Chapter 3: Vendor / Crafter / Quest‑Giver Economies
Created by Sarah Choi (prompt writer using ChatGPT)
Vendor / Crafter / Quest‑Giver Economies for Role Reads & Gameplay Telemetry
1. Why Economic Roles Matter in Costume Design
When players walk into a town, base, or hub area, they silently ask:
- Who sells gear, potions, or ammo?
- Who can upgrade or craft my equipment?
- Who gives me quests or advances the story?
- Who is just set dressing or a background civilian?
Good UI helps, but the fastest read is visual. Costume, silhouette, stance, props, and environment dressing all work together as gameplay telemetry to broadcast economic roles:
- Vendor – Sells or trades goods and services.
- Crafter – Modifies, upgrades, or creates items.
- Quest‑giver – Provides goals, story beats, and rewards.
For costume concept artists—both on the concepting side (defining systems) and production side (delivering consistent assets)—these roles are just as important as combat classes. They shape how players navigate hub spaces, understand rarity, and anticipate encounter types (social, economic, or narrative).
Designing vendor/crafter/quest‑giver economies visually means:
- Encoding class (merchant, artisan, notable NPC) into silhouette, costume, and props.
- Expressing rarity and value through materials, motifs, and display.
- Supporting encounter design in non‑combat spaces—who the player engages with, and why.
2. The Three Core Economic Roles
2.1. Vendor: The Face of Trade
Vendors are the access point to resources—items, consumables, cosmetics, and sometimes information. They need to read as:
- Approachable – visible, accessible, safe to interact with.
- Specialized – clearly selling a certain category (weapons, armor, potions, curios).
- Tiered – some are common shopkeepers; others are rare/legendary dealers.
2.2. Crafter: The Maker and Upgrader
Crafters are where items change state—upgrades, reforging, enchanting, modding. They should read as:
- Skilled artisans – experts in a specific craft (smithing, tailoring, techno‑modding, alchemy).
- Process‑oriented – surrounded by tools, workstations, partially finished items.
- Power‑adjacent – they might not fight, but they shape the player’s power curve.
2.3. Quest‑Giver: The Narrative Node
Quest‑givers move the story and objectives forward. They need to:
- Stand out from background NPCs.
- Signal narrative weight or quest rarity.
- Feel like anchors in the world’s social and political hierarchy.
Each of these roles can be understood as a class in the non‑combat economy, with its own silhouettes, motifs, colorways, and prop language.
3. Visual Telemetry Basics for Economic Roles
Just like tanks and strikers in combat, economic roles need instantly readable cues.
3.1. Silhouette and Stance
- Vendors
- Silhouette often framed by stall structures, racks, or counters.
- Pose: open posture, welcoming stance, hands visible (gesturing, presenting goods).
- Crafters
- Silhouette tied to tools and workstations: hammers, anvils, tailoring dummies, benches, consoles.
- Pose: mid‑task—bent over work, lifting tools, examining items.
- Quest‑Givers
- Silhouette elevated or centered: steps, chairs, podiums, or simply cleaner framing.
- Pose: authoritative or inviting—hand raised, scroll held, staff grounded, or arms open.
3.2. Props as Hard Role Markers
Props are “class icons” in 3D:
- Vendors: coin purses, ledgers, scales, baskets, display racks, hanging potions or weapons.
- Crafters: tool belts, aprons, goggles, stained gloves, forge tongs, needle and thread, datapads.
- Quest‑givers: scrolls, maps, sigils, insignia, messenger satchels, banners.
On concept sheets, props are as important as the costume; they anchor the role read.
3.3. Colorways and Motifs
Color and motifs can encode:
- Economic function – e.g., green/teal for alchemy, red/orange for blacksmiths, blue for arcane.
- Rarity – richer, deeper colors and more intricate motifs for high‑tier merchants and crafters.
- Faction – merchants of different factions have distinct visual economies.
Motifs can double as shop logos or guild insignia, reinforcing identity across costumes, signage, and UI.
4. Vendor Design: Reading Inventory and Rarity at a Glance
4.1. Vendor “Class” Types
Think of vendors as having their own internal class system:
- General Vendor / Provisioner – sells basic supplies.
- Specialist Vendor – weapons, armor, magic, tech, pets.
- Rare / Black Market Dealer – unique, rare, or forbidden goods.
Each class needs distinct visual cues.
4.2. Costume & Silhouette for General Vendors
General vendors are the baseline:
- Silhouette shaped by practical clothing and simple over‑garments (vests, aprons, shawls).
- Colorways modest but aligned with faction/local culture.
- Motifs simple: woven patterns, basic stitching, small house or guild logos.
Stance is relaxed, often leaning on counters, hands open. Props include baskets, crates, and everyday goods visible in their orbit.
4.3. Specialist Vendors: Category Clarity
Specialist vendors must communicate what they sell, even without text:
- Weapon vendor: reinforced gloves, minor armor pieces, weapon racks framing their silhouette, motifs of blades, crossed weapons.
- Armor vendor: heavier aprons or padded garments, mannequin torsos, plates hanging in the background.
- Potion/alchemy vendor: vials strapped to belts, stained gloves, colorful glass around them.
