Character Design for Games
Created by Sarah Choi (prompt writer using ChatGPT)
If vehicles move the story and environments host it, characters are the story. They are the player’s mirror, aspiration, or foil—messengers of theme and the first thing fans sketch in their notebooks. Solid character design isn’t about rendering pores or counting buckles; it’s about clear intent, bold identity, and production-ready clarity. No tool talk here—just the fundamentals, a path to level up from any stage, and a practical workflow you can run today.
The Job of a Character Concept Artist
Your job is not “draw a cool person.” Your job is to design a playstyle and persona the team can build and the player can feel. Every character concept must answer:
- What must the player do and feel through this character? (tank, glass cannon, field medic; calm authority, playful chaos, haunted resolve)
- What’s the world logic behind them? (culture, economy, climate, tech / magic, social role)
- How will production realize it? (clean silhouettes, anim-friendly layers, kit-of-parts for skins and gear, readable callouts)
When those three align, your character stops being a portrait and becomes a playable identity.
Fundamentals That Never Go Out of Style
Role & Fantasy: Design to Verbs, Not Items
Pick two or three verbs that define gameplay and personality: Guard / Shove / Endure or Sneak / Mark / Vanish. Verbs drive:
- Proportions (broad base for a tank; long, lean for an assassin)
- Costume hierarchy (armor mass vs. mobility layers)
- Affordances (holsters, pouches, focus talismans, tech nodes)
- FX hooks (glyph channels, vents, emblem surfaces)
Try this: One sentence before you draw—“Stoic ranger who pins targets at range and roots flanking enemies with thorn traps.” Every decision serves that sentence.
Silhouette & Shape Language: Identity at a Glance
Silhouette is your billboard at 30 feet. Assign shapes to ideas:
- Triangles → aggression / precision
- Squares → stability / authority
- Circles / ovals → warmth / mystique
Echo your primary shape through helmets, pauldrons, belts, boots, insignia. If a fan can cosplay the silhouette with cardboard and it still reads, you’ve done it right.
Proportion & Anatomy: Believability Before Detail
Use proportion to telegraph role. Broader hips/stance = grounded power; longer limbs = reach / speed. Keep landmarks consistent (ribcage tilt, ASIS / iliac crest, patella position, scapula flow). Favor gesture-driven anatomy over muscle inventories—line-of-action first, then volumes.
Pro move: Maintain a proportion strip (head count, hand length, foot length, shoulder-to-hip ratio) for each class / faction.
Gesture & Posing: Personality in Motion
A character is a verb in a body. Sketch 5–10 mini poses that preview combat, travel, and idle states. Avoid “T-pose thinking.” Let line-of-action and contra-posto lead your forms; layer costume after the body convinces.
Costume Systems: Layers, Not Pileups
Think in systems:
- Base layer (mobility, climate)
- Protection layer (armor pads, woven wards, exo braces)
- Utility layer (pouches, vials, data tabs)
- Icon layer (crest, sash, scarf, halo device—your unique read)
Design joinery (buckles, ties, snaps, load-bearing seams). Details must anchor to structure; floating greebles are noise.
Materials & Wear: Truth Tells Story
Materials obey physics and time:
- Fabric: high wear at hems, elbows; sunbleach on shoulders; grime at cuffs.
- Leather: polish on straps where fingers pull; stretch creases at buckles.
- Metal / Composite: edge chipping on contact zones; heat tint near emitters.
- Bone / Organic: fibrous tear, not clean cuts; patina in recesses.
Apply directional wear: gravity, dominant hand, local climate. If you can narrate how it ages, the world will believe it.
