Wednesday, 20 March 2013

Semester 2 Crit Feedback.

Feedback from crit made me think that I may be trying to throw too much into my characters without a proper framework. Though they were happy I was looking at different areas and expanding my boundaries, it didn't seem to fit well with my characters. I seem to be jumping into the modelling too fast, so I've been told to step back a bit. I have been focusing on making the same 3 characters work from the beginning  so it would be better for me to start fresh instead of trying to constantly adapt the previous characters to new designs. My exploration into Angelic Hierarchy doesn't seem to be going anywhere, so I'm thinking of just dropping it completely. 

The current characters have become difficult to read, with too many different influences making them difficult to identify as a group. This is a result of trying to merge everything together without a proper structure. The colours are the only thing unifying the characters together, however, the shape and silhouette, materials, forms and other influences don't seem to have much consistency with them.

I am going to start fresh with a new group, simplifying things to make them easily readable. I'll need to clean up my framework as well. It will revolve around developing a group identity, specifying specific traits, and then reinforcing those traits through consistent criteria, both individually and as a group, such as form, silhouette, clothing or weapons.

Thursday, 14 March 2013

Angelic Hierarchy : Bayonetta


Bayonetta’s enemies use the Christian angelic hierarchy to classify the level and abilities of their enemies. Enemies roles were inspired by their religious counterpart, using much symbolism in their aesthetics.



Team identifiers :Gold/White colour
Halos 
Decorative aesthetic




Wednesday, 13 March 2013

Characters : Additional Influences


The Captain

I have decided to further adapt the hermit character into a high ranking officer like character. He will be some sort of long lost officer who has been living in seclusion. By having a sophisticated hierarchy of rank, it should hopefully result in more believable characters. 
"A more sophisticated hierarchy can lead to more believable characters" Player Character engagement in Computer Games. 


I focused on the use of equipment and mechanical sections as a form of decoration rather than functionality. It emphasizes him more as a decision maker rather than a fighting soldier and makes him seem a lot more important as he is highly decorated. 


I combined the use of religious imagary of comparable religious roles. Things like the General's cap made of rings. Unique coloured uniform to stand out from the rest. Torn clothing to suggest experience, and a scepter that implies power. 



The Aviator

I used the flying character I had designed previously and adapted him to the angel role. I wanted to make the character very impersonal so I continued giving him very inhuman like elements. 


I added influences from both WW2 pilots and angels to adapt him more to his role. 

I gave him more "Angel" shaped wings. He has a very pilor like collar. I added additional rags to make him fit the team aesthetic more.His mechanical elements are a lot more functional. I also like how his large upper torso implies strength. Overall, I think I was able to make him look very inhuman. His role is intended to be more of a Boss like character, hence why he is the largest character of them all. He is not necessarily the highest ranking, but he is the deadliest of all the characters. 



 I also began developing weapons for the character. I wanted the character to be very role orientated if he is to lack individuality. His back heavy design relies on a weapon for balance, further reinforcing his reliance on his role as a character.
The third character uses influence from religious crusaders. Being the lowest ranking of the 3 characters without specializing in a specific role, the aesthetics call for the character to be functional and adaptable in her role. 


 -Cloak/Mask Variations
-Cloak suggests more secretive role such as sniper or spy. This doesn't really suit the character so I may remove this.
-Kinght like decorations.
-Flag for motivation and team identification.

I'll need to do a lot more with this character to make her fit in more with the others as she lacks any mechanical forms.
Basic colour test : 3 blocked out characters together.

Rank, Experience and Participation



In the experiment conducted in Second Life, veterans were easily recognizable through their lack of default items and use of sophisticated hair and accessories. Basic avatar movement animations and inappropriate dress for a setting was also an indicator of a new player.
Player experience was shown through higher quality avatars, and specific styles that help tell them apart as an elite group.

What kind of styles can my characters adopt that show experience?
Is eliteness shown through lack of  common clothing and equipment?
Can it be shown through unique hair styles or individuality?


The Inquisitor. Highest ranking character of the game.
Completely different appearance to the other soldier under
her command.
As an example, The “Chaos” faction in Dawn of war uses decorative and demonic elements to show character rank.  The amount of demonic aesthetics and gold dictate the rank of a character visually. This is also related to the size of a character, with the high ranking characters being visually larger than the standard chaos marines. Experienced characters can also be identified through their lack of standard equipment and often show more individuality.

So what kind of experience indicators can I use on my characters?

Levels of mechaical aesthetics?
Use of Red?
Size?
Deviation from standard equipment?

It was also important to note that, not directly related to rank, but the individuality of a character within a single player environment is very much linked to their importance. In Dawn of War 2, most of the hero characters often lack any form of head gear, so they their faces are visible. They hold unique weapons and clothing that make them stand out from the rest.


The clothing characters wear can also show their level of participation within the group...
In second life, it was observed that players who excluded themselves from the groups dress norms also excluded themselves from activities a lot more.
People that embraced the group often wore matching costumes, however others chose something more distinctive to retain some individuality.


Wednesday, 6 March 2013

Classes and Ranks


          If I am to make my characters seem less generic, I will have to add another kind of twist to them.The genre I am designing my characters for is very saturated, so I would need to look at some rather unusual influences to make them more unique. Whilst looking at examples of hierarchies and classes in groups, I ended up exploring the Christian angelic hierarchy. I feel that possibly adding some of these influences into my characters would make it all the more interesting. I looked at the classes of angels, I took what they were perceived to look like, and compared them to a common military hierarchy.

Angelic Hierarchy...
First Sphere - Councillors
Dominions – regulate the duties of angels. Look like angels but carry sceptres.
Virtues – They supervise movements to retain order
Authorities – Keepers of history. Loyal warrior angels. Oversee the distribution of power among mankind.
Second Sphere - Governors
Principalities – They wear a crown and carry sceptres. Collaborate with Authorities.Archangels – Concerned with the issues and events surrounding nations.
Angels – Messengers. Concerned with individuals.
Third Sphere - Messenger
Seraphim – Six wings. Head of an eagle. Emits bright light
Cherubim – Four Faces. One of a man, an ox, a lion and eagle
Thrones – Symbols of authority. Appear as a wheel within a wheel. Covered in eyes.

Comparing it to a military equivalent...
Counsellor
Leader
General
Major
Governors
Captain (Character 1)
Lieutenant
Quartermaster
Messenger
MP (Character 2)
Sergeant
Corporal (Character 3)

I will take symbolic elements from these characters and apply them to my characters to try and mimic this hierarchy.