Visual Concept
The visual component of my thesis will be a breakdown of three original diverse characters and their design process including the conceptual processes: character development chart, initial concept art though to the final in game actor asset. The characters will successfully deviate from current character design stereotypes and trends while maintaining appeal and continuity. This will be done using a series of classic character design principles while including a new take on design diversity. Beginning with a breakdown of character body types and the common pitfalls of gender stereotypes. Moving into facial structure and color pallet with an emphasis on how to incorporate ethnicity without the stereotype crutch. Continuing with sexuality and posing a character for appeal and what a pose says about a character.
Prototype Visual Components
Character development outline
Basic statistics
Physical characteristics
Intellectual/Mental/Personality Attributes and Attitudes
Emotional characteristics
Spiritual characteristics
How the character is involved in the Story
How character is different at the end of the story from when the story began
Additional notes on this character
Character design sketches
Charting for body type that best represents the character
Breakdown of facial features that indicate a person’s ethnicity
Palettes for complexion
Character Reference
Etc…
Constructing Facial Features to Promote Ethnicity
Rather than relying on stereotypes found in American culture character artists should push to understand the facial features and bone structures that make different ethnicities unique, interesting and appealing. I will research and develop a guide to the human face and describe how artists can push the facial features of a character to develop appealing diverse characters even before exploring skin complication.
Exploring the Human Body
The human body takes so many shapes and sizes yet it seems characters in games only focus on the sultry and the ultra-fit. Character artist can explore a wide range of body types that could fit a game character and expand their designs to begin exploring what is appealing about other body types.
Costume and Posing
How a character is dressed and carries their body can say a lot about who they are and how they relate to the worlds in which they exist. It is important that character designers begin to explore the possibility of the powerful and poise female rather than the overly sensual or inherently weak damsel. Developing characters who both physically and mentally resemble the parts they are meant to play can be just as appealing as characters designed to catch the interest of the viewer though sex appeal. Furthermore exploring the exaggeration of the male body in hero characters is just as vital to the development of appealing characters that fit the role of their personas.