- Tech vendor: cables, lenses, tool holsters, devices clipped to belts or shoulders.
Color and motifs echo their inventory. For example, a lightning‑tech vendor may use circuit‑like motifs and electric blue accents in both costume and signage.
4.4. Rare Dealers and Rarity Signaling
Rare or end‑game vendors should feel immediately special:
- Elevated costume design: richer fabrics, unusual cuts, rare materials (mythic metals, exotic leathers).
- Distinct silhouette: cloaks, hoods, or mask shapes that stand apart from common vendors.
- Motif density increased: more elaborate borders, subtle glow, or integrated effects.
Environmental framing supports the read:
- More guarded or hidden locations.
- Unique ambient lighting or particles.
For production artists, rarity tiers can be managed as outfit variants on the same base mesh—swapping materials and adding ornaments while preserving base proportions.
5. Crafters: Making Power Visible Through Costume
Crafters sit between non‑combat flavor and player power progression. Their design should express their craft discipline and power level.
5.1. Core Crafter Archetypes
- Blacksmith / Armorsmith – metal, fire, force.
- Tailor / Leatherworker – cloth, hides, precision stitching.
- Alchemist / Enchanter – liquids, powders, glyphs, arcane patterns.
- Tech Engineer / Modder – gadgets, cybernetics, weapon mods.
5.2. Costume Logic per Discipline
Blacksmith / Armorsmith:
- Heavy aprons, thick gloves, soot‑stained cloth.
- Significant forearm and chest protection.
- Motifs hammered into their own gear; sample pieces on their body.
Tailor / Leatherworker:
- Layered fabrics, measuring tapes, pin cushions, pattern marks.
- Fine stitching visible on cuffs and hems.
- Colorways echo their wares (if they make bright festival outfits, they wear some of that flair).
Alchemist / Enchanter:
- Pockets and belts full of vials, trinkets, runes.
- Subtle or overt glow from certain components.
- Motifs of circles, constellations, or arcane scripts.
Tech Engineer / Modder:
- Tool belts, modular harnesses, detachable components.
- Worn tech integrated into their own costume (multi‑tool arm, sensor visor).
- Circuit or hex motifs woven into fabric or etched onto hard surfaces.
5.3. Rarity and Craft Rank
Crafters often rank up with the player:
- Apprentice – simple, slightly messy gear, fewer tools.
- Journeyman – more specialized tools, cleaner motif use.
- Master / Legendary – iconic pieces, rare materials, signature motifs.
You can encode this visually by:
- Increasing motif refinement and density.
- Upgrading material finishes (rough → polished → ornate).
- Adding unique signature elements (a legendary hammer, a famous apron with history).
Production might implement this as progressive outfit variants as the narrative advances.
6. Quest‑Givers: Narrative Priority in Costume
Quest‑givers are narrative anchors. Their costumes must tell players:
- “I matter to the story.”
- “My quest is important, rare, or ongoing.”
6.1. Differentiating from Background NPCs
Background NPCs and ambient crowds wear the “baseline” for the location or faction. Quest‑givers need an extra layer of distinction:
- Elevated silhouette: hats, collars, capes, staffs, or distinctive hair.
- Cleaner or more deliberate colorways.
- Unique or more prominent faction insignia.
6.2. Quest Rarity Telemetry
Not all quests are equal. Costume can hint at quest rarity or importance:
- Minor / Side quest‑giver
- Slightly upgraded from civilians: small satchel, unique hat, a single icon.
- Colors close to local palette, small contrast bump.
- Major quest‑giver
- Stronger motifs and insignia, more distinct silhouette.
- Costume ties into a core faction or major storyline (e.g., temple priest, military officer, guild leader).
- Legendary quest‑giver / World event
- Very striking silhouette and colorway.
- Possibly accompanied by environmental effects—banners, altars, shrines, or light.
Match quest UI colors (common/rare/epic) to subtle costume accents for reinforcement.
6.3. Class & Encounter Design
Quest‑givers often embody non‑combat classes:
- Scholar, leader, scout, noble, priest, rebel.
Their costumes should support their role in future encounters:
- A battle‑oriented quest‑giver may also function as a hero in later fights; their costume needs to scale.
- A mysterious patron might visually foreshadow betrayal or hidden power.
Production artists should keep an eye on where quest‑givers appear later—reusing elements and scaling designs to support narrative arcs.
7. Economic Role Reads in Encounter Design
Vendor/crafter/quest‑giver economies shape how players move through the world.
7.1. Hub Readability
In a busy town or base, players need to quickly find:
- Where to restock.
- Where to upgrade.
- Where to get new objectives.
Costume design supports this by:
- Ensuring vendors/crafters/quest‑givers visually pop against the crowd.
- Maintaining consistent visual language for each role across different locations.
7.2. Spatial Hierarchy
Economic roles help structure space:
- Market district: multiple vendors; costume variation within a shared style.
- Craft district: heavier tools, aprons, functional silhouettes.
- Administration or temple: quest‑givers, stewards, officials with more formal or ceremonial attire.
Encounter design teams can rely on these visual clusters to guide player flow.
