The characters will be designed to fit a common multiplayer class based shooter environment. Character models will be optimized so that they can work efficiently in the environment. Character class must be easily identifiable, but remain consistent with the group aesthetic.
GROUP IDENTITY
A group of high tech maintenance/combatant personnel which work in a large scientific dome like structure. The large environment is specifically designed as a simulator, very similar to the "Tron" environment. The character's are called in to repair the environment when the AI controlling the dome goes rogue, where they need to defend themselves from electric based enemies.
Below is a list of traits that make up the culture of this group, detailing elements that will be used to reinforce this.
GROUP TRAITS:
1. Trait :Technology Driven
Reinforcing elements :
1.1 - Shape/Silhouette - Hexagonal/Angular Shapes

As military technology advances, shapes tend to become more angular. This is mainly to reinforce stealth technology, but we can easily connect simple angular shapes with an advancement in technology. Military Planes, Ships and Vehicles are becoming more angular in design as time progresses.
Left: U.S.S Independence : State of the art littoral combat ship. Example of angular design on contemporary military weaponry
The hexagon is also a shape well associated with technology. It has been used multiple time in games such as the title sequence in Metal Gear Solid 2, a game where the story focuses on technological control over information.
See :
http://www.youtube.com/watch?v=ifPZsRgJIXE. In Crysis 2 and 3, the technologically advanced enemy faction use hexagonal patterns on their clothing and weaponry.
The hexagonal shape is used often enough for most people to assume that there is something technologically powerful with its use.
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Belltower Characters. Use of very angular patterns on the clothing |
1.2 - Rank/Status/Heirarchy - Sleek, Sharper angles the higher the rank
In most cases, rank is often shown through increased amounts of decorative items and clothing, often becoming less functional and more symbolic. Character "eliteness" is also often shown through the use of less common equipment and clothing to show that they vary from the standard variation. Character rank can be identified through sharper, more decorative shapes, which act less functional with the increase of importance of a character, acting as an important symbolic element instead. This less functional element reinforces the idea that the character is more of a decision maker, but the increase in angular shapes can show that the character is more technologically powerful.
1.3 - Form - Ergonomic
Ergonomic gear suggests that the equipment is well designed to suit the human form. It is visible that a lot of thought has been put into how the technology of this equipment is adapted to suit the individual.
1.4 - Weapons - High tech, Non conventional
High tech weapons reflect the groups reliance on technology. The unconventionality of the weapons also suggest that the characters are not military, but are more technological specialists, which reflect their very unusual working environment.
2. Trait:Organized
Reinforcing elements :
2,1 - Clothing/Texture/Fabric - Clean, Simple, Numbered, Named
Clean and simplified clothing shows discipline within the group, showing that they are very professional and take their role seriously. Numbered and named items also show that the individuals and equipment are well tracked and identifiable.
2.2 - Colour - Matching, Consistent
Consistent colour scheme means that the team is easily recognizable together, and shows discipline as well, reinforcing organization.
3. Trait:Well Funded
Reinforcing elements :
3.1 - Texture - Shiny
Shiny materials are often associated with wealth. Expensive products such as phones and cars often contain a lot of gloss and glass. Shiny equipment should give an appearance of high price materials. It is also associated with technology and high technology items are directly linked with price.
3.2 - Clothing - Brand names
The clothing and equipment will contain a lot of labels showing off the manufacturer, as if it wanted to show off the name as if it was a brand. Paying additional for brands are a sign that you have excess money to spend.
GROUP ROLES:
Designing my characters around common archetypes for shooters.
1. Scout
Reinforcing elements :
1.1 - Form - Light Weight
1.2 - Proportions - Thin
1.3 - Equipment - No protection
A common class in almost any class based shooter, it appears in some shape or form. If a game classes their roles by weight, like Brink for example, the lightest class is often the most nimble and fastest.
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Brink - Light class. |
They often contain no, or little armor but make up with it through speed. There thin, sleek features make their shape easy to read as a scout. They also carry lighter, fast firing weapons to fit their speedy aesthetic. Even with games with classes that are more specialist, this light class is often present in some shape or form. It is suited for players who prefer a faster paced play style.
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Battlefield 3 Assault |
2. Assault
Reinforcing elements :
2.1 Clothing - Standard Clothing and gear
Often the most played character due to it's balance and flexibility to deal with situations, the character often has standard issue clothing to reflect its commonality. As it is often the middle ground of all classes, designs often use the Assault as a base to vary themselves from.
2.2 Form - Decent protection
This class is often the middle ground, providing decent damage and protection, but with the expense of agility. Of course, not as slow and hard hitting as a heavy weapons character, there must be enough protection visible to identify the character as a combat specialist.
X. Officer/Leader
Reinforcing elements:
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Killzone 2's main antagonistic leader Visari |
The final character doesn't fit into a playable role, but one that is non playable. This character will appear in the environment or through cut scenes, but will not be playable due to it being in a non-combat role. This character would act as a VIP for escort or protection modes.
X.1 - Equipment - Non Combat gear
X.2 - Form - Decorative
Like the previous high ranking character design, the decorative aesthetics show a position of power.
GROUP INDIVIDUALITY:
1.1 - Clothing - Consistant, Human, Functional
I wanted to retain a slight sense of individuality with these characters, but not so much that a player can not relate to them. As the environment is multiplayer, each character must retain an equal feel of individuality as I didn't want one class feeling more important than the other so there must be a good balance between characters. I want the characters to be feel fairly human as well so a player can relate to them. I wanted the faces to be kept visible so that they can feel more human, with the rest of the equipment fit for purpose to solidify them in their role. Like the characters in Binary Domain, each character has a unique personality, however it is clear that they are a disciplined and professional group as their equipment is completely fit for their role.
CHARACTER DESIGNS
I designed the characters based on standard shooter type archetypes. Electric based weapons are filled with charge points in the environment.
"Linker"
The first design falls under the scout type archetype. A fast and agile female character who has the role of getting to one place to another very fast, utilizing speed and agility to defeat an enemy. Using light weaponry, the overall silhouette of the character is slim and sleek. I added light clothing, and almost no armor to emphasize how light weight the character is.
The character wears the standard light uniform, which features seams that are very rigid and sown in a very angular, diamond shaped way. The limbs are covered with a clean, lightweight material that is very shiny and light. The character is female as female's are often seen as the faster, more agile characters in games.

