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Holly Wisdom GD Dissertation-Min
Holly Wisdom GD Dissertation-Min
Holly Wisdom GD Dissertation-Min
May 2024
by
Holly Wisdom
DISSERTATION DECLARATION
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Copyright
The copyright for this dissertation remains with me.
Signed:
Date: 21/05/2024
Programme: BSc GD
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Date: 21/05/2024
Acknowledgements
Thank you to my supervisors, Huiwen Zhao and Jose Fonseca for your support, advice, and
encouragement throughout this project.
Special thanks to other lecturers who had given me advice and support when I needed it
most throughout the project.
Thank you as well to my friends who had supported me throughout this project and
encouraged me to keep working hard when things got tough. Your consistent presence in
my life helped me keep myself stable.
And thank you to my parents, who have encouraged and supported me throughout my
university career and during this project.
I dedicate this game and my dissertation to my grandma, Phyllis Darvel. While she may
never understand the process of making the game or see its completion, I know she would
have encouraged and supported my work regardless.
Abstract
The aim of this project is to explore character design in relation to narrative design.
The first act of the story was developed for this project. It revolves around two characters –
Larimar and Ethjorn. The pair are opposites of each other, Larimar is cold, distant, and
somewhat jaded; he does not trust easily and comes from a life of hardship. Ethjorn on the
other hand comes from a life of luxury. He is sociable, arrogant, and naïve.
The user study focuses on how players might interpret the characters based on their visuals
and narrative.
In the future, the narrative would be developed into three acts and feature expanded
mechanics.
Table of Contents
1. Introduction ....................................................................................................................... 6
2. Background and Research ................................................................................................ 7
2.1. Character Design in Games........................................................................................ 7
2.2. Visual and Narrative Design for Game Characters ..................................................... 8
2.3. Empathy and Emotion in Character Design ................................................................ 9
3. Design and Implementation............................................................................................ 11
3.1 Game Overview ......................................................................................................... 11
3.2 Narrative .................................................................................................................... 11
3.2.1 Setting................................................................................................................. 15
3.2.2 Species ............................................................................................................... 15
3.3 Characters ................................................................................................................. 16
3.3.1 Larimar................................................................................................................ 16
3.3.2 Ethjorn ................................................................................................................ 26
3.3.3 Ayer .................................................................................................................... 34
3.3.4 Other NPCs......................................................................................................... 37
3.4 Art.............................................................................................................................. 42
3.4.1 Splash Art ........................................................................................................... 42
3.4.2 Backgrounds ....................................................................................................... 44
3.4.3 UI ........................................................................................................................ 45
3.5 Mechanics ................................................................................................................. 53
3.6 Audio ......................................................................................................................... 55
3.7 Implementation .......................................................................................................... 55
4. User Study ...................................................................................................................... 65
4.1 Methodology .............................................................................................................. 65
4.2 Results ...................................................................................................................... 65
4.3 Outcome Summary.................................................................................................... 66
5. Conclusion & Future Work .............................................................................................. 67
References ......................................................................................................................... 68
Academic References ..................................................................................................... 68
Bibliography .................................................................................................................... 68
Ludography and Digital References................................................................................. 68
Software:...................................................................................................................... 68
Fonts:........................................................................................................................... 69
Audio: .......................................................................................................................... 69
Appendix ............................................................................................................................. 71
1. Introduction
The aim of this project is to explore character design in relation to narrative design. It will
explore primarily character design and delve into the visual and narrative design for game
characters using the format of a visual novel.
The narrative focuses on two main characters who are each other’s opposites. The narrative
will follow these characters and how they interact with each other.
The project will be developed in Ren’Py (Anon. 2004), an engine specialized for visual novels.
Assets will be created for the project using PaintTool SAI (Koji 2006). Only audio and font
assets will be sourced from third-party sites.
The key objectives will be to create art assets for the project, implementation of the assets
and mechanics, and a user study that focuses on how players interpret the characters, if their
visual design relays their personalities accurately and if the narrative changes the players view
of the characters drastically.
Research was conducted to better understand Characters within Games and the design
techniques and tropes employed.
Objectives:
- Explore character design with narrative and visual designs.
- Produce a narrative with two conflicting characters.
- Perform a user study to investigate how these characters are interpreted by players,
and how the visuals or narrative surrounding them influences this.
2. Background and Research
2.1. Character Design in Games
The goal of a Game Character is to give the player an ‘avatar’ to control and experience
the game world through. Schell (Schell 2008) discusses how players project
themselves onto the avatar to such an extent that it can evoke empathy when they see
the avatar get hurt or escape harm. However, Schell also discusses how the
experience of projection can be more powerful if the player is able to relate to the
character in some way. Lankoski (Lankoski 2002) suggests that “goals are [...] a
functional way to sketch a character to a player within a game.” and expresses the
importance of emotional process in relation to how a player may experience a game
and the character.
Additionally, Schell (Schell 2008) makes note of how Games Characters are
experienced differently to Movie or Novel Characters - namely that unlike a Movie
character, who is experienced visually only, or a Novel character, who is experienced
mentally, a Game character is experienced physically, and the player is in control of
the characters thoughts (and subsequently actions) much more.
Lankoski (Lankoski and Björk 2007) discusses how character design for the player
character can be seen as “designing action possibilities for the character.” which
includes making some actions impossible, which Lankoski states is an important part
of design. He also discusses “how the character executes the choices made [...] is
important in gameplay.”
