold one up in front of you to block shots. Great fun.
(This first image is the only one I really noodled with in a fit of George Lucasing before posting. Feel free to examine the original version to the left from November of 2005 and tell me Han shot first or whatever.)





The City 16 material is middling, mod fodder at best; though the citadel on Xen is still a strong visual to me and agreeable callback to the first game. The aerial shot was the very first of its kind I had ever attempted.

The Mobile Barrier is an almost complete failure since not only is it nonsensically redundant--functionally the same as the citadel's creeping outer walls but not as pure, not as abstractly menacing--I failed to communicate the key aspect of the design, which was that the upper boom-arm would in conjunction with the other barriers project a forcefield wall, a key visual I neglected to actually depict.

I've always admired artists that leave out early evidence that they were once mortal men--I'm still terribly mortal, as an artist or a designer, but here's hoping a generosity of spirit gets me somewhere later on.
 
design reboot. Design by Pocket