Professional Documents
Culture Documents
by
Nomidi Daphne
Honors Thesis
January 2023
The Honors Thesis Committee for Nomidi Daphne
APPROVED BY:
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Mr. Koltsidopoulos Stefanos
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Date: 2023.01.29 21:23:17
+02'00'
Second Reader:
Miss Constantinides Melina
Associate Lecturer
Graphic Design Department
Copyright
By
Nomidi Daphne
January 2023
ABSTRACT
by Nomidi Daphne
International Honors Program, DEREE—ACG, 2023
This thesis demonstrates how character design plays the most crucial role in
video game creation by being the most immediate way of providing the user with
The importance of character design in the industry of video games will be studied
along with its pillar principles according to professionals. Each character that was
designed for this thesis will be individually analyzed in order to show how the
personality of the character is communicated visually and why it plays the most
crucial role. This project’s end goal is to communicate the importance of character
design and work as a helpful guide to other designers and artists who create characters
for video games. Although designers worldwide have great technical skill, theory
behind character design is often dismissed and especially in the academic world not
many recent resources exist since most designers write articles online on blogs or
digital magazines.
v
TABLE OF CONTENTS
Abstract........................................................................................................................v
List of Figures..............................................................................................................vi
WORKS CITED...........................................................................................................26
LIST OF FIGURES
Figure 2. Silhouettes…………………………………………………………………...5
Figure 3. Colors………………………………………………………………………..6
vi
CHAPTER 1
storytelling, character design is one of the many processes that take place in the
creation of video games. In order to prove that character design has the most crucial
role in video game creation, the overall importance of it within the industry needs to
be defined. First, design visually communicates the personality of the character and
therefore the basic storyline of the game. According to research, video game players
have been shown to emotionally connect with the character they play and even feel
responsible for the character’s actions, they see the characters as “...human-like social
others for whom one is responsible.” (Banks & Bowman, 2014). Players feel an
emotional connection with the main characters and empathize with their feelings,
making the playing experience immersive. Design is also tightly connected with the
emotions players feel just by looking at the character. For example, if a character has
torn clothes, a mean grin, and is waving a chainsaw “...a resulting identification will
likely stimulate players’ aggressiveness.”, thus character design is one of the most
relevant tools in creating emotional experiences for the player (Dillon, 2018). Another
important role of character design in video games is that humans want to derive as
much information as possible from seeing a character, this is why details in design are
important (Tillman, 2019). When viewers see a character, for example before even
playing the game, on a poster or a banner, they ask themselves questions regarding the
characters personality, morals, and background story. Viewers have the natural need
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Lyons, 2020). Moreover, the character of a video game becomes the vessel in which
the player experiences the world and story of the game (Isbister, 2006). It is important
to design characters who come alive for the players (Perry & DeMaria, 2009) and
therefore create an immersive experience. This can be achieved by telling the story of
the character through design. “[A]Character as a fictional being usually gets features
versa.” (Schröter & Thon, 2014), for example, a fighter will have some sort of
weapon, or an ogre will have big tusks. All these design elements give the character
life, a story and a personality, they indicate to the player what the character, and its
world, is about. Then again, not everyone has the same experiences, like every art
form, character designers create for a certain demographic. Character design is crucial
since it adapts to each audience and portrays the values of different cultures. When
designing a character for a foreign market the designer needs to be careful since it is
very likely that the same perceptions of concepts will not exist (Adams, 2014). For
example, a character with a red costume or hair could be considered the villain in the
West since red has a negative connotation. However, in the East, for example, in
China, red is considered a lucky color, and, therefore, has good connotation. If the
avoided. Pac-Man (Bandai Namco Entertainment) and Kirby (Nintendo) are two
characters that avoid any cultural references and have become iconic worldwide
(Isbister, 2006). That is to say, the design of a character is the first thing people notice
before purchasing or downloading a game, and just by looking at the game character,
viewers can tell the genre and type of the game (Kuntjara & Almanfaluthi, 2021).