Later in the same paper, Lankoski states that “part of a character design is defining its
social relations.” And discusses how this can be used to show alignment of the
character. Additionally, Lankoski discusses allegiance and how it is about how players
evaluate a character and how players would typically need “positive traits or qualities,”
and lists beauty, skills, or similar moral or ethical values as examples of these traits.
The notable techniques he lists as examples include physical beauty (most notable of
which is symmetry and the “V-shaped body of male, hourglass body of female”),
expressions, moral evaluation (“in relation to standards set in the game world”), or
other traits shown through gameplay.
He also discusses how people perceive others based on certain traits. For instance,
he explains how certain traits (large eyes, forehead, and small noses) can be perceived
as “cute” and are often seen in babies and women. He also makes note how because
of this and other factors (such as female body types) play a significant role in why
feminine features are often more appealing than strictly masculine.
Additionally, Stevens (Stevens 2023) discusses colour theory and describes colour as
one of the most powerful tools for a designer. Stevens explains that colour theory is a
set of guidelines that aid designers and artists. She also makes note of how colour
psychology can impact mood and behaviours. She makes mention of some common
colour associations, including red being associated with passion and danger, and
orange being associated with energy, warmth, and kindness.
Sheldon (Sheldon 2022) discusses many techniques to “respect the story” of the game.
This includes developing it alongside the gameplay, giving the story a compelling
reason to exist using themes, balancing the story with gameplay, ensuring that the
story fits the medium and that the story is worthy of its characters.
Sheldon continues with the idea of too much of a certain way of storytelling being
harmful as he discusses the idea of “too much backstory.” Sheldon states that amateur
writers may be tempted to not want to let go of the character profiles made and will try
to force all the information into the game when it has no place within the game or the
story, ultimately harming it.
Lankoski (Lankoski and Björk 2007) makes mention that regarding sympathy the
player does not need to perceive the character as positive in every aspect. He makes
emphasis on how important allegiance is for a player towards a character to make
them feel as though what they are doing is “right” and requires the player to evaluate
the character having “positive or desirable qualities in relation to standards set by other
character[s].”
Sheldon (Sheldon 2022) discusses player emotion being invoked from character
emotion and revelation. Sheldon gives two examples of when he had games evoke
emotions from him - a quest where an NPC bid him to destroy a cargo ship full of
weapons, only to find that the ship was full of children and the NPC considered them
to be “weapons”, and an NPC from Trinity, where in the early game an elderly woman
who was “crippled and deformed” handed the player character an umbrella. Hours
later, Sheldon’s character travelled back in time to just before the atomic bomb was
dropped on Hiroshima and met the old woman as a little girl.
Sheldon also states that emotion is “at the heart of entertainment,” and discusses two
techniques to evoke emotion, both of which hinge on empathy on the part of the player.
These would be giving a player a character to play as, as well as an NPC to take care
of or making the player responsible for the wellbeing of on-screen characters. He
suggests that the “player's investment of time and energy creates an emotional bond
between the player and those in-game characters in the same way that caring for a
child or a pet or even a plant creates a bond.” He goes on to state that “once the bond
is strong enough, in-game events and threats that impact the health or welfare of the
in-game characters can produce a wide range of emotional responses in the player.”
The game is played using left click as its primary control. It is used to advance the
dialogue, navigate the game menus, and journal system as well as choosing dialogue
options when prompted. However, the player can access the game menu using right
click. The game also supports gamepad and keyboard controls. See the mechanics
section for more details.
While Ren’Py already had some features programmed into a fresh game project, some
features such as the journal system, combat system, inventory system, and shop
system had to be created from scratch.
3.2 Narrative
For this project, only act one of the story was developed. The first act of the story
revolves around two characters – Larimar and Ethjorn. The pair are opposites of
each other, Larimar is cold, distant, and somewhat jaded; he does not trust easily
and comes from a life of hardship. Ethjorn on the other hand comes from a life of
luxury. He is sociable, arrogant, and naïve.
The pair meet when Larimar enters the city of Goldcrest, injured and at death’s door.
Ethjorn is encouraged by his mentor Ayer to try to befriend Larimar and help him
settle in, as Larimar might find it difficult to settle in due to being a Bane.
Ethjorn eventually shows Larimar around the city, trying to repair the relationship he
had been trying to build. Eventually a messenger alerts the pair to Ayer being
wounded. They rush to his side, and he tells them that he had tried to kill a fiend that
was hunting Larimar, but it wounded him too severely for him to finish it off. He
instead wants them to work together to kill it.
The narrative is linear but has several dialogue trees – some larger than others. This
gives the game replayability and allows the player to progress through the game and
feel involved in the narrative.
The structure of the narrative is illustrated in Figure 4. Green nodes represent the
areas of the story that feature choices, the red nodes represent minigames within the
game, and the orange nodes represent the linear narrative.
Figure 4: Graphs showing the basic story structure.
The player has agency over the dialogue choices within the game. This influences
how Larimar reacts to Ethjorn and how quickly he warms up to him throughout the
game. His dialogue is influenced by the choices they make. The player is also
presented with a basic combat system, an inventory and shop, as well as a jigsaw.
Additionally, the player can unlock information about the characters within the game
by meeting them, but they may not meet every character the story features in a
single playthrough. This information is presented within the journal system.