Color & Value: Readability Before Palette
Lock value hierarchy first: face / hands focal, torso secondary, legs tertiary (or intentionally invert for stealth). Use color logic:
- Faction anchors (team read from a distance)
- Role accents (medic green, scout orange, etc., defined by your world’s rules)
- Skin-tone harmony (avoid clashes; use reflected color to integrate)
Faces, Hands, Hair: The True Focals
Players connect via eyes, mouth, hands. Prioritize:
- Expression range (neutral, determined, pain, joy)
- Hand clarity (glove design that preserves finger reads)
- Hair mass (treat as sculpted volume; plan for animation and clipping)
Iconography & Motifs: Culture You Can Wear
Build a small motif dictionary (numerals, knots, filigree, stitch patterns, geometry rules) and apply with restraint across weapon, cloak, jewelry, UI badges. Cohesion beats ornament.
Designing for Play (So It Works in Game)
- Three-Read Rule:
Macro: unmistakable silhouette and class read.
Mid: gear function (ammo type, support tools).
Micro: material story, maker’s marks, stitching—only at focal zones. - Camera Reality:
Third-person needs back read (cape emblem, backpack silhouette). First-person needs hand / forearm clarity and shoulder readability. Top-down needs headgear + shoulder mass. - Animation & Rig:
Clear joint zones (elbows, knees, hips), avoid hard collisions (thigh plates into pelvis, bracers into gloves). Provide range-of-motion sketches and skirt / coat slit logic. - Customization & Skins:
Design a kit-of-parts (helm, torso, hands, legs, back accessory). Keep attachment standards consistent so variants snap on without redesigning the skeleton. - Team / Encounter Read:
Allies vs. enemies must read in 200 ms. Solve with value block, icon placement, and motion accents (glow trims, pennants, tracer cloth) that survive motion blur.
Level Up From Where You Are
Beginner: Build Honest, Readable Characters
Common issues: generic faces, muddy silhouettes, costume pile-ups.
- Silhouette pages (black on white). 30 per archetype (tank / rogue / mage / support).
- Gesture-first: 1-minute poses (10–20 per session). Add costume after.
- Three-value studies on 5 designs. If the face / hands don’t read first, fix value comps.
Success metric: A friend can identify class and vibe from silhouette alone.
Intermediate: Systems, Motifs, and Pose Clarity
Common issues: pretty render, weak logic; every character “sameface.”
- Build a capsule wardrobe: 10 mixable pieces per faction; show three outfits per character.
- Create a motif sheet (edge rules, numerals, trims) and use it across armor, cloth, accessories.
- Do an expression grid (9 faces) and a hand sheet (grip, spell, support, relax).
Success metric: You can swap two pieces and the character still reads as themselves and their faction.
Advanced: Production-Ready, Team-Friendly Design
Common issues: over-detail at wrong scale; under-communicated build.
- Deliver hero pose + turnarounds (front / back / side) and callouts (materials, thickness, closures).
- Provide range-of-motion thumbnails (crouch, sprint, reach, climb) and cloth / strap routing.
- Ship variant passes (tier, climate, event) that preserve bones and motif.
Success metric: Modelers and animators can build 80% from your sheet without meetings.
A Practical, Repeatable Character Workflow
- One-Sentence Brief + Three Pillars
“Frontline paladin | Resolute Protective Solar.” - Role & Play Verbs
Guard lanes, body-block, burst-heal on parry. - Reference Board (labeled “why”)
Lamellar joinery (structure), sun symbology (icon), cavalry coats (movement), heat-tinted steel (wear). - Silhouette Exploration (30–40)
Push shoulder mass, cape geometry, weapon parking. Circle three clearest reads. - Proportion Pass
Head count, shoulder / hip ratio, limb lengths. Lock truth before details. - Gesture Sheet (8–12 poses)
Idle / brace / parry / sprint / climb / KO / revive. Costume must survive all. - Head & Hands Study
9-expression grid + glove variants; hair volume plan for motion. - Costume Systems
Base (gambeson), protect (plate segments), utility (pouches), icon (solar tabard). Solve closures and load paths. - Value & Color Plan
Three-value comp; then palette. Protect face / hands read. - Material & Wear
Edge chips on shield rim, polish on gauntlet grip, sun-bleach on cape shoulders. - Hero Illustration + Callouts
In-action pose + clean turnarounds; annotate materials, thickness, seam types, attachment standards. - Variants & Kit
Arctic, ceremonial, corrupted. Same bones, new story.
