Game Development Reference
In-Depth Information
a head, but no real face. The Daleks of Doctor Who are also machines, at least as
seen from the outside, for similar reasons. Animals, even imaginary ones, look
organic; the presence of wings or more than two legs distinguishes them from
humanoids. Skin covered with fur, scales, or feathers further sets them apart. Many
video game characters, such as Crash Bandicoot, have animal-like heads but humanoid
bodies; they're still classified as humanoids rather than animals. Designers often
modify the faces of animal-like humanoids, shortening the muzzle and bringing
the eyes to the front, to make them more like humans as well.
Monsters are distinguished by such characteristics as significantly asymmetric bod-
ies, a different facial arrangement (eyes below the nose or jaws that move sideways,
for example), and extreme proportions. Many of their qualities are borrowed from
orders of animals that humans in some societies find frightening or repulsive: rep-
tiles, insects, and the more bizarre sea creatures. Claws, fangs, oozing slime, and an
armorlike exoskeleton all add to a monster's appearance of alienness and danger.
The creature from the Alien movies exhibited all of these distinguishing features.
Hybrids include beings such as mermaids or human/machine combinations.
Davros, the creator of the Daleks, has a humanoid torso and head but a mechanical
bottom half. The Borg from Star Trek and C-3PO from Star Wars read as humanoids
rather than true hybrids, however, because they still follow the rules for humans:
two arms, two legs, and one head in the appropriate configuration. Cylons, from
the popular Battlestar Galactica series, are hybrid machines/humans. In the latest
incarnation of this show, they push the boundaries of how visuals can deceive the
viewer as to what is human and what is not.
CARTOONLIKE QUALITIES
Relatively few art-driven characters are drawn with ordinary proportions or with
photorealistic features. Rather, they are exaggerated in various ways that should be
familiar to you from comic books and cartoons. These exaggerations serve as con-
venient symbols to indicate a character stereotype. Four of the most common are
cool , tough , cute , and goofy . A character isn't always limited to one of these qualities,
however; he can sometimes shift from one to another as circumstances require.
Cool characters never get too upset about anything. The essence of cool is
detachment. If something irritates them, it's only for a moment. A rebellious atti-
tude toward authority often accompanies cool. Cool characters often wear sunglasses
and their body language is languid; when not doing anything else, they slouch.
Frequently clever or wisecracking, cool characters may, depending on the situation,
use their wits rather than brute force to overcome an obstacle. Ratchet, from the
Ratchet & Clank series, exemplifies the cool character. Though cool characters are
often drawn as insouciant when standing still, their game actions (jumping, run-
ning) are usually fast and focused.
Tough characters exemplify physical aggression. Often male—although Lara
Croft would be classed as a tough character—they are frequently drawn with
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