7.3. Non‑Combat “Encounters” and Telemetry
Non‑combat interactions are still encounters:
- A legendary crafter feels like a “boss” in a social context.
- A rare vendor encounter in a dungeon corridor should feel surprising and valuable.
Costume must telegraph the rarity and stakes of these social encounters with the same clarity as combat threats.
8. Concepting Side: Designing Economic Role Systems
As a concept artist, think of vendor/crafter/quest‑giver designs as systemic, not one‑off.
8.1. Role Pillars and Shape Language
Define visual pillars for each economic role:
- Vendor: approachable, open, abundant.
- Crafter: focused, tool‑bound, process‑heavy.
- Quest‑giver: elevated, symbolic, narrative.
For each, choose shape language:
- Rounded vs angular.
- Vertical vs horizontal emphasis.
- Clean vs layered silhouettes.
8.2. Icon & Motif Systems
Create small icon/motif libraries for:
- Trade guilds.
- Craft disciplines.
- Quest factions (church, court, rebellion, mage guild).
Apply them consistently to:
- Costumes (badges, embroidery, jewelry).
- Props (banners, signboards, box stamps).
- UI elements (shop icons, quest markers).
8.3. Rarity Ladders for Non‑Combat Roles
Just like with gear, design rarity ladders for NPC roles:
- Common vendor vs rare vendor vs legendary vendor.
- Apprentice crafter vs master artisan.
- Local quest‑giver vs world‑shaping figure.
In each ladder, keep the same DNA, but increase:
- Material quality.
- Motif complexity.
- Environmental framing.
Document this in a style guide with lineups and callouts.
9. Production Side: Making Economic Roles Work at Scale
On the production side, you’ll deal with many NPCs that share base meshes and rigs.
9.1. Modular Costuming
Build modular outfits:
- Base civilian columns: tunics, pants, basic boots.
- Add‑on modules for roles: aprons, belts, hats, insignia, tool rigs, jewelry.
For example:
- The same base body can become:
- Civilian (no modules).
- Vendor (apron + pouch belt + headscarf).
- Crafter (tool harness + heavy gloves + goggles).
This boosts efficiency while maintaining clear role reads.
9.2. Texture & Material Variants
Use texture sets to manage:
- Different economic classes (poor vs wealthy vendor).
- Different rarities (basic vs legendary crafter).
Keep:
- Color IDs and mask layouts consistent so materials can swap without re‑authoring.
9.3. LOD and Crowd Constraints
From a distance, many details vanish. Prioritize:
- Big silhouette differences (apron bulk, headgear shapes).
- Large, simple color blocks.
- High‑contrast icons or signage near the character.
At closer LODs, you can reveal more motif detail, material nuance, and prop complexity.
9.4. Cross‑Team Coordination
Work with:
- Level designers – to place economic roles in readable clusters.
- UI designers – to align costume colors/icons with map markers and HUD symbols.
- Narrative – to ensure high‑importance NPCs are visually distinct and evolve over time.
10. Practical Exercises for Costume Concept Artists
Exercise 1 – Market Row Lineup
- Design a row of five NPCs for a fantasy or sci‑fi marketplace.
- Include:
- 2 general vendors
- 2 specialist vendors (pick any categories)
- 1 rare dealer
- Use only grayscale silhouettes and props initially.
- Check: can someone guess who sells what and who is rare just from silhouettes and props?
Exercise 2 – Crafter Rank Ladder
- Choose one craft (e.g., blacksmith, bio‑engineer).
- Design three tiers: Apprentice, Journeyman, Master.
- Keep the same basic identity but increase:
- Tool sophistication
- Material quality
- Motif complexity and density
- Note how each visual change reflects in‑world reputation and mechanics (unlocking new upgrades).
Exercise 3 – Quest‑Giver vs Civilian
- Design a background civilian for a city.
- Design a quest‑giver who belongs to the same culture.
- Keep palette and base garments related, but:
- Elevate silhouette for the quest‑giver.
- Add unique insignia and props.
- Show them side by side and test if the quest‑giver reads as “important” without UI markers.
Exercise 4 – Hub Readability Map
- Sketch a top‑down or isometric layout of a small hub.
- Place silhouettes of vendors, crafters, and quest‑givers.
- Use quick color blocks and icons to mark their locations.
- Check if a new player could intuitively find each role.
11. Conclusion: Economic Roles as Visual Systems
Vendor, crafter, and quest‑giver designs are not just flavor—they are core systems that support Role Reads and Gameplay Telemetry in non‑combat spaces.
For concept artists, this means:
- Thinking of these NPCs as classes with their own silhouettes, props, and color/motif systems.
- Building rarity ladders and role libraries, just like combat roles.
- Designing costumes that align with faction identity and gameplay function.
For production artists, this means:
- Implementing modular, scalable outfits that clearly differentiate roles.
- Managing LODs, materials, and props to preserve readability in crowded hubs.
- Coordinating with level design, UI, and narrative so visual economies support player flow.
When vendor, crafter, and quest‑giver economies are designed as coherent visual systems, players always know who to talk to, where to go next, and how important an encounter is—simply by reading silhouettes, costumes, and props at a glance.