Showing posts with label character design. Show all posts
Showing posts with label character design. Show all posts

Wednesday, November 30, 2011

Design Primer: Askhat's minotaur

Wednesday, November 30, 2011
On Christmas Eve, 2006 I was in Akita, a sleepy town in northern Japan, and posting on the internet.

I know this because yesterday a friend from polycount emailed to thank me for the advice I'd given him over the years, and he highlighted one thread in particular, which bears that date. While I'd like to think that him re-reading old posts of mine to his threads has to do with the endless wisdom one can glean from my writing, the truth is more prosaic. Askhat Mizambekov, aka conte, is an fellow game artist and polycounter (I particularly like his concept art) for whom English is a second language.
 He emailed me thanking me for advice I had given him five years ago that was a little outside his grasp of the language then, and so wanted to thank me after the fact. Other than this being quite a thoughtful gesture, it was also an interesting little window into my own artistic/design thought processes from five years ago.

Other than removing a number of exclamation marks ("An exclamation point is like laughing at your own joke" wrote Fitzgerald) and elaborating on a point or two, I present my same post from five years ago as a short primer on logically refining a character design, relevant for artists and game designers both.

Pictured: my illustration for this article about Askhat's minotaur,
not actually his (or my) concept of a minotaur. Wouldn't be very useful as a concept,
 now would it? Where's the rest of him? Is that the star brush from Photoshop?

Sorry Askhat, I am currently in northern Japan and have no access to a scanner or Wacom tablet. Luckily for you, Eric looks to have been on a rather inspired painting streak and has provided some good input on designing the armor and some coloration ideas. Nice paintover, Eric!
I'll do what I can, though: One of the best (and easiest) ways to refine a concept is to think it through logically. Ask what this Minotaur is all about. Where did it come from? Is it a dumb beast, or intelligent in its own right? Does it have a master? If you give yourself an answer to a few of these questions, you can make your concept a whole lot more interesting. Form follows function, right?
Let's take an idea and then just run with it, see where it takes us.
Let's assume that this minotaur is a spin on the ancient Greek myth about the Minotaur, placed in the Labyrinth. Now, without getting into the particulars of the mythology and turning this into a Greek style monster, we'll assume this: there's a Labyrinth where victims/"the hero" are trapped and the Minotaur kills them/tries to kill them.
A Minotaur in a Labyrinth killing stuff is cool, but it still doesn't give us anything interesting to go on. So we introduce a design constraint (often the best way to generate new ideas): in order to really make it difficult for whomever's trapped in the Labyrinth to win, let's say the entire Labyrinth is completely dark. Pitch black.
But the Minotaur has great hearing and sense of smell, so it still manages to catch people in the darkness.
We could also suppose, just for fun, that the Minotaur's hairs covering his body are very sensitive to heat--so if the  hero or victim that's trapped in the Labyrinth is foolhardy enough to carry a torch, the Minotaur will be able to find him even easier. Maybe this is just silly and we'll discard it later, but it's worthwhile to entertain different possibilities, especially in the beginning of this process.
So let's look at what we've got now:

1.) Labyrinth where Minotaur hunts down "the hero"

2.) Labyrinth is completely dark.

3.) Minotaur has very good hearing, smell, and heat sense.


