Saturday 8 November 2014

Believable Characters

So in researching what makes a good character, other than what I've already established, I found these two articles on CreativeBloq. Both of these articles include advice from professional illustrators: Tony Foti and Sean Andrew Murray, respectively;

(1) http://www.creativebloq.com/character-design/4-top-character-design-secrets-101413322

(2) http://www.creativebloq.com/character-design/how-draw-believable-clothing-your-character-101413217

The opening sentence for article one (1) reads :'Original concepts for game characters start with an imaginative back story, says Illustrator Tony Foti'.

This is what grabbed my attention about this article most of all. Personally, I find that works which talk about character design are often solely focused on the physical design, the visuals of the character, however when considering the factor of cultures that are involved in the video game industry, the background and the story of the character becomes a very important factor. So this article was good for me in that it iterates the importance of story as a key aspect in character design.

A character with more depth often gives for a more easily relatable one, however it also means that if this character takes inspiration from a real-life culture, then it is important that it is accurate and not too specific for a wide audience to grow close to, as I already pointed out in my last blog entry. A character that is too niche is hard to digest for some people.

The more you learn about your own character and where its influences lay, then the easier it will be to establish a personality that many people would be able to relate to. Culturally speaking, this could mean taking a more subtle approach to integrating it into the design, or simply a more cleverly devised design - leading me onto why I found article two (2) relevant.

Again, this article also makes reference to having a good story. In other words a character should be fleshed out in character and personality, which in turn should show through their physical appearance and more specifically, as Murray speaks about, clothing. He uses this an example of a good medium through which to tell the character's story. Bringing it back to my particular topic of research, clothing can also be a very good indicator of a character's culture. This is all part of creating a layered character with whom the audience can engage with, because it HAS that depth.

I like Murray's example of the shaman-esque character.

Tips on drawing clothing for character design

A subtle touch, but as he rightly states it is the bones that draw the attention. It immediately made me think of a witch doctor. It is open to interpretation because it subtle, meaning more people can potentially engage with it, however there is a reference of culture there. Witch doctors are another name for African Shamans and Bone throwing was a technique used by these people.

These two articles touched upon the balance of character back-story and physical appearance with a little more depth than I had read until now. These clever design tips are perhaps key in creating a believable character whether it be highly fantasized, just as the shaman-like character above is. He has small but clear touches of culture (i,e, African Shaman) without being overbearing. Perhaps it is that because the fantasy in his design helps to mute the niche culture with which few people might actually wholly relate.

He is believable. Regardless of where a character's influences stem, they should be believable otherwise players will only feel detached from them.


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