| name | Character Design |
| description | Use this skill for character creation: "character design", "player character", "NPC design", "antagonist", "villain", "boss design", "companion", "character arc". **Load references when:** - Full character worksheet → `references/character-worksheet.md` - NPC roles and patterns → `references/npc-roles.md` - Villain/boss design → `references/antagonist-design.md` |
| version | 1.1.0 |
Character Design for Games
Frameworks for designing memorable characters. Every character exists to serve a purpose: design function before personality, then add personality that reinforces function.
Core Principle: Function First
| Type | Function |
|---|---|
| Player characters | Express player agency and skill |
| NPCs | Provide services, information, emotional connection |
| Antagonists | Create obstacles and motivation |
| Companions | Expand gameplay and relationships |
Character Quick Design
Hook formula: "The [adjective] [archetype] who [unique trait or contradiction]"
Three tests:
- Silhouette test — Recognizable from outline alone?
- Contradiction test — More than their archetype?
- Function test — Clear gameplay purpose?
Player Character (PC)
Blank Slate vs Defined
| Approach | Pros | Cons |
|---|---|---|
| Blank slate | Player projects themselves | Less narrative depth |
| Defined character | Stronger story potential | May not identify |
| Hybrid | Balance of both | Complex to design |
Key questions: Does PC speak? How much backstory? What abilities start/unlock?
NPC Roles
| Role | Function | Example |
|---|---|---|
| Mentor | Teaches, guides | Tutorial giver, wise figure |
| Merchant | Trades resources | Shopkeeper |
| Quest giver | Provides objectives | Village elder |
| Ally | Assists gameplay | Combat helper |
| Gatekeeper | Controls access | Guard |
| Flavor | World texture | Townsfolk |
Key Rule: Every NPC serves at least one clear function.
See references/npc-roles.md for detailed patterns.
Antagonist Types
| Type | Relationship | Design Focus |
|---|---|---|
| Rival | Equal competitor | Mirror of player |
| Tyrant | Power imbalance | Oppressive presence |
| Monster | Inhuman threat | Primal fear |
| Fallen hero | What player could become | Tragic connection |
Villain Checklist
- Clear motivation (not evil for evil's sake)
- Personal connection to player/world
- Competent (actual threat)
- Understandable (even if not sympathetic)
- Memorable presence
See references/antagonist-design.md for boss design patterns.
Character Arc Template
WANT: What they desire
NEED: What they actually need (often different)
LIE: False belief holding them back
TRUTH: Realization enabling growth
CHANGE: How they're different at end
| Arc | Pattern | Payoff |
|---|---|---|
| Positive | Flaw → Growth | Hope, satisfaction |
| Negative | Virtue → Fall | Tragedy, warning |
| Flat | Tested → Proven | Affirmation |
Character Progression
| Model | Description | Best For |
|---|---|---|
| Unlock | Gain new abilities | Metroidvanias |
| Upgrade | Improve existing | Roguelikes, RPGs |
| Transform | Fundamentally change | Story-driven |
| Equip | Change via items | Loot games |
| Master | Player skill grows | Skill-based |
Character Economy
Law of Character Economy: More characters = less development per character.
| Scope | Character Count |
|---|---|
| Game jam | 3-5 total |
| Short game | 5-10 |
| Medium game | 10-20 |
| Long game | 20-40 |
Focus resources on: PC (most screen time), main antagonist (most conflict), key NPCs (most interaction).
Related Skills
narrative-design— Character arcs and storyworld-building— Characters in contextgame-balance— Balancing abilities