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How character design achieves the above will be analyzed in the next chapter and
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CHAPTER 2
Another key element to examine in order to define this creative project thesis
archetypes, and detail elements. Character shapes are an important element of every
character design. They are an objective component that any viewer can visually
translate, while other details can be subjective and interpreted differently by various
cultures or people (Solarski, 2017). Primary shapes are usually divided into three
Figure 1
Primary Shapes
Image from Carman’s book “Visual Development for Web and Mobile Games”
Shapes are the main visual communicator for every character. Each shape evokes
something different. Circles imply appealing, goodhearted characters and they usually
4
indicate cuteness and friendly personalities. Squares evoke characters who are sturdy
and heavy, someone the viewer can turn to for support while triangles tend to evoke a
“...it’s important to exaggerate elements of the silhouette for the purposes of visual
Figure 2
Silhouettes
Image from Solarski & Donovan’s book “Drawing basics and video game Art classic to cutting-edge
art techniques for winning video game design”.
Silhouettes are the first impression of the character. They need to be clear and give the
character’s information at first glance. For example, in this image (Figure 2) the
primary shapes of the characters are clearly visible, readable, and well-defined. In the
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top left figure, the circles, arms, and legs clearly indicate that the character is human.
All the important basic elements are visible, without any additional details or color
color can indicate health, if a character is pale, they can be considered sick (Sloan,
2017).
Figure 3
Colors
Image from Geslin, Jégou & Beaudoin’s research article on color and video games.
Color can be used to evoke emotions and give the viewer the feeling of the character
and therefore the game, for example (Figure 3) colors on high saturation evoke
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feelings of joy and excitement while colors on low saturation indicate something
gloomy and dark like sadness or fear. Therefore joyful and funny characters like
Mario (the main hero of the Nintendo Super Mario franchise) have high saturation
colors on their palette, contrary to Waluigi, an evil character from the same game
universe, who has low saturation colors. Again, there are other connections viewers
can make with different colors such as red being passionate or dangerous, green being
the color of nature, indicating harmony and freshness, while blue is cold and can
indicate depth and stability (Carman, 2017). As these rules and indications are only a
general basis for every character designer, sometimes both shapes and color
combinations can be made, and the results may vary. Another tool character designers
use is archetypes (Draw 21. 2019). Archetypes could be described as cliches that help
create the basis of a character. The hero, the mentor, the villain, and the fool are some
of them (Tillman, 2019), but even though all characters fall into some archetype it is
important to be creative and not keep it a cliche (Rogers, 2014). Continuing, specific
features and details are used and applied by character designers to give particular
traits to their characters. For instance, baby-like features like big eyes and a head with
small arms and legs are used to make a character look cute and harmless (Isbister,
2006; Sloan, 2017). Similarly, attention to detail matters, like costumes and props
character would pose their hands in a different way (Draw 21, 2016). Character poses
give that “right” feeling to a character (Bancroft, 2006) rather than them being in an
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idle posture, fighter characters take a ready-for-battle position, while Mario has his
characteristic jump.
Finally, the medium which the character will be designed with, also matters.
(Wright,2006) and character designers can use a realistic or pixel art style depending
on the style they want to achieve. Of course, sometimes despite all the above,
take one type of character and dress her in the opposite type of costume for her
personality.” (Hart, 2014), like creating a little cute girl who is evil and mean.
8
CHAPTER 3
character design plays the most crucial role in video games by providing the user with
vital information regarding the personality of the character. To describe all characters
a logline will be used, “A logline is a device used by writers and designers to explain
the entire project, boiled down to a sentence.” (Mitchell, 2012). This character named
Joji (Figure 4), is a little robot that solves puzzles and tries to reach his destination in
order to save the extinct animal population on the island he was abandoned on by
humans decades ago. In this chapter, the personality traits of Joji and how these are
visually interpreted will be analyzed along with how his appearance communicates
his story. First, the primary shapes of the character are mostly circular with his round
silhouette communicates his nature since it is being made clear just from the
silhouette (Figure 5) that he is some type of rounded robot. The key elements are
9
Figure 4
Joji the Robot
10
Figure 5
Joji’s Silhouette
In terms of color, Joji has low saturation grays due to the metallic parts he is
made of and in contrast, his face and other light sources shine in high saturation bright
cyan colors, reminders of his positive nature (Geslin, Jégou & Beaudoin, 2016).