3.2.1 Setting
The narrative is set within a medieval high-fantasy world, focusing on the large city of
Goldcrest. Goldcrest is home to the biggest temple in the country The grand temple.
In addition to the grand temple, bustling markets and taverns attract many travellers
to the city and Goldcrest happily welcomes all. However, some residents of goldcrest
have reservations about certain kinds of people. Although Goldcrest is a safe place,
fiends and celestial creatures are often plague the wildlands outside of Goldcrest.
This often means that the heirs of noble families are overly sheltered for fear of
bloodlines being lost.
3.2.2 Species
The most notable species featured within the narrative are Bane, Boon, Half-
Dragons, Elves, and Humans.
Boon are people blessed in the womb by celestial or other divine entities. They are
considered to bring good luck and be good omens to those around them. Due to this
belief, they are often elevated to high positions and often claim to have holy callings.
They also possess magic, though it varies from person to person. Bane are people
cursed in the womb by a fey or fiend, which alters their appearance and grants them
magic. However, there is a stigma that surrounds them. This stigma revolves around
the idea that Bane bring all things bad, from natural disasters to bad luck. This
means most Bane children do not see adulthood.
3.3 Characters
Characters are designed visually with their place in the narrative in mind. There is often
a strong idea of what the character is supposed to look like before explorations or
sketches are created. Once made, these sketches are refined.
Multiple designs may be drawn out and eliminated to better visualize the character
being created or compare colours on the same design. Colour theory plays an
important role in this process, as the associations with colours are very important to
helping to communicate the characters personality from a visual perspective.
3.3.1 Larimar
Larimar was raised by an Elven woman and a human man. His father was unhappy
with the fact that he had sired a Bane and encouraged Larimar’s Mother to dispose of
him. She refused and was able to find an old friend willing to train him. Larimar learnt
the sword and shield from him. When Larimar was old enough, he began travelling. He
did not want to put his mother at risk any longer. He was targeted by fiends during his
travels many times but learnt that a nobleman could be just as bad after one tried to
remove his horns for a snake oil remedy. Another nobleman tried to have him killed
simply for entering his town, and another still treated him like scum when he had been
hired to clear out a monster infestation from the man’s cellars. Due to this, he now
views all noblemen as deceitful and greedy snakes in the grass who are only nice to
those below them because they want something from them.
Larimar is Oathsworn to follow the tenets of protection, which dictate that he must aid
and defend the weak, vulnerable, and defenceless. These tenets also share some
overlap with the tenets of vengeance, as they also encourage the protector to eliminate
the threat through means they deem necessary. It is his tenets and the fact that he is
a Bane that the fiend who injures Ayer is hunting that motivates him to work with Ethjorn
to eliminate it at the end of act one, as well as his own bond with Ayer. He believes
that he has a debt to him that he must repay.
Larimar’s purpose in the narrative is to challenge Ethjorn’s views and outlook on the
world. He sees things in a much more cynical way – most people cannot be trusted in
his eyes, and he sees the world in a much harsher light. His attitudes arise from his
harsh experiences, as Bane are often viewed with distain and distrust, and Larimar
has grown used to this mistreatment. Consequently, Larimar prefers to keep his head
down and not draw too much attention to himself so he can avoid unnecessary
conflicts.
During the story, Larimar is a spiky and wary person who is fiercely independent and
does not appreciate Ethjorn hounding him. He does not respect Ethjorn for much of
the narrative and is often annoyed by him. Depending on the players actions as the
story progresses, Larimar may treat Ethjorn with disrespect, or he may start warming
up to Ethjorn and begrudgingly work with him when Ayer becomes injured. He does
not respect Ethjorn for much of the narrative and is often annoyed by him. Some of his
background is mentioned within his dialogue, but only when he believes that it is
relevant to the situation at hand. Otherwise, he does not talk about himself or his
experiences unless he trusts the person to whom he is talking.
Depending on how the player interacts with him, he treats Ethjorn with less distain as
the story progresses and slowly warms up to him. However, if the player chooses to
be disrespectful toward him, Larimar will use disrespectful and snappy responses.
Larimar’s visual design reflects his personality – his colour palette is cold monochrome
blue to help show his cold personality, and his face is sharp with spines across the jaw
and antlers coming from his forehead. His eyes are featureless and sharp, and he
typically looks like he is scowling or glaring at someone. He holds himself upright with
his arms and tail held close to his body to signify his guarded nature. Blue was chosen
to be the main colour of his palette due to the association of blue with the idea of cold,
calmness, solitude, and peace.
Larimar was designed to look graceful and noble. He holds himself with militaristic
discipline and does not emote often with his face. When he does, his expression does
not change dramatically unless he is angry or surprised. His posture also changes
slightly – his tail and ears will move when he is annoyed or surprised, but he still holds
his hands close to himself, showing his self-discipline. However, he snarls and hisses
like an animal, with his tail raised in a wide arc within his sprites. He also does not
smile often, but when he does it looks a little odd. As if he is not sure how to smile and
is merely imitating the gesture. This further separates him from the other characters
as it makes him appear less human.
His outfit design also kept in mind his upbringing. He dresses modestly and practically,
with little to no accessories. The armour he wears when he is first introduced is simple
and worn. This is to communicate that he does not come from a rich or noble
background to contrast with his posture and features.
