Iconic Character Development

In developing character classes for Blackstar, we decided to handle them in an iconic fashion. To the design team, this means conceptualizing the entire class as an individual, a single character that embodies the core philosophy, attitude, and visual design of the class. This way, the class comes to life in ways that a generic approach cannot. Our initial development effort is spent creating a compelling and interesting representative of that class, a compelling personality, rather than just a simple role.

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Meet omicron-Walker

This methodology feeds the rest of the process in a number of significant ways:

  • The art team creates a more striking visual concept for an individual than a generic class description evokes.
  • Gameplay design reflects the idiosyncratic style of that particular character class.
  • The character’s animation style emphasizes that unique personality far better than a generic class description.
  • In some cases, publishing partners find it easier to grasp an iconic character than a generic class description.
  • Promotion and advertising is made easier when these iconic characters are intrinsic to the game, rather than being added as an afterthought or later in development.

A common theme from all of this is that it serves to unify understanding of the character. At Spacetime, it is essential that we get the entire team onboard and familiar with all aspects the game we’re making, and the creation of iconic characters aids that immeasurably.

One example of this development is our iconic Operative character: omicron-Walker. This article will walk readers through the process of conceptualizing her and how the development process shaped her into an iconic role in the universe of Blackstar.

At the first pass level of development, we decided that to best represent our characters and races, we’d distribute genders and races equally across the classes. As it turned out for the Operative class, our iconic character was a female Mode.

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Without revealing too much, here are some core elements of this class/race combo.

  • Operatives: Operatives are highly-trained covert operations specialists. Trained to survive in a variety of harsh environmental conditions and gravities, the Operative is focused, agile, and extremely reliable. Because of their strong dedication, Operatives are often assigned to suicidal missions or missions with a very high possibility of failure. Their core gameplay styles are stealth, speed, and damage avoidance. The characteristic that Operatives embody above all others is “Spirit”.
  • The Mode: Mode are a race of sentient robotic beings, the end result of highly sophisticate biomechanical design and guided evolution of artificial intelligence. Originally constructed to serve as companions and servants for Humankind, the Mode are recognized as sentient beings and are full citizens of the United Colonies. They appear mostly Human, though with some obvious telltale signs indicating their engineered nature. Mode have long evolved past “models” or series, and each one is distinct and original in appearance and development.

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In the Blackstar setting Mode can undergo a great deal of body modification and customization, so a Mode Operative would be smaller than average – a smaller body mass directly translates into enhanced stealth capabilities and a smaller starfighter cockpit (meaning a smaller overall mass). So our Mode Operative is small of stature, like a jockey. This decreased physical mass aids her immeasurably in covert operations. She’s also got an incredibly strong and forceful personality, fearless and unwilling to accept anything less than the completion of her mission.

Mode have their own name traditions. Their “first name” prefix is often a Greek letter, equivalent to a loose family or cultural identification. Some (but not all) Mode assume Human names to reflect their heritage, sometimes choosing names from history, arts or literature, or even from influential people they admire. In this case, we have omicron-Walker. She identifies with other Mode using the omicron prefix, though they aren’t necessarily anything alike. As for the surname Walker: there are a number of famous people named Walker in history and in fiction. (As a writer and longtime comics fan, I enjoy that the name of our stealthy, ghost-like character name evokes another Walker: “Kit” Walker, also known as The Phantom.)

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Exploring the Character
Once we’ve determined who we’re doing as a representative for a particular class/race combo, the next step in our process is to flesh the iconic character out using a variety of techniques. As with each of our iconic characters, omicron-Walker receives the following pages in our internal wiki:

  • An Overview page covering her class description, aspirations, relationships to other characters, gameplay roles, gameplay styles, technology themes, and inspirational references from media.
  • A Visual Design page giving technical considerations, mood and background, suggested aspects, with inspirational imagery. For omicron-Walker, the characters from pop fiction that evoke the core aspects of the Operative are as diverse as Jason Bourne (the Bourne film trilogy), Æon Flux, Snake Eyes (G.I. Joe), Major Motoko Kusanagi (The Ghost in the Shell), Trinity (the Matrix film trilogy), Leon (The Professional), Selene (Underworld), and Wai Lin (Tomorrow Never Dies).
  • A Ship Visual Design page covering her starfighter, covering all of the same ground as above, treated identically as a character. Blackstar ships are highly evocative of their pilots, creating strong player identification between the player and ship avatar. Some of the suggested visual references included the SR-71 Blackbird, the (never-deployed) F-19 stealth fighter, the F-17 Nighthawk, the MiG-37 Ferret, and the B-2 bomber.
  • Two short pieces of Visual Design Fiction—literally short stories. One about the character and the other about her ship, both depicted in action. These aren’t too long or involved, but give a dramatic hook and a simple gateway into the character.
  • A Gear Progression that covers weapons, armor, and other wearable items, at three key level plateaus, showing the character’s distinct visual evolution as gameplay progresses. This describes each piece of gear in some detail as well as noting the technology that makes it possible. Operative armor is embedded with stealth technology and is plain white—a better canvas for its chameleonic properties to work. She uses paired pistols to inflict massive and immediate damage on a target, and to emphasize the need to go “gear light”, these weapons are gun-blades, projecting solid-phase holographic monoblades when omicron-Walker needs to go hand-to-hand with her opponent.
  • A Starship Upgrade Progression that covers customization and the upgrade path from the ship’s initial appearance and functionality at various level plateaus. This follows the same process as the standard gear progression, described above.

