
Now it’s time to prototype! Using placeholder art, a gameplay designer plays around with a few different possible ability types and test them against different enemy types, always keeping in mind the unique purpose and flavor of the character. The “ranged/control?” bit of the pitch was added for us after all of the four base classes had been defined, as the other three seemed more melee-based. If you’re making a multi-character game, I would highly recommend finishing this step for as many player characters as possible to make sure that each character still feels unique when they sit next to each other in the player’s mind. So now the team has an idea of why the Ritualist exists, and what the goal to achieve is, with all future development of the character. “The Ritualist uses mathematical magic to manipulate dark matter in the universe. For the Ritualist, this was “shadows.” Based on this, I wrote a small flavor statement and the artist drew a piece of concept art. Personally, I like to choose a single element to base the whole character idea around. Why does anyone want to play this character? Why does it exist? Whether you’re playing as a dragon, a robot, or a ball of sludge, the player should look at a screenshot and not only see where the character is on the screen, but also think it is cool (or if your desired aesthetic isn’t cool, then cute or sad or whatever else). How do we design a good player character? Step 1: Uniqueness, “The Why”Įven in a single-player game, the most important element of a character’s design is that the player can recognize the character in the game. Let’s pretend we have a relatively blank slate. Our internal process for creating a character examines each aspect, in the following order:

Every decision was deliberate, and we learned more from each mistake along the way. I won’t pretend that all six player classes in Moon Hunters are perfect, but I can defend every single character ability on the grounds of how it achieves the goals we set for it. So if you don’t know why the wheel was made the way it was, you should take the time to figure it out. After all, you can reverse-engineer each of those aspects from the start, and then save time, right? You can always add a twist later! The danger is that simply “injecting uniqueness” into an established character design is harder than it seems, because everything from enemy abilities to stun timing to invulnerability frames are related in ways that are difficult to figure out until you build it from the ground up.
#Where can i find a download for hero designer v3 Ps4
We released Moon Hunters to desktop in March and PS4 in July. Hey game devs! I’m Tanya, the lead of Kitfox Games, a six-person studio in Montreal, Canada.