Okay, that should give us more than enough to design the minotaur in an interesting way.
One approach given the lightless environment would be to pull a "Gollum", and make the Minotaur like a slimey, albino cave creature with very little pigment. But that suggests a long time spent evolving in that environment, and frankly  runs contrary to the strong suits and essential character of the Minotaur. Still an option, though.
But let's just assume that while the Minotaur hunts people in the dark of the Labyrinth, it does get some exposure to light intermittently. (Or maybe they turn out the lights during the hunt, because it was getting too easy for the Minotaur to kill people.)
So the Minotaur isn't a cave dweller by nature. The next natural choice would be for it to have a blindfold of some sort, or better yet, some blinders, like a horse. If you go with that, you can create a visually interesting sort of  blinding-helmet, which functions to blind but also protect the Minotaur's eyes and skull. So that's an idea.
Going along with that, the armor should protect him well in this dark environment. He's got a great sense of hearing,  but he can't echolocate like a bat (or Daredevil), so let's say he navigates the Labyrinth because he's memorized the entire layout, from years of hunting people in it before they turned the lights out. But even though he knows the whole  layout, he still needs armor not only to protect him from whoever he's fighting, but also to keep him from injuring  himself too much if he would happen to charge into a wall or otherwise run into an obstacle. Does he keep track of his steps on some kind of counter, like a string of Tibetan prayer beads?
Now you've got a helmet and an interesting possibility for armor/equipment. How about a weapon?
If he's trying to kill something in the dark, he's probably not going to use a particularly precise weapon, either. This suggests maybe a nice big club or warhammer, something really big, blunt, and suitable for a monster in a maze to  use. Something big and capable of withstanding an accidental striking against stone, like the floor or a wall. And it's left in the dark of the Labyrinth, without cleaning or maintenance, so it's probably pretty nasty.
Or maybe it's ritualistically cleaned by cult retainers devoted to the care of the Minotaur, since a dirty weapon would interfere too much with the Minotaur's highly developed sense of smell. Do the retainers/cult members have a supporting role suggestive of gameplay?
Does the minotaur consume the heroes he bests in the Labyrinth after killing them, or simply retire to his lair. And if he doesn't eat the corpses, who does? Is the Labyrinth covered over in beds of fungus in the dark that sprout among the corpses? Some kind of parasitic/carrion feeder food-chain that subsists on the victims of the Labyrinth?
Finally, just to spool out an idea related to the heat-sensitive business, you could give him a really long pelt on his back or around his neck or something, specialized sorts of hair tufts that react to heat. Like cat whiskers or something. That's a pretty bizarre idea so you may or may not be able to do anything with it visually, but it's still a potential feature.
There you go: starting with just a few basic "how about" sort of scenarios, we've been able to come up with a  potentially novel approach to a minotaur design. This methodology (one of many possible) is also nice because it suggests a  whole scene, complete with the Labyrinth and the hero character, and possibly even a game mechanic. Maybe the hero has a torch, but has to throw it around in order to mislead the Minotaur? Maybe the hero uses the Minotaur's memorized knowledge of the Labyrinth against him, and uses something to trip him up unexpectedly?
Blinkered creatures aren't particularly new in games (those wolverine guys in RE4 come to mind, for instance), but it could still make for something that gets beyond just another well-made, but fundamentally uninteresting, obvious Minotaur character.
I apologize for the lengthy posts, but it'll do in the place of my inability to give you a paintover. Maybe even better, since you're able to draw just fine yourself it looks like :) I hope this idea-generation technique proves useful for helping you flesh out this character and future ones.

Sunday, October 10, 2010

Design Reboot one-shot: Oni

Sunday, October 10, 2010

Oni is a lesser-known title from Bungie, released in 2001. On a few points it was ahead of the curve: mixed third person melee and gun combat, tentative efforts at real-world architecture, and that ever so popular anime style that the kids all love now, but was quite a bit more niche nine years ago.

Rather than a full design reboot here I decided to only play with Konoko's character design and see what happened. I ended up with a kind of Franka Potente in Run Lola Run vibe combined with the original  Major Kusanagi/Ghost in the Shell riff, while keeping the distinctive haircut. I was less interested in the kind of high tech armor/bodysuit deal she sported in the original (seen below)--a theme you may notice through some of my other character redesigns, I am trying to keep with more moderate, normal clothing for characters while retaining an iconic color palette.

If Konoko is going to be running around in a game doing a lot of martial arts type stuff it seemed appropriate to have her outfit light, sporty, and practical. Pictured is the point early on the game where she abandons her more cumbersome SWAT-style equipment. As for a few comments on the possible gameplay redesign, Oni seemed to anticipate a lot of what would be done later with Mirror's Edge--emphasized speed and agility over traditional shooter action. Certainly a bright, impressionistic rendering style would be appropriate here as well. What do you think?

Be sure to discuss this in the newly unveiled GAUSSWERKS / DESIGN REBOOT forums.

Saturday, November 21, 2009

Visual Clarity in Character Design (Part II)

Saturday, November 21, 2009
In Part II we'll consider the key characteristics discussed in the first entry--silhouette/scale, color/patterns, and materials/detailing, and see if we can't make an existing set of less than optimal characters "read" more clearly in gameplay situations.

The very gothic Jericho Team.

For candidates, I looked no further than a game I had finished playing just recently: Clive Barker's Jericho.
It was not well received and mostly for good reason, but there are some inspired concepts running through it. It's ideal for our purposes because you control a larger than average team of six characters, and it's tactical enough that identifying characters different squad members at a glance makes a difference.

Hanne Lichthammer, an undead Nazi boss character in the game, seen out-gothing the Jericho team by a wide margin.

Trouble is, the game revolves around a decidedly goth-leaning, melanin-challenged (even the black man of the team is ghostly pale) supernatural special ops team with a fondness for shades of black.
With the exceptions of Delgado (the big chain-gunning fellow) and Church (the small-framed ninja), this is a large group of friendly characters that are difficult to tell apart in combat and/or low light levels--both of which recur regularly, often together.
Here's a collected image of the original characters and their names, so you know who I'm referring to for the rest of the article:


Where to begin? Many of the problems with the team extend further than just visual appearance and into their broad, even offensively stereotypical characterizations.
Delgado is the sass-talkin' latino, Father Rawlings is the deep fried southern preacher-type, Black is the militant lesbian sniper, etc.
(I think the game interesting enough that the follow-up to this entry will be a full-fledged design sketch.)

