I recently finished the orthographic concept art for my first thesis character, introduced in my last blog post as “April.” Before analyzing the artwork, here’s a little more information about the character’s in-game role:
April is envisioned as a major non-player character in a disaster survival game, which revolves around the idea of a series of successive, catastrophic terror attacks in downtown Boston, Massachusetts. As a medical student at Boston University, April is on the T when the first disaster occurs. After tending to her own wounds following the train’s derailment, April retrieves medical equipment from an overturned ambulance, and begins to treat the injuries of as many victims as possible. By virtue of story events, April becomes companion to a detachment of National Guard troops dispatched to the city (representing the player entity). April’s medical background and ‘healer’ disposition incite her to encourage the player to seek non-militaristic solutions to game challenges, adding an additional layer of design complexity. As such, this role is ideally poised to benefit from the persuasive aspect of the attractiveness bias, whereby the character’s attractiveness will facilitate empathetic connections with the player, and increase his/her propensity to heed April’s advice.
A major thrust of my thesis work has been focused on subverting prevailing female stereotypes in modern video games, and April’s design was largely influenced by these concerns. While presenting my thesis research, I’ve frequently criticized the portrayal of female characters clad in attire inappropriate for their role within the story context. Look at the female characters in any fighting game, and you’ll see exactly what I mean. Their armor seems to cover as little skin (and as few vital organs) as possible. So when designing April, I challenged myself to eliminate as many gratuitous manifestations of her sexuality as I could. In doing so, I began to define (if only for myself) the hidden boundary between sexual objectification and the necessary visual markers indicative of femininity.
To this end, I resolved to equip April with a kevlar vest (these are included in some EMT gear packages), thereby hiding her breasts, which are arguably the most steadfast visual indicator of sexuality in female video game characters. The challenge, however, was that breasts are also one of the most obvious markers of femininity, as well. In order to compensate for the suppression of this feminine feature, I was required to amplify the appearance of other (less overtly sexual) indicators of femininity.
Click the image to see a larger version:
Such “indicators of femininity” refer mostly to her facial features, hairstyle, and body proportions. My guiding principle was to not allow these concerns to compromise the appropriateness of her attire, considering the story premise. Aside from the emergency gear she has collected, April is wearing clothing typical of a graduate student, and believably appropriate for class, a day at the library, or running errands. My focus on practicality necessitated the absence of apparel designed to enhance the sexuality of the female form, such as high-heeled shoes (apparently the footwear of choice for many female game characters).
While working on these drawings, I received a rather surprising amount of feedback with regard to April’s apparent ethnicity. Nobody could tell which race she belonged to. Admittedly, the relationship between attractiveness and multi-racial heredity is a topic that intrigues me, but it had not been my deliberate intention to produce a racially ambiguous character. The fact that this occurred nonetheless could be a testament to the universality of beauty, or a consequence of the ‘prototypical’ appearance I had intended, or simply a result of insufficient facial topological information contained in the 2D drawing. Whatever the case, I’ve decided that I’d like to preserve that quality in the final character model, and I’m interested to see whether it requires deliberate artistic direction, or occurs naturally.
I’ve included an initial color treatment below, though I confess I’m not entirely pleased with it, as April’s skin tone seems to betray the ethnic ambiguity that existed in the line drawing.
I hope to have some Maya screenshots available soon.