Once complete, everything gets filtered through our concept team’s unique visual style to arrive at an iconic character with a look distinct to the universe of Blackstar.

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14 Responses to “Iconic Character Development”

  1. Itoao says:

    Wow, I am amazed at the work that goes on behind the scenes. I love the way it is explained. I know nothing about game design, only having played and enjoyed them. This is a great look at the inside process. Thanks
    I cannot wait until you guys get picked up and I have a chance to play this game.

  2. Hot Soup says:

    I love your art direction. I think you have another supporter in me.

  3. -Pagan- says:

    Looks great guys. Ex Origin and Galaxies devs behind this game? What a great combination. Looking forward to learning more about Blackstar.

  4. Cleveland says:

    This look awesome.
    When NCSoft dropped the bomb I felt like I was being thrown in jail on my way to Disneyland (I’m being a bit over dramatic but the project was something that I was keeping a close eye on). After looking at some of the recent development blogs its like I just took a call from the governor where I was told a pardon was on the way but I was never told when.
    Keep up the good work.

  5. Jeroen says:

    It looks great. I’ve read about Blackstar from time to time on your site and in blogs and frankly it sounds and looks awesome. Thanks for the article above. It was the artwork in the beginning (Meet omicron-Walker) that drew me to Blackstar when I saw it in a magazine and it was great seeing the development of just that character in the images above.
    Good luck with everything! Can’t wait for a chance to play this one.

  6. [...] Plus, y’know … it’s prettier. We love concept art at Massively, and a look behind the scenes is always welcome. Check out the rest of the article! [...]

  7. Rafael M says:

    I’m praying that this game gets picked up — seriously.

    If it helps any, please tell potential publishers that I’m willing to buy 2-4 copies and will give them out more copies as Christmas and birthday presents.

  8. Jeroen says:

    Hell, I’m fully with Rafael on this one. Anything to just get a chance to play this.

  9. Yimayz says:

    I see some old friends posting and following you guys. Doing the same, keep up the good work. The blogs keep me coming back and I can’t wait to see Blackstar come to life.

  10. Damien says:

    Awesome as usual. Can’t wait to see to play this game when it comes out.

  11. Kenji says:

    Wow, amazing stuff. I can see this character either is Anime or Manga style or is greatly, GREATLY, inspired by it, which I love. You are all doing a great job with this game, and I hope to see more news soon. You definantly have a fan. Now I dont know why the chances of getting a reply around here is, but will this game be anime style, or have anime cameos(like this character) or will the in game graphics differ from the artist perception of the character and not be anime styled at all?

  12. Kallen says:

    Operative type classes have generally been the most entertaining for me to play. However I do have one piece of suggestion for the devs relating to this blog. You mentioned 3 key level plateaus of gear progression, and I suggest having varied gear types for any level. Often in many other games I will see a bunch of people wearing the exact same “tier set”, and it’s really boring. Spice it up! The more combinations the better!

  13. Kenji says:

    I dont know why this hasnt been done yet. But I hate seeing a gear or someones armor being several different things looking piled on. Id love to see people actually be able to set the color of thier armors and gears. Or the color scheme) . There would be several different possible paint jobs like racer(red with yellow stripes) Stealthy cool look(Black with white stripes) Army(Self explanitory) Navy(The blue version of army) ANd stickers(THrow some specail design onto the wing or side of youre craft.

  14. grim22x7 says:

    I know this is all concept art at this phase, or mostly so. I hope you stick closely to it. There are a lot of things I like about this style, in particular the emphasis on the eye’s allows for a lot of expression hopefully you will allow for moods like in SWG. You mentioned that each of the Modes were unique but you also say that there is a tiered progression of armors. Could you explain this? If each one is unique how can they have this sort of structured tiered system? I think I’m digging at how does this relate to customizability. I’m a COH nut and I’ve been spoiled by their character creator for a long time so this is something important to me.

    eagerly waiting a community board and more details,
    grim

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