Drills That Actually Work
- 100 Silhouettes in 10 Days: 10 per day, rotating archetypes, zero lines—shape only.
- Gesture Ladder: 1 min × 10 poses, 2 min × 5 poses, 5 min × 2 poses. Daily.
- Expression Matrix (3×3): Neutral, joy, rage, pain, cunning, awe, focus, exhaustion, triumph—keep skull landmarks consistent.
- Hands Week: 20 hands holding different props (blade, tome, staff, rope, vial). Solve grip + silhouette.
- Capsule Wardrobe: 12 pieces, 4 outfits across climates. Prove mix-and-match works.
- Motif Sheet: Design numerals / insignia / edge rules; apply to 3 characters and 6 props.
- Value Lock: Paint five characters with only three values. Guard face / hands priority.
- Motion Test: 6 thumbnails—run, crouch, climb, roll, leap, cast. Fix clipping and strap routing.
- Style Transfer: Take a barbarian’s feel and design a hacker with that vibe (shape, posture, motif)—category changes, identity remains.
Common Problems and Fast Fixes
- “Generic fantasy person.”
Choose a strong silhouette anchor (cape, halo pack, asym pauldron). Push one proportion knob (torso length, shoulder span). - “Sameface syndrome.”
Vary cranial vault, jaw angle, interocular distance, brow ridge, nasolabial angle. Hair is not a face fix—change bone landmarks. - “Costume clutter.”
Remove two accessories; increase negative space; unify edges (same bevel rule); move micro-detail to focal zones. - “Anatomy looks stiff.”
Redraw with a single C / S curve spine; drop a shoulder; rotate the pelvis. Add counter-swing to cloth. - “Color soup.”
Limit to one hero color, one support, one neutral family. Control saturation—reserve pop for focal. - “Animation will hate this.”
Split skirts; notch thigh plates; lower backpack away from neck; free wrist flexion; add slit vents. - “Reads villain / ally wrong.”
Reframe with value and motif: lighten face zone, soften angles, add warmth patterning; or invert for menace.
Critique Like a Pro (Solo Edition)
Ask yourself:
- Appeal: Is there one bold idea the silhouette broadcasts?
- Believability: Can I narrate how they dress, move, fight, and maintain their gear in 20 seconds?
- Clarity: Can a new viewer identify class / faction and find hands / face instantly?
Then run three tests:
- Squint test (value hierarchy holds?).
- Flip test (proportion bias pops?).
- Turn test (front / back / side coherence; do motifs wrap sensibly?).
Your “Definition of Done” for a Character Sheet
- One-sentence brief + three design pillars.
- Hero pose (in action) and clean turnarounds (front / back / side).
- Gesture strip (4–6) and range-of-motion thumbnails.
- Head close-ups (expression grid) + hand / glove studies.
- Costume system breakdown with closures, load paths, and attachment standards.
- Material & color swatches + wear notes.
- Silhouette callouts (shape anchors) and faction motifs.
- Scale reference (height chart) and kit-of-parts (helm / torso / hands / legs / back).
- One variant (tier / climate / event) that preserves bones and read.
Missing something? That’s not failure—that’s your next drawing.
Final Encouragement
Character design is where intention becomes a person. When you lock the verbs, push a silhouette that tells the truth, and clothe a believable body in systems that serve motion, you give players someone to be. Keep your shapes bold, your anatomy honest, your motifs coherent, and your callouts generous to the teammates downstream. Don’t wait for a perfect brief—write one. Ship a sheet. Then another. The roster that defines your world will arrive one clear decision at a time.