For now we'll stick to their appearances: in keeping with the gothic, spooky ambience befitting a Clive Barker game, the entire team is pale and black clad. This ends up as a significant issue in two ways.

The call is coming from inside the crypt.

First off, from the point of view of player investment and interest, these six characters are a hard sell--they walk into this hellish landscape overpowered with magic and arms, imminently well-qualified to deal with the problem, and the game mechanics as well as fiction hold that the team can both resurrect members and resupply them with ammunition indefinitely--so why do they need my help at all?
What's horrifying about these gothic sulks having to deal with the end of the world, aren't all their own apartments furnished in the same style as the oozing rivers of blood and hellscape they now traverse? In other words, the team seems to be lacking dramatic contrast to their environment. Far from being put out and suggesting fear and terror as appropriate responses, they seem at home.

Second, even if I did feel invested in the obnoxious stereotypes, I often have trouble seeing them at all, certainly in telling them apart at a glance. A few of them are attired in shiny black catsuit-type material, which improves their visibility somewhat in low light conditions, but not enough to be helpful. Most of the characters are designed with a kind of runic filigree covering their suits, presumably as a replacement for lack of shape or form differentiation, but it's none too successful.

At left is a sample palette of the game's environments, derived from pixelated averages of a few representative screenshots.
The game is heavily atmospheric--fog, smoke, fire predominate to good effect. Mounds of sloughed off rotting flesh and rivers of blood show up as with any self-respecting time-fragmented hellscape, so the general palette of the game tends to run to warm, flesh and earth tones, and generally very dark.
While thankfully the Jericho squad isn't wearing blood-red catsuits, which really would make for unfortunate camoflage, the black suits don't really help visibility, especially for the extended sequences shrouded in darkness (perfectly appropriate for a horror game).

So as we begin, we'll identify the specific issues we wish to solve: shape/silhouette differentiation (for when color information is not present), visibility of material and detailing in warm colored and low light situations, and finally player sympathy/horror game appropriateness of the character designs.

First things

The temptation for me as an artist is to get to drawing and painting characters immediately, but this isn't actually that helpful when I could end up with a lot of wasted time for a redesign of such a large team of characters. So we'll stick with a consciously simplified approach--not only does it keep artists from pouring too much effort into a design before it's well considered, but it's simple enough that little or no drawing ability won't stop someone from using the same process.
We begin with a simple diagrammatic layout of the team divided into their control squads, Alpha and Omega.


Like the L4D color comparison in the first entry, I'm using simplified representations for the characters in order so I do not distract myself with painting and rendering too early.
A well drawn character can mask design flaws that don't manifest themselves until it's too late--the model and texture are done running around in the game. Revisions at that point are extraordinarily expensive in money and man-hours; far better to squash as many problems before they ever happen when revisions are as cheap as the point of an eraser, the point of a pencil.

Scale

So now we've got three men, three women in simple outlines. The scale relationships of the team originally are a good starting point, so we'll stay fairly consistent to the original team designs.

Cole is the "medium" female, Jones the "medium" male, Delgado the largest of all characters, Black the tallest of the females. We'll make Rawlings a narrow, vertical form, while Church is the diminutive ninja form. Like so:


If it seems simple, that's because it is, but take the time, foundations are critical.
It's also instructive to do this kind of designing with all characters visible on a sheet--small as it is, this workflow reinforces the necessity of cross-checking all the character designs against each other as much as possible.

Silhouette


The biggest change here is giving Black a sort of Ghillie suit/dress, instead of the black catsuit that appears in the game (and makes her look very similar to Cole). Otherwise, most of what I'm paying attention to here is a simple factor of how much skin is visible. Something tells me tacti-shorts are right out when rethinking a supernatural tactical response team, so I'm mostly looking at collar cuts and sleeve lengths.
Though it's not pronounced at this stage, I'm already thinking of exaggerating Cole's augmented reality visor's scale in order to giver her more of a Daft Punk head silhouette (added bonus of hugely reflective helmet), whereas Jones gets a high, protective collar, almost like a bomb technician. Rawling's duster/great coat remains largely unchanged.
(There's evidence the development team ran into these issues, as the concept art for Church doesn't have the large suit cut-out panels. Either they realized the difficulty of recognizing the characters in the dark or needed some sex appeal--or both.)

Patterns and Colors


Knowing that most of the game's environments are in ruddy/earth tones, I swung to the complementary color on the wheel: green. Olive drab, more specifically. I considered this in tandem with my problem with the game fiction and player identification issue: even if there are potentially world-ending supernatural threats out there, I have a hard time believing that the government would actually give decent funding for their super secret "Department of Occult Warfare" were it to exist.