There are many prominent details in Joji since it is visible how his metal parts are
connected. Wear marks and moss are also visible indicating that the character either
exists a long time or has been through harsh conditions. Other parts such as antenna,
cooling fans, and tubes are clearly visible and show directly how this character
functions. All these details fulfill the viewer's need for visual information and
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Furthermore, one of the most giving features of Joji is his face and expression.
Baby-like features like his big head and eyes, coupled with his tiny smile and blushed
cheeks give out a strong non-threatening message to the viewer along with the feeling
of this character being cute (Isbister, 2006; Sloan, 2017). Joji, although a robot, is still
grounded in reality with his human-like anatomy so the viewer can understand and
relate to him (Vaughan, 2012). His pose (idle and action, alike) also expresses his
Figure 6
Joji’s Action Poses
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Joji is a small and gentle robot, his movements are limited due to his robotic
parts. Therefore, all of the poses, idle and active, showcase his robotic movements
along with his kind personality (Draw 21, 2016). Above all, this character's design
clearly communicates his personality, intentions and even some of its backstory due to
all the detail elements. These are essential for providing the viewer with adequate
visual information regarding the overall concept and story of a potential video game
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CHAPTER 4
This chapter focuses on the second character created to defend this thesis. This
character is named Alea (Figure 7) and she is a forest elf. Her home village was
occupied by a tribe of orcs, and she seeks to free her people from tyranny. She is a
noble fighter, always trying to do good. In this chapter, the personality traits of Alea
will be analyzed along with how these are visually interpreted and how her
First, in terms of shapes, Alea has a complex figure, her design has both round
and triangle sharp shapes. The round objects in her silhouette (Figure 8), like the
curves of her hair, her body and equipment (helmet, pauldrons, and boots) are in blue
indicating a loving personality. In contrast, the red triangular shapes (Figure 8) like
certain parts of her armor and diamond star emblem imply aggressiveness in her
14
Figure 7
Alea the Elf
15
Figure 8
Shapes of Alea
This complex shape combination serves the purpose of showcasing Alea’s dual
personality traits. The curved shapes imply that she is a noble knight with a friendly
character. On the other hand, the subtle sharp shapes are a reminder of her role as a
warrior knight. Furthermore, her silhouette also plays a vital role in communicating
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Figure 9
Alea’s Silhouette
Looking at her silhouette, we can recognize her species: her pointed ears make it clear
that she is an elf. Her sword, armor, boots, and general knight’s outfit provide us with
information regarding her profession, and society status, as well as evoke a sense of
17
Alea’s colors are also unique. Even though pale or green skin color can
visually communicate sickness (Sloan, 2017) in this case her purple skin indicates a
species of the fantasy world, an elf. Her armor shades are green, which is a color
connected with nature (Carman, 2017) since her background story includes the forest.
Another key point to consider are specific details of the character. Alea’s sword,
armor, and helmet give her the archetype of the knight, “Costume is a very important
part of character design – clothing helps define and identify your character and tell its
story.” (Cohen, 2011). Smaller details make the viewer wonder and draw additional
information from the design. Wear marks on her armor, the repetitive diamond star
displayed on her cheek, sword, and other elements along with the pattern on her armor
and more, are detail elements that make the character instantly unique, and
Finally, Alea’s strong and elegant character and personality are implied by
both idle (Figure 7) and dynamic poses (Figure 10) (Mattesi, 2008). In her dynamic
poses she looks determined, fighting against someone or something, while in static
poses she is standing confidently, displaying her heroic character. Ultimately, Alea’s
design communicates her personality and story, and it provides the viewer with
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Figure 10
Alea in Action Poses
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CHAPTER 5
The last character will be analyzed in this chapter. Momo is a quiet koala
(Figure 11) who has moved from Australia to Canada and tries to survive the cold
winter. Unfamiliar with cold weather conditions, he tries to build his cozy home so he
can spend the winter season. Momo is an example of an animal with anthropomorphic
instead of being designed in realistic koala anatomy, which makes it easier for the
viewer to relate to him (Vaughan, 2012). In terms of shapes and silhouette, his
rounded head and body show he is a friendly type (Bancroft, 2006). His silhouette
(Figure 12) featuring big koala ears, as well as his winter attire, especially his beanie,
is easily readable, and provides the viewer with a solid amount of information
(Carman, 2017).
