FUNDAMENTALS OF GAME DESIGN, SECOND EDITION

Clothing, Weapons, Symbolic Objects, and Names

When designing ordinary human beings, body shape is only the beginning. In the real world, we have only a limited ability to change our bodies, so instead we express our personal style through things that we hang on the outsides of our bodies: clothing and accessories. In a video game, the player can more easily see who is who—especially important in situations requiring snap decisions, like a shooter game—if characters' clothing and props uniquely identify them. Indiana Jones wears a certain hat and khaki clothes, and he carries a bullwhip. Darth Vader's flowing black cape, forbidding helmet, and even the sound of his breathing instantly set him apart from everyone else in the Star Wars universe. Crucial for avatars, this rule applies to a lesser extent to minor characters.

CONCEPT ART AND MODEL SHEETS______________________

Concept art consists of drawings made early in the design process to give people an idea of what something in the game will look like—most often, a character. Many people involved in the game design, development, and production process will need such pic­tures. This includes everyone from the programmers (who might need to see a vehicle before they can correctly model its performance characteristics in software) to the mar­keting department (who will want to know what images they can use to help sell the game). By creating a number of different versions of a character, you can compare their different qualities and choose the one you like the best to be implemented by the game's modeling and animation teams.

Concept art shouldn't take too long to draw—minutes, not hours. The object isn't to pro­duce final artwork; the concept drawings shouldn't end up in the final product at all. Rather, its purpose is to explain and inspire.

 

Figure 6.5 shows a character drawn by artist Bjorn Hurri. Told only to draw an imaginary Mongol horsewoman as the hero of an action-adventure game, and without any reference materials, he made a number of key decisions about her age, features, clothing, and weapons, all of which are visible in the picture. Her emotional temperament comes through in the image as well—this is not a woman to be trifled with. Good concept art like this definitely bears out the old adage that a picture is worth a thousand words.

image065

 

FIGURE 6.5

Concept art of a
fantasy Mongol
horsewoman.

Courtesy of Bjorn Hurri.

 

Подпись: * ' Another visualization tool that you should consider using is the model sheet, a traditional animator's device. A model sheet shows a number of different poses for a single charac-ter all on one page, representing different emotions and attitudes through his or her facial expression and body language. This lets you compare one with another and gives you more of an overall feel for the character than a single image can do. Figure 6.6 is a model sheet from The Act, a coin-op game by Cecropia Inc. that uses hand-drawn animation.
Подпись: FIGURE 6.6 A model sheet of the Edgar character from The Act. Copyright © 2005 by Cecropia Inc. All rights reserved.

A character's choice of weapons tells a lot about him, too. On the one hand, a meat cleaver or an axe is a tool repurposed for use as a weapon, so it suggests crude and bloody, violence. On the other hand, a rapier's thin elegance suggests a dueling aris­tocrat. Indiana Jones can use his bullwhip to get himself out of all kinds of scrapes; it's a symbol of his resourcefulness. That he generally prefers the nonlethal bull - whip and carries a pistol only as a backup (in the movies, anyway) sends the message that he'd rather not kill if he doesn't have to.

Hairstyles and jewelry tend to remain the same in games even when clothing changes. Both function as good identifiers if you make them visible and distinctive enough. Jewelry, in particular, has a long history of magic, meaning, or mysticism: consider the significance of wedding rings, military medals, the crucifixes of

Christianity, and the steel bracelets of the Sikhs. If you want a magical power or status transferred to another character, you can easily do it by transferring a crown, ring or chain of gold, or gems. You don't necessarily have to give jewelry a mean­ing; as long as it's visually distinctive, it will help to identify the character and define his style.

Don't overwork a character by adding too many distinctive visual features. Two or three is usually enough—more than that and he will start to look ridiculous.

You can also give your characters distinctive names and ethnicities if appropriate. Consider how the men of Sergeant Rock's Easy Company in the old DC Comics World War II series reflected the ethnic diversity of America with names such as Dino Manelli, Izzy Cohen, and "Reb" Farmer—not to mention the square-jawed American hero, Sgt. Frank Rock.

There is a flip side to using such obvious names. Naming your characters in such a fashion lends them a cartoonlike style. This may be exactly what you need for some games, but for others it is not necessarily such a good fit. If realism is your aim, for instance, then such an unrealistic collection of names, each obviously chosen to represent an ethnicity or a stereotypical group, cheapens the final result.

Names do not have to spell out explicitly the character's persona. The name of Sylvester Boots, the hero of Anachronox, says little or nothing about his personality, though his nickname, Sly, is altogether more revealing. Lara Croft's name, although it does not immediately seem to indicate anything about the character, does (to English sensibilities, at least) imply a degree of upper-class Englishness.

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