This gave rise to the thought of a second-rate secret force, a kind of discount BPRD: what if the team didn't get all the latest gear and an unmarked Blackhawk helicopter to deliver them to jobs? Still saving the world, but without commensurately magical budgets, because who would honestly believe them, anyway?
Certainly would help make the team less invincible-seeming, more personable, and helps free me from having to straightjacket all of the characters into the same vaguely high tech gothsuits.

I'll explore these concepts later, but for now it means that the characters end up more irregular military-looking, rather than pale and black everything. The black character in the group gets to actually be black, a small kindness.

I've also given the different squads identifying armbands with associated colors. Here again is some surprising vestiges of discarded decisions from the original team: if you look closely at the set of six original character designs, you'll notice that only the Omega squad (bottom row) have red armbands.
Looking at the original Mercury Steam concept art for Delgado (above and right), you can see a blue armband. I can only infer at some point, Alpha squad had blue armbands to go with Omega's red armbands, but in the continuing quest for true gothification, these were discarded, with the assumption that you only needed armbands for one of the teams, making the other team distinct by nature of having no armbands.

The fact that it took partway through writing this very article to discover that Omega squad only had the red armbands should be proof enough that this is less than successful. I can only think that the earlier thought of red and blue-coded squad armbands was the better choice, and in my redesign it is one I have reinstated.

Summary


Here's an animated .gif of the above stages, showing that it doesn't take a lot of time or even drawing ability to take a large group of characters and make them distinct from each other. And if you are an artist, it's a smart step to take before you launch into fully-detailed sketches. Time is money, or rather time is what you're wasting toward the end of the day when the art director comes over, sees what you've drawn, and asks for a complete revision.

Finally, the completed concepts, with accompanying revision notes (reference the laughably game guide-esque Wikipedia entry character bios for comparison, before they get scrubbed):


Cole
I made sure to exaggerate her defining feature, her helmet. Otherwise, her stance is the other major defining feature of her silhouette.
Instead of the nervy rookie presentation, Cole's bulbous augmented reality helmet (retrofitted 60's astronaut equipment as it happens) keeps her at a quiet remove from the rest of the team. Her modified FAMAS rifle scope feeds into the helmet HUD; it's 5.56 rounds are shared in common with Delgado.
Poise: shoulders back--professional and assured, high rifle carry.

Jones

Jones is reconfigured as a player surrogate, the most "normal" character for a shooter player; gear trappings like that of a modern soldier or PMC.
Though still a telepath, he treats his power with a matter of fact sensibility (reminiscent of Miles on Lost). He carries an old school M14, which can share rounds with Black's sniper rifle.
Poise: hunched combat glide of a trained, experienced modern soldier.

Delgado

Delgado is still the heavy weapons man, but stripped of both the distractingly overt power armor and stereotypical mannerisms. While the onyx sheath on his right arm was interesting, his former man-portable minigun was distracting and over-powered. The whole get-up distracted from his humanity, any sense that he might actually be vulnerable to attack.
Delgado pulls the glove off his right hand to unleash his pet fire spirit. He carries a vintage Stoner 63 machine gun.
Poise: casual swagger, nerves of steel.

Black

Black retains the coarse manner, but ideally without the ill-timed and obnoxious barks. She's unhappy that she couldn't plan ahead with a hell-colored Ghillie suit--though even in the infernal backdrops of Al-Khalil, once her Ghillie suit is zipped up and hooded she makes for a hard target. She sports a bolt-action CZ 700 sniper rifle, which means she can share .308 ammunition with Jones, but he's not likely to get any of long-distance-balanced handloads short of begging.
Poise: crouching, furtive gait of a sniper out of position.

Rawlings

Father Rawlings is redesigned as a non-combatant--as glorious and hideous as his double deagling was before, it makes more sense with his priestly vows and deepens tactical considerations that the healer/resurrector of the group cannot directly defend himself.
He's considerably moodier and sardonic, less drawling southern; the missions of Team Jericho have initiated a long "dark night of the soul" for the priest.
Poise: hunched and glowering.

Church

Church is still the ninja of the group but with a more elegant strain to her bearing. As a blood scribe, she wears a mysterious tattoo covering much of her back. She carries the coffin-magazined Italian Spectre M4 submachine gun, in addition to her katana.
Poise: strictly ninja.


As the modified dossiers suggest, another update will feature a wider critique of Jericho and a matching illustrated design sketch.
I feel as though I haven't explained my re-design choices all that well in terms of justifying their enhanced visual clarity, but this entry is getting quite a bit too long already--what say you?
 
design reboot. Design by Pocket