How do you create a character?

Game developement

Short description

This article explains the development of a character design and addresses bad practices as well as good practices.

Preliminary considerations for the design process

Personality
The personality of a character plays a very important role and should be recognizable at first glance. The right use of colors, shapes and poses is essential here. For example, warm colors and round shapes can be very inviting and familiar, while cold colors and edges have the opposite effect.

It is also advisable to stereotype a little in order to convey the personality of the character.

Less is more
Simple designs are effective.

Simple shapes and fewer but striking details are easier to remember and more effective at sticking in the mind of the viewer.

A good guideline is three features that make a character recognizable.

Using “Super Mario” as an example, these features would be his beard, the red cap and the dungarees.

Of course, you can also include fewer or more features. However, there should be at least one and a maximum of five. The character should not be overloaded.

As long as a child can draw the character recognizably, it is an effective, simple design.

Silhouette
The silhouette of the character is an equally important aspect. It should be clear and distinctive so that the character is recognizable just by its silhouette.

Bad Practices

  • overloaded character
  • meaningless pose
  • poor color palette
  • piercing
  • unrecognizable silhouette

Best Practices

  • expressive pose
  • Colors play together
  • Silhouette more recognizable
  • three traits: hair, shoulder plate, large sword

Example using the 3 D's

1. discover
This step is the preparation process. During this step, inspiration and references are sought. The rough idea of the character is created in this process. A helpful method is to brainstorm or write down simple key points about the character and personality.

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Wide inspiration can be found on Google. The collected images enable the creation of a reference board.

2. design
In the design phase, work should be free and informal. A wide variety of ideas, including unusual ones, should be developed and tried out.

In this step, the image of the character slowly emerges. For example, you can start with rough thumbnail sketches to decide on a silhouette.

From here on, we go into more and more detail. Gradually, ideas for poses, face and style are developed, leading to the overall product.

  • Elements/styles are put together
  • Ideas for the design are collected
  • The best elements are fused together to create a design

Once the design for the character has been decided, all that needs to be chosen is a color scheme. To do this, the sketch can be duplicated and experimented with different palettes.

3. deliver/develop
In the last step, the final character is developed from the concepts and sketches that have already been created.

Sprites and Spritesheets of the example

A spritesheet combines several individual images, for example from an animation, into one large file. This creates organizational advantages as the files do not have to be saved individually. It also saves memory and ensures better performance.

In addition to character sprite sheets, there are also tilesets. These are sprite sheets which consist of various level components.

When it comes to sprite sheets, placing a sprite is extremely important.

Especially with animations, the character should always be placed at the same distance from the edge of the box. If this is not the case, the animation could end up looking bad or wrong as the character's position jumps back and forth.

When it comes to sprite sheets, placing a sprite is extremely important.

Especially with animations, the character should always be placed at the same distance from the edge of the box. If this is not the case, the animation could end up looking bad or wrong as the character's position jumps back and forth.

A brightly colored background is recommended when working on spritesheets. This makes it easier to find errors in the sprites. This includes transparent areas within the character or places where the lines have been painted over.

A background with high contrast achieves the same goal.

In this example, the errors are very obvious. They would not be visible on a white background and would be very difficult to see on a transparent background.

Finally, the spritesheet simply needs to be saved as a transparent PNG and inserted into any game engine.

Questions & Wishes

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