3.3.1.3 Concept Work
Larimar’s design largely was already decided, but explorations were done to settle on
the specifics. These were followed up by colour studies, which is where the colour blue
was settled on for Larimar. See section 3.3.1.2 for details.
Colour theory was kept in mind as his outfits were designed. An exploration of outfits
was produced and only a few were chosen to be expanded on into full designs with
colour studies. Many of the designs were not used in the final game. However, some
of these designs were adapted into other characters, such as Pyriht being derived from
design B in Figure 6.
Figure 6: Explorations of Larimar’s Design. The focus was on his horns, tail, and thin face.
The circled designs are the final choices.
Figure 7: Sketches to better visualize Larimar’s expressions and shapes.
This armour design was not chosen due to it not fitting with Larimar’s place in the
narrative when he is introduced. Figure 11’s design was chosen because it reflected
how tough life had been for Larimar until his introduction significantly better than the
initial design.
Figure 11: Second armour design.
The first civilian outfit for Larimar did not read well for Larimar’s character, so it was revised
into a longer sleeved variant.
Figure 13: Longer sleeved civilian outfit – second pass
This variation was designed with the idea that Larimar came from a mountain
settlement, but it did not seem appropriate for this character.
Figure 14: Longer sleeved civilian outfit. The capeless design was chosen due to fitting
Larimar better and being more practical.
Figure 18: Ethjorn’s neutral expression sprites. From left to right, armour, speech outfit,
casual outfit.
Ethjorn is designed to be Larimar’s opposite. He is a lot more friendly, open, and warm
toward people and a little naïve. He does not have much of a perspective on the real
world, having been sheltered within the temple his entire life.
Born as a Boon, Ethjorn was raised by Sigbrand and Ivy, the Grandmasters and ruling
power of Goldcrest. Ethjorn was seen as a good omen and a blessing to the city and
its rulers. Because of his status he was protected and sheltered significantly more than
other noble-born children. He was trained by Ayer, a Bane, and so did not fear Bane
as others around him did. Ayer was a second father to him and was his most reliable
confidant as he grew up.
During his childhood, the other advisors assigned to Ethjorn deeply believed that he
was a destined hero, fated to save Goldcrest from an unforeseen disaster. As such,
his ego has been significantly inflated, leaving him with a hero complex that lasts into
adulthood. Ethjorn has also never really been challenged – the people he interacts with
either adore him or pretend that they do due to fear of upsetting his parents if they do
not. As a result, he has extremely limited social experience and often does not know
how to manage conflict.
Ethjorn is Oathsworn to follow the tenets of vengeance, which dictate that he must
avenge those who cannot avenge themselves and punish the evils within the world.
This is his driving motivation to work with Larimar at the end of act one, alongside his
bond with Ayer.
Within the narrative, Ethjorn is a very talkative and social person who likes being
around other people and making friends. He lacks some self-awareness due to his
upbringing and misses social cues regularly. He does not see anything wrong with
hounding Larimar – that is how other people had befriended him for most of his life, he
assumes that is just how it is done. He is eager to please and often looks to others for
validation. He becomes frustrated when things do not work out the way he expects and
will lash out. He can be brash and reckless, as well as a little abrasive due to how he
believes social interactions to be.
Most of the choices the player can make while controlling Ethjorn involve him
attempting to befriend Larimar. He often wishes to back down if Larimar snaps at him,
but the player is presented with the option to aggress and argue with Larimar a handful
of times within the story. There are typically three choices to choose from, and each
have their own responses from Larimar tied to them.
Act 1 of the story starts with the player controlling Ethjorn, so they get a bit more insight
on his attitude and upbringing. NPCs interact with Ethjorn differently to Larimar, as
they will either ignore Larimar or try to avoid him, with few exceptions. However, NPCs
will interact with Ethjorn more readily and with some familiarity.
Ethjorn’s visual design reflects his laid-back attitude and approachable demeanour. In
his casual clothes, a wrap around his waist and scriptures pinned to it. Due to his lavish
upbringing, Ethjorn has access to more luxurious fabrics and so takes advantage of
this by wearing an excess of clothing and accessories. His noble status particularly
shows through when he is wearing his ceremonial outfit, as he wears fur and light
armour as well as golden accessories. Compared to Larimar his armour is of
significantly higher quality. He has a full metal breastplate, bracers and hip plates. He
also wears a heavy gambeson, his scriptures, and a leather belt around his waist. His
armour has more layering than Larimar’s does and is clearly better taken care of.
However, this also shows that it has not been used.
Ethjorn’s posture is much more open than Larimar’s- He never has his arms crossed
and leaves his torso exposed. He has more clear expressions than Larimar as well, as
he emotes more often and more frequently changes expression. This helps to show
the player that Ethjorn is quite open and easy to read.
His shapes are also blockier than Larimar’s. His face is less sharp and squarer, and
his eyes are softer. Additionally, his colours are much warmer and more welcoming,
with forest greens, golds, and warm browns to contrast Larimar’s cold blues. These
colours are also the colours of Goldcrest itself, which links him back to his noble
heritage and the NPCs of Goldcrest.
Ethjorn’s development started with an exploration of ideas, with some exploration into
his outfits. He had more of a focus on the design of his head and outfits than Larimar
did, due to Larimar’s horns and tail being a focus of his design.