Clothing is clearly labelled with the number, which identifies her position in the team, and a letter which identifies which section the team belongs to.The feet are designed to be very ballerina like, offering flexibility and comfort over protection as the characters role calls for fast agile movement. Clothing is very tight fitting in areas, making the character very aerodynamic. I added the hexagonal "link" scarf to make the speed of the character more visual when the player is moving, as the end will trail behind the character. The shoulder pad acts as armor to protect the arm and face on the side where she isn't holding a weapon. I added this mainly to make the character more asymmetric to increase its visual appeal and make the silhouette stand out more. The class is easily identifiable by its lack of armor, trailing "scarf", and thin, fragile figure, that represents the classes low health and high speed.
"Fractal"
This character is designed round the standard "assault" type archetype. Acting as the most common type of class, the character must feature a medium amount of protection. The armor is supposed to absorb electric based weaponry. The angular shape of the armor really give a high tech, and unconventional vibe that I was wanting. The character still wears the standard clothing, but features a hardened vest under the armor for additional protection. The shoulders are very large so that the character class is easily identifiable as the more protected class as the silhouette is bulkier and appears stronger. The stereotype that males are often physically stronger is used to determine the sex of this character.

This character uses fairly heavy weapons, but its downfall is speed and agility. The class sacrifices speed over protection which is clearly shown by the bulky armor. Similar to the scout character however, equipment and clothing is clearly labelled with role and squad. The armor also boasts manufacture names as they are very expensive pieces of equipment.
"Matrix"
This character is designed as a non playable character. I designed this character to create a sense of rank and hierarchy within the team. With the role of being a scientist, he acts as the equivalent of an officer in a comparable military hierarchy. Ranking higher than the rest, he makes the decisions, but he is not a fighting character.
This is shown through his lack of military clothing and labels. Though the colours are still consistent with the lower ranking characters, he lacks the ugly brown color that the others are ordered to wear. His civilian like, and rather decorative lab jacket is very sleek and minimalistic in design, which shows precision and certainty in his character role, but the lack of any lighter tones reflects the dark nature of the character.
This character shows the split in the hierarchy which separates the brains from the brawn.