Game Character Creation for Dummies
Our monthly editorial gives food for thought on modern character design. So follow it. Or not.
Personality
You want to add some depth to your character, at the moment he’s as deep as a slowly evaporating puddle. Here are some fun traits for them to have.
He’s got dead Parents
This guy probably carries some emotional weight around with him that turns him into a gloomy loner that constantly pushes people away. The dead parents angle usually works quite well, either that or throw him in an orphanage... or have him molested. Or, for more dimensional impact, have all three.

Make him an anti-hero
This trait is becoming quite prevalent in modern gaming. Gone are the days of the humble hero who turns the other cheek. The new breed of hero only turns his enemies’ cheek with his fist after he’s already pummeled the other one so badly it looks like mangled silly putty.
Make him sarcastic
This works well with any character. You don’t want boring dialogue full of ‘please’ and ‘thank you’, you want your guy to turn every sentence into innuendo or have a wit so sharp that mid-sentence he’s already decapitated the antagonist. Hawke’s answers from Dragon Age 2 nail this.
The Pose
Your hero must be doing something awesome or meaningful on their game cover, this is first image that some shoppers will see, and you don’t want them cowering under a table and weeping do you? Notable examples:
Shepard (Mass Effect 3)
Scowling at a spec in the near distance with a firearm in hand like some fervent nihilist whose lost faith in the world... the spec killed his family.
Hawke (DA2)
Walking slowly towards you with a with a look on his face like you’ve just taken a dump on his kitchen floor. His lowered head conveys emotional depth and we can clearly see the weight of the world piled onto his taught shoulders.

Master Chief (Halo 3)
A change of pace for Master Chief, notice how he’s holding his weapon while slightly tilting his head upwards like he’s reflecting on the horrors of war. Either that or he’s trying to remember if he’s left his space hanger door open.
Conclusion
So now you have a basic outline of a character, you know his name, what he looks like, his personality and some cool looking box art to boot, you have to wonder what’s next.
Well friend, I’m afraid I can’t hear you over the roar of your Ferrari’s engine that you just bought after your game sold a hundred million copies. Time for a sequel you say? Rinse, repeat, and it’ll be all good.
Remember: 60% of the time, this guide works every time.