He started looking noticeably young, so he was developed until a design was settled
on. This design was then expanded upon into a serious of outfits. The armour was
created first as he was originally intended to be introduced in his armour, like
Larimar. However, this changed as the story developed, and ceremonial robes had to
be designed.
Figure 19: Ethjorn’s initial design explorations. The green circle represents the designs
chosen.
Ayer is a wizened older Bane man who primarily acts as Ethjorn and Larimar’s
mediator when they have a disagreement. However, Ayer is a major figure within
Goldcrest, holding the title of General. Unlike Larimar, most people welcome his
presence due to how long he has been present in Goldcrest. As far as anyone is aware
or he is willing to say, Ayer has always been within Goldcrest as part of its defensive
forces.
Ayer is mature, calm, collected and often has good advice. He sees things
pragmatically, and tries to resolve conflicts in roundabout ways, such as asking Ethjorn
and Larimar to hunt the fiend that injures him. He understands better than anyone that
a bond forged through fighting alongside another person can be strong, so he hopes
that through Ethjorn’s oath and Larimar’s sense of duty that he may encourage them
to get along after his initial plan failed.
Ayer is the most significant non playable character (NPC), as he appears multiple times
during the narrative. He is the catalyst for major plot points such as encouraging
Ethjorn to try and befriend Larimar and instructing their sparring session. He believes
that because Ethjorn is of high standing and does not care about someone being a
Bane, he would offer Larimar some form of protection and benefit to allow him to settle
into the temple and Goldcrest easier.
Ayer’s appearance was designed with the idea of an old god in mind, or ancient
guardian entity. Ayer’s age and wisdom are shown through his antlers, white hair, and
pale skin. This is because white hair is typically associated with elderly people.
However, the elements of red in his design were chosen to hint at danger beneath his
calm exterior. The browns offer a contrast to the white and red and help to mellow out
his design and hint at his age.
Ayer’s shapes are very blocky to show his reliable personality and emphasis his sheer
size. Ayer stands taller than any other character and is the only character whose sprite
clips out of the screen. This also helps to communicate his height and presence as his
sprites take up a sizeable portion of the screen. This demonstrates that he is hard to
ignore and imposing, especially when compared to Larimar and Ethjorn. His size and
stature also helps to set him apart from the other NPCs as he appears more important.
Additionally, his colour palette is distinct enough to set him apart in this way as well,
but he also still carries Goldcrest’s colours of green, brown, and gold.
When Ayer was being designed, the general shape of his form was already largely
decided. Ayer was designed to be large and imposing with large horns and an older
face from the beginning of his design, drawing inspiration from Hellboy (Mignola 1993),
Geralt of Rivia (Sapkowski 1986), Kilgharrah (The Great Dragon (BBC 2008)) and
Barrett Wallace (Square Enix 1997).
After some review, the design in the top right corner was chosen to be his base design,
before going on to his clothes. Two outfits were designed for him, armour, which
became his default design, and a temple robe. The reason the robe was scrapped is
because armour better communicated his status as Goldcrest’s general. The armour
design for Ayer is an adapted version of Larimar’s scrapped armour design. The temple
robe design is an adapted version of Ethjorn’s scrapped robes design.
Figure 30: Ayer’s armour colour exploration.
Figure 31: Ayer’s robes. Derived from Ethjorn’s robes in figure 24.
Figure 33: Top row from left to right: Ivy, Sigbrand, Guardsman, Nurse, Blacksmith.
Bottom row from left to right: Pyriht, Librarian, Man, Waitress, Mariah.
The other NPCs within the story typically do not have much influence over the plot.
Each serves the purpose of furthering the story or acting as a merchant for the player.
Sigbrand and Ivy both have the purpose of helping to introduce Ethjorn, his upbringing
and his position to the player. They do not play a significant role within the plot.
Like Ayer, they are older, wizened people. They are proud of Ethjorn and have a good
relationship with him.
The Nurse, the shop keeper, the blacksmith, the librarian, and the guardsmen are
primarily set dressing. They function to make the world feel more present and alive, as
well as give the player a character to interact with as the story progresses at
appropriate moments. They all recognise Ethjorn but do not have a relationship with
him outside of knowing him due to his status.
The man, waitress and guardsmen are more pivotal to the game’s narrative as they
allow the player to have Ethjorn and Larimar interact and further display their different
viewpoints.
The guardsmen all have friendly, but courteous relationships with Ethjorn as they work
together and see each other regularly, but they still address him formally.
The guardsmen were designed with the gryphon and colours of the crest of Goldcrest
in mind.
Pyriht serves to help to characterise and humanise Ethjorn. If Larimar is not found
within the Mess Hall, the player will eventually interact with Pyriht. He is a friendly and
energetic person, and he engages with Ethjorn readily with a great familiarity.
Mariah serves as the game’s merchant. She sells health potions, mana potions,
explosive potions, water skins, rations, and assorted tea as items. She is familiar with
Ethjorn as he frequents her shop regularly on his patrols. She is dressed like a plague
doctor, as this reads more clearly as a doctor or herbalist.
Unlike Ethjorn, Larimar and Ayer, most NPCs only have one sprite. Pyriht, the waitress,
Sigbrand and Ivy had two sprites each. This is because these particular NPCs have
more dialogue that is better emphasised with different sprites.
Due to time constraints the NPCs were developed by producing multiple designs,
picking out, and refining the designs that fit the purpose the best, other than Pyriht,
Sigbrand, Ivy and the guardsmen, as they would be slightly more important.