20
Figure 11
Momo the Koala
21
Figure 12
Momo’s Silhouette.
Regarding his color palette, there are neutral shades of gray with brown, green,
and pink being most prominent. As seen in (Figure 3) the green and brown tones
evoke a positive and quiet feeling, with pink also giving a joyful characteristic to his
face (Geslin, Jégou & Beaudoin, 2016). Furthermore, “The design of the eyes can
suggest a character’s personality, traits, expression, and mood, as well as their style.”
(Draw 21, 2016). In this case Momo has a big smile on his face that pushes his cheeks
upwards and closes his eyes, giving a friendly and relaxed face. This is an important
22
element of this character since cute cartoon faces convey a character’s personality
(Cohen, 2011). Also, his large head and eyes along with his blushed cheeks evoke a
Figure 13
Momo’s Action Poses.
Moreover, his idle (Figure 11) as well as action poses (Figure 13) support the concept
of his personality and showcase his story since we see him engaged in some activity –
smiling, gathering wood, and building a snow man. All information taken from his
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In a nutshell, Momo is a charming and kind koala who tries to endure the
winter and his design gives the viewer a lot of information about his personality as
well as backstory.
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CHAPTER 6
In conclusion, character design has the most crucial role in video game
creation, due to visually communicating the personality of the character and therefore
the basic storytelling of the game. All three characters created in this creative project
thesis demonstrate the statement by giving out information about their personality and
backstories just by their design. Although the three characters all had different
characteristics and concepts, the character design principles that were applied in order
the effectiveness of character design stayed the same regardless of the nature of the
character (machine, human, or animal). Finally, not only their personality was
communicated visually without any words, but also elements of the characters’
backstory that set the concept of their potential video games were seen, making
character design one of the most crucial elements in the process of creating a video
game. Overall, this project demonstrates the importance of character design in video
game creation and works as a straightforward guide for other designers on how to
create dynamic characters that communicate personality. This way, it can fill a gap in
academic sources on this matter since most, if not all, sources on this technical topic
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WORKS CITED
https://acg.on.worldcat.org/oclc/900314820
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Design Part 2. In Visual development for web and mobile games. Boca Raton, FL:
CRC Press.
the way to fun: An emotion-based approach to successful game design (pp. 3–2). 6000
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Broken Sound Parkway NW, Suite 300: Taylor & Francis Group. Retrieved from
https://acg.on.worldcat.org/oclc/899156666
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Draw 21. (2019). The character designer: Learn from the Pros. Sweden: 21D
Sweden AB.
Geslin, E., Jégou, L., & Beaudoin, D. (2016). How color properties can be
Hart, C. (2014). The Retro Family. In Cartoon cool: How to draw the new
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Leeuwe, M. (2021). How to draw anthropomorphic characters. Netherlands:
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https://acg.on.worldcat.org/oclc/784883599
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https://ebookcentral-proquest-com.acg.idm.oclc.org/lib/acggr/reader.action?
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principles and practices from the ground up. New Yorks: Bloomsbury Academic.
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https://doi.org/https://www.researchgate.net/publication/301661878_Video_Game_Ch
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character design for games and Interactive Media. Boca Raton: CRC Press.
Video game art: A storytelling framework for game design. Boca Raton, Florida: CRC
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basics and video game Art classic to cutting-edge art techniques for winning video
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Tillman, B. (2019). Creative character design. Burlington, MA: Focal Press.
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