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Different ways to approach a character’s design through form, and function : designing characters for FPS games

Heinlahti, Tiina (2025)

 
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Heinlahti, Tiina
2025
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025053018462
Tiivistelmä
Character design has generally been taught to be about making realistic choices
according to the characters’ theme. It often causes designs to be boring or stops
designers from taking risks. Designs should not always be limited by rationality,
especially if they do not work with the art direction.
The intention of this thesis was to inspect ways of applying high form or function
into a design. This meant that the designs were formed with either large amount
of style but little to no realism, or with high use of practicality. The core idea was
to understand how they can be applied in an effective way. For the sake of the
thesis and writer’s personal interest, FPS character design was chosen as the
focus subject.
Three characters were developed for the production part. Each of these
characters had one base design and two varying designs. One focused on
maximum form and the other on maximum function. The designs were then
compared in a questionnaire, where participants were able to give their opinions.
Answers were then collected and structured into a SWOT-analysis board, and a
comparative analysis.
The results were mostly positive but also presented a lot of risks. The compiled
information showcased that when using high amount of form or function in a
design, it should be done with understanding why. As the approaches brought
different results, they were also able to highlight specific aspects of a character’s
design, theme, role and personality. In conclusion, acknowledging the contrasts
they created assists in using them to their fullest potential.
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