For this purpose, six male designs six female designs were created with the thought
of the roles within the game kept in mind. Of these twelve designs, only six were
chosen and used. These were designs 1, 4, 5, 6, 7 and 8 (see figure 34).
For Sigbrand and Ivy, they were sketched alongside each other, so they better
matched each other and the most appropriate for their roles was chosen. In Pyriht’s
case, the sketches were not as in depth as others due to time constraints and an
existing, clear idea of how he would look thanks to a rejected sketch from Larimar’s
exploration (see figure 6, design B). The guardsmen were also produced based off of
a rejected sketch (design 11) from the NPC sketches (see figure 34).
Figure 34: NPC idea sketches
Figure 35: Ivy and Sigbrand Sketches
Ethjorn’s splash art introduces him in a casual setting. The size of the bed and the way he is
dressed shows the player that he is very relaxed, in a position of privilege and in no rush. He
is half dressed as he is introduced to the player after he was told to get ready to present a
speech to his people. This helps the player to understand that Ethjorn is a nobleman or a
prince. Warm colours are used to help the scene appear more comforting and welcoming,
and further push the idea of privilege and comfort.
Figure 40: Larimar’s introductory splash art.
Larimar’s splash art introduces him in a wounded and exhausted state. He is drawn to
appear dangerous, off-putting, and frightening. The colours are colder and more washed out
than Ethjorn’s splash art to help to show the contrast between him and Ethjorn. Additionally,
Larimar is presented as more dangerous-looking and less privileged. His armour is worn,
and he is covered in bloody bandages and wounds.
3.4.2 Backgrounds
The backgrounds were created using The Sims 4 (Electronic Arts 2016) as a reference and
painted in Paint Tool SAI. Each background was designed to better show the player the
setting of Goldcrest.
Figure 46: The journal UI LoFi for character and location selection.
Figure 47: Shop LoFi sketch.
Figure 55: An example of the character sheet selection. This layout is also used for the
locations menu.
Figure 56: Potion shop HiFi
Figure 60: Goldcrest’s Crest and the program icon for the game.
3.5 Mechanics
The game features several mechanics designed to enhance the player’s experience
and agency. Some features were already preprogrammed into Ren’Py, namely the
game’s settings, saving and loading system, controls, and basic UI layout.
The game’s settings allow the player to customize text speed, the skip speed, what to
skip, which display mode the game is in, and the volume. The settings can be found
under the “Preferences” menu.
Additionally, Ren’Py features a saving and loading system (see figure 61), which allows
the player to save their game’s current state so that they can return to it later. This can
be found in the “Save” menu in the quick menu, and the “Load” menu in the main menu
and quick menu.
The controls that are built into Ren’Py are quite simple. It supports Keyboard, Mouse,
and Gamepad, though the Gamepad must be connected to the device to see its
associated controls. Left Click, Enter, Space and A (on Gamepad) advance the
dialogue. Escape, Right Click and on gamepad – Start and B are all used to bring up
the quick menu. Left Control skips dialogue. The controls are viewable under the “Help”
menu (see figure 62).
Figure 62: The Help menu and keyboard controls.
There is also an “About” menu (see figure 63), which features the software
licensing, Ren’Py version and credits for assets used within the game,
accessible through a button in the bottom right-hand corner.
The first mechanic the player has access to is the Journal. It is accessible from the
moment the player starts the game. The Journal at first only contains information about
Ethjorn and his inventory, as well as general information about the location the player
starts in.
As the player progresses through the story, they unlock more information about the
characters and locations within the game as they appear. For instance, the player has
access to Larimar’s character sheet and inventory only once they have met him.
Within the inventories, the player can see the number of items in a stack. Each item
has a description underneath it. While currently there is no use for these items, in the
future they will be included within the combat system and be relevant within dialogue.
The player can purchase more items in the shop. However, the player has limited gold.
Once their gold runs out, they can no longer purchase items. However, the shop allows
the player to switch between buying for Larimar or Ethjorn, as their inventories and
gold values are separate.
Through the story, the player will be presented with combat. It is a basic system that
only allows the player to do a basic attack or a strong attack. In the future this would
be expanded to include abilities, item use and spellcasting.
Additionally, the player will encounter a puzzle while in the tavern. This is to help break
up the monotony of the dialogue of that section and help to lead to the end of that area.
It is a simple drag and drop system that allows the player to put together an image.
The most important mechanic is choice menus. Choice menus allow the player to
choose the next piece of dialogue from a selection of up to three options. These options
will influence how Larimar reacts to Ethjorn and can prompt different reactions from
other characters as well. However, Larimar has an “Approval” rating. While this is not
visible to the player currently, it is often clear through dialogue what Larimar currently
thinks of Ethjorn, as there is different dialogue depending on how much approval
Larimar has with Ethjorn. He will be rude and indifferent if approval is low, and he will
be more open and willing to interact with Ethjorn if it is high.
In the future, the choice system will work with the approval system to offer different
endings and more varied outcomes through player choices.
3.6 Audio
The audio used within the game was chosen to help to communicate the tone of the
moment in the story as well as the medieval high fantasy setting.
This helps immersion as it allows the player to believe that they are witnessing a story
within the correct genre and setting. It also aids tone in the story. As there is no voice
acting, all tone must be conveyed through the dialogue and audio, meaning that the
choice of music in the background during pivotal moments is crucial.
The clicking while dialogue is being written and when the player selects a menu or
choice option was to provide positive auditory feedback for an interaction to help to
confirm the action.
3.7 Implementation
The mechanics were implemented into Ren’Py using Ren’Py’s own programming
language. It is a simplified version of the Python language specialized for visual novels.
The game settings, saving and loading system and controls were already programmed
into Ren’Py. Refer to section 3.5 for more information.
Sprites are declared by using the show function and naming the image name related
to the sprite being called. They are hidden using the hide function. Sprites can be
placed within the screen using “at left” or “at right.” The default placement is the centre
of the screen. Similarly, backgrounds and splash screens are shown and hidden in the
same way as sprites.
Figure 65: A screenshot within the game showing dialogue from Ivy and sprites of Ivy and
Ethjorn.
The choice menus were implemented throughout the code using the automation
Ren’Py provides. The code is quite simple. A menu is declared, and options are
defined. Once the outcome concludes, it automatically continues to the next line of
code or menu.
The journal was created using screens. The HUD screen contains the button for the journal –
the book in the top left corner. The button activates the journal screen when pressed.
Figure 68: An example of the code to bring up the journal menu.
The journalNav screen handles the buttons that allow the player to navigate the
Journal. Once the player has met Larimar, his inventory and character sheet become
visible to the player (See figure 70).
Figure 69: An example of the code that handles the navigation buttons.
Figure 70: An example of the journal in-game before and after the player meets Larimar (top:
before; bottom: after).
The inventory system is also handled within the journal. The inventory items have been
defined within variables elsewhere in the code that allow for better organization. This
was done by declaring a class called “InventoryItem” and then creating inventory items
using this class. Additional variables were created to track the number of each item.
Figure 71: An example of the code used for Ethjorn’s inventory.
Figure 72: Examples of the code used to declare inventory items, item amounts and gold
values.
The combat system is quite simple. It cycles through each turn of combat with a while
loop that checks to see if the HP values on either side have fallen below or equal to
zero. The player has two attacks from which they can choose. Both the player and the
enemy have a chance to miss their attack and can choose between a basic attack or
a strong attack. Attack damage and misses or hits are determined by dice rolls,
handled by variables.
The combat system was created following a tutorial by Visual Novel Design on
YouTube.
Figure 73: An example of the code used for the combat system (top: turn handling; bottom:
player attacks).
The shop was implemented similarly to the journal. It uses screens to show the shop
itself and allows the player to purchase items. The player cannot purchase items if they
do not have enough gold. The player can switch between Ethjorn’s POV and Larimar’s
POV, as their inventories are separate.
Figure 75: An example of the code used within the shop to check if the player has enough
gold and to add the item to the inventory.
The jigsaw puzzle was created by following and modifying a tutorial (Using Drag & Drop to
Reassemble Pieces Of A Page - Ren’Py Mini-game Tutorial 2023) and using the drag and
drop function within Ren’Py.
4. User Study
The focus of the user study was to identify how players interpreted the characters
before they knew their personality and how that may change once they had
experienced the story and find out if the characters visual design communicated their
personality effectively.
4.1 Methodology
The user study was conducted over the course of a few weeks, with seven participants
within the 18-24 age bracket. They were a variety of genders and not all of them had
played a Visual Novel before.
The participants were invited to participate in a Zoom call or Microsoft Teams meeting
for preliminary questions that identified what they thought of the characters based on
their visual appearance alone and were then asked to play the game.
As they played, the participants were encouraged to remark on what they thought of
the characters as the story progressed. Once they were finished playing, they were
asked what stood out to them and if their initial interpretation of the characters had
changed at all.
4.2 Results
Based off of appearance alone, 90% of participants stated that they believed Larimar
to be a cold and solitary person. Conversely, all participants stated that they believed
Ethjorn to be confident, cheerful, or open.
When shown their armoured designs, five participants observed that Larimar seemed
to be a warrior that used what he could and could not care for his equipment. However,
most participants inferred that Ethjorn is a Paladin and cite the scriptures on his
armoured sprite and casual sprite.
“I interpret them as a holy warrior from the scriptures upon their belt.” – Participant 1
“Religious script on his belt would also indicate him being part some sort of religion.”
– Participant 3
When asked how they viewed the characters during the story, four of the participants
had stated that Ethjorn seemed coddled, single-minded, or inept at reading people.
Conversely, three participants had noted that Larimar seemed very closed off, cold or
reserved, reenforcing their initial views of the character.
“Doesn’t seem self-aware. Ethjorn doesn’t seem to get the memo that larimar wants
to be left alone, which seems kind of disrespectful and annoying.” – Participant 2
After they had completed the game, four participants had explained how they would
like to see more of Larimar. One participant in particular mentioned how they did not
find him likeable initially, that there was depth to explore and that they wanted to see
his relationship to the townsfolk explored more. Another participant found Larimar’s
behaviour to be relatable.
“I like Larimar the most since I can relate to having a cold distrusting outlook to
anyone who is genuinely trying to help you, I was like that in the past too.” –
Participant 3
Only one participant explained that they liked Ethjorn’s personality the most. They
explained that they’d like to see how Ethjorn came to be the Heir of Goldcrest due to
his parents both being Elves while he is a Boon.
“He seems very friendly if a bit brash and somewhat arrogant. Despite this he seems
to be a good person who’s willing to help anyone in need. I’d like to see how Ethjorn
came to be the heir of Goldcrest as he’s a Boon and his parents are both elves.”-
Participant 6
Interestingly, three participants had made special mention to Ayer. They explained that
they enjoyed how he stood out in comparison to the other characters. Two participants
specifically mentioned that they liked large characters.
“I really liked Ayer, because I usually like the Big-Bodies in media I consume; they are
something I identify with.” – Participant 7
“I really like Ayer - Love a big, looming, friendly, wise and humble guy.” – Participant 2
“Ethjorn seems to have some inner conflict about who he is, he claims to be a hero but
also realises he hasn’t done anything to earn that title.” – Participant 6
“While nothing was taken away from my initial interpretation, the playthrough certainly
added a lot of insights. Larimar is a lot more paranoid than I initially thought, but I did
interpret that he is a shut-in correctly.“ – Participant 7
It was interesting to find that there were three participants who found Ayer’s design
appealing, despite not being asked about his design initially.
Overall, these results indicate that the designs were successful in communicating the
characters personalities to the player. This is backed up by how a majority of
participants cited their knowledge of fantasy tropes while describing their reasoning.
5. Conclusion & Future Work
In conclusion, this project was successful in completing its objectives. The project
explores character design through narrative and visuals with two conflicting characters,
Ethjorn and Larimar. These characters were designed successfully so that players
could form accurate interpretations of who the characters are at a first glance and
through the narrative they are part of. This was shown through the user study (section
4).
The skills learned during the project involved Ren’Py programming, UI and
environment design and a further understanding of narrative design.
In the future, the game produced would be expanded to include acts two and three, as
well as expanding on the combat system, introducing functionality to items and expand
on the existing narrative and character relationships.
Additionally, renders like the two below would be produced for the character’s
information sheets instead of using sprites.
Bibliography
Campbell, J., 2004. The Hero With A Thousand Faces, Commemorative Edition (2004)
[online]. Princeton University Press Digital. Available from:
http://www.rosenfels.org/Joseph%20Campbell%20-
%20The%20Hero%20With%20A%20Thousand%20Faces,%20Commemorative%20Edition
%20%282004%29.pdf.
Sloan, R. J. S., 2015. Virtual Character Design for Games and Interactive Media. CRC Press.
Schell, J., 2008. The art of game design: a book of lenses. Amsterdam ; Boston:
Elsevier/Morgan Kaufmann.
Stevens, E., 2023. What’s colour theory? A complete introduction guide. [online]. Available
from: https://www.uxdesigninstitute.com/blog/guide-to-colour-theory/
Art:
Koji, K., 2006. PaintTool SAI. [online]. Windows. Available from:
https://www.systemax.jp/en/sai/ .
Development:
Anon., 2004. Ren’Py. [online]. Windows. Available from: https://www.renpy.org/.
Aquapaulo, n.d. Typewriter Sound Effects For Ren’Py. [online]. Available from:
https://github.com/aquapaulo/Ren’Py-typewriter-sounds/tree/main.
Using Drag & Drop To Reassemble Pieces Of A Page - Ren’Py Mini-game Tutorial, 2023.
Available from: https://www.youtube.com/watch?v=IKLBSJMv50Q
References:
Electronic Arts, 2016. The Sims 4. [online]. Available from: https://www.ea.com/games/the-
sims/the-sims-4.
Terawell, 2011. DesignDoll | Next Generation Sketch Doll [online]. Available from:
https://terawell.net/en/ .
Nerolac, 2023. Colour Wheel – Colour Theory Basics – How to Use Colour Wheel? - Nerolac
[online]. Available from: https://www.nerolac.com/blog/colour-wheel-colour-theory.
Character Inspirations:
Sapkowski, A., 1986. Geralt of Rivia [online]. Witcher Wiki. Available from:
https://witcher.fandom.com/wiki/Geralt_of_Rivia .
Mignola, M., 1993. Hellboy (character) [online]. Hellboy Wiki. Available from:
https://hellboy.fandom.com/wiki/Hellboy_(character) .
Square Enix, 1997. Barret Wallace [online]. Final Fantasy Wiki. Available from:
https://finalfantasy.fandom.com/wiki/Barret_Wallace.
Games:
Larian Studios, 2023. Baldur’s Gate 3. Windows, PlayStation 5, Xbox series X and S.
Fonts:
Anon., 2024a. Dumbledor Font [online]. Available from:
https://www.fonts4free.net/dumbledor-font.html.
Audio:
Aquapaulo, n.d. Typewriter Sound Effects For Ren’Py (Audio) [online]. Available from:
https://github.com/aquapaulo/Ren’Py-typewriter-sounds/tree/main.
Nakarada, A., n.d. We Three Celtic Kings [online]. MP3. Available from:
https://www.chosic.com/download-audio/29636/.
RandomMind, n.d. Medieval: The Old Tower Inn [online]. Available from:
https://www.chosic.com/download-audio/28499/.
Appendix
Appendix 1. Backgrounds.
All of the following have been used within the game.
Initial Impressions – “In the image he seems to have a defensive stance with his 3
Defensive tucked tail and generally shallow posture, his scars would
indicate some sort of trauma which might be the reason
he's defensive.” – Participant 3