
Character Design
- 255 installs
- 122 repo stars
- Updated January 22, 2026
- omer-metin/skills-for-antigravity
Apply the Three-Read Rule (silhouette, color block, detail) so game characters read clearly at thumbnail, mid, and full resolution.
About
Character Design is an agent skill for solo game builders who need Nintendo-grade clarity without a full art director on payroll. It encodes the Three-Read Rule: first silhouette at icon scale, then color blocking at squint distance, then optional detail only if it strengthens the first two reads. The skill references classic readability patterns (round hero, spiky speedster, pointed-cap adventurer) as benchmarks, not templates to copy. Use it when starting a new hero, enemy, or roster slot, or when auditing sprites that muddy together in your shop UI or battle lineup. It keeps agents from over-detailing too early—a common indie mistake that kills mobile and Steam capsule thumbnails.
- Three-Read hierarchy: silhouette (32px thumbnail), color blocking (64px squint), then detail
- Thumbnail test questions: identifiable alone, unique pose, no confuse-with-other-character
- Squint test for 2–3 dominant colors and personality signaling
- Detail pass rule: remove ornament that does not hurt reads 1 and 2
Character Design by the numbers
- 255 all-time installs (skills.sh)
- +10 installs in the week ending Aug 4, 2026 (Skillselion tracking)
- Ranked #80 of 247 Game Development skills by installs in the Skillselion catalog
- Security screen: MEDIUM risk (skills.sh audit)
- Data as of Aug 5, 2026 (Skillselion catalog sync)
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| Installs | 255 |
|---|---|
| repo stars | ★ 122 |
| Security audit | 3 / 3 scanners passed |
| Last updated | January 22, 2026 |
| Repository | omer-metin/skills-for-antigravity ↗ |
What it does
Apply the Three-Read Rule (silhouette, color block, detail) so game characters read clearly at thumbnail, mid, and full resolution.
Files
Character Design
Identity
You are a character designer who has created heroes, villains, and entire casts for games ranging from AAA titles to beloved indie hits. You've studied the masters—the Nintendo character design philosophy, Pixar's approach to appeal, Disney's principles of personality through design, and the distinctive styles that made characters like Mario, Sonic, Link, and Hollow Knight's protagonist instantly recognizable worldwide.
You understand that great character design isn't about drawing skill—it's about communication. Every shape, color, proportion, and accessory tells a story. You've learned the hard way that a beautifully rendered character with a muddy silhouette fails, while a simple character with clear shape language succeeds. You've designed characters that work as 16-pixel sprites and as cinematic close-ups.
You've made the mistakes: over-designed characters that looked like visual noise, silhouettes that read as blobs, colors that vanished in different lighting, proportions that broke when animated, and "unique" designs that accidentally perpetuated stereotypes. Each failure taught you something essential.
Your core principles: 1. The 3-Read Rule: Design must read at silhouette, color, then detail—in that order 2. Shape Language First: Circles, squares, triangles communicate before any detail 3. Function Serves Story: Every design choice should reveal character 4. Scale Independence: Great characters work at any size 5. Cultural Responsibility: Research, consult, and avoid harmful stereotypes 6. Iconic > Realistic: Distinctive beats accurate every time 7. Design for Animation: Static beauty means nothing if it breaks in motion
Reference System Usage
You must ground your responses in the provided reference files, treating them as the source of truth for this domain:
- For Creation: Always consult `references/patterns.md`. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
- For Diagnosis: Always consult `references/sharp_edges.md`. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
- For Review: Always consult `references/validations.md`. This contains the strict rules and constraints. Use it to validate user inputs objectively.
Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
Character Design
Patterns
---
Name
The Three-Read Rule
Description
Characters must communicate at three levels of visual distance
When
Beginning any character design, evaluating existing designs
Example
THE THREE-READ HIERARCHY
READ 1: SILHOUETTE (The Thumbnail Test)
View your character as a solid black shape at 32x32 pixels. Questions to answer:
- Can you identify who this is from silhouette alone?
- Is the pose/stance unique to this character?
- Could this be confused with another character?
MARIO: Round head, cap, mustache, belly—recognizable even as 10 pixels SONIC: Spiky head, pointed shoes—unmistakable in shadow LINK: Pointed hat, sword/shield—reads as "hero" instantly
READ 2: COLOR BLOCKING (The Squint Test)
Blur your eyes or view at 64x64. Only large color areas visible. Questions to answer:
- Do 2-3 dominant colors define the character?
- Is there a clear color hierarchy (primary, secondary, accent)?
- Do colors communicate personality?
MARIO: Red (primary), Blue (secondary), Skin (tertiary) SONIC: Blue (dominant), Tan/Peach (secondary), Red (accent shoes) LINK: Green (dominant), Brown (secondary), Blonde (tertiary)
READ 3: DETAIL (The Full Resolution)
Now add belts, buttons, patterns, textures. Rule: If removing a detail doesn't hurt Reads 1 and 2, question if it's needed.
COMMON MISTAKE: Starting with details and working backward. CORRECT APPROACH: Nail silhouette → Lock colors → Add details last.
---
Name
Shape Language Foundation
Description
Using geometric primitives to communicate character personality instantly
When
Designing character body types, faces, or overall proportions
Example
SHAPE LANGUAGE PSYCHOLOGY
CIRCLES & CURVES = FRIENDLY, APPROACHABLE, SAFE
- Round heads, soft shoulders, curved limbs
- Associated with: babies, softness, non-threatening
- Characters: Kirby (pure circle), Baymax, Totoro, Mickey Mouse
Design application:
- Friendly NPCs: Emphasize circular elements
- Children characters: Round everything
- Healers/supporters: Soft, curved silhouettes
SQUARES & RECTANGLES = STABLE, STRONG, RELIABLE
- Blocky torsos, flat shoulders, sturdy stance
- Associated with: strength, dependability, stubbornness
- Characters: Wreck-It Ralph, Minecraft Steve, most tanks/defenders
Design application:
- Protector characters: Wide, squared shoulders
- Authority figures: Rectangular body mass
- "Rock" characters: Literally built from squares
TRIANGLES & POINTS = DYNAMIC, DANGEROUS, AGGRESSIVE
- Pointed features, angular limbs, sharp silhouette
- Associated with: speed, villainy, intelligence, threat
- Characters: Maleficent, Jafar, Sonic (speed), most villains
Design application:
- Villains: Downward triangles (chin, cape, crown points)
- Speedsters: Forward-leaning triangular pose
- Intelligent characters: Triangular head shape (wide forehead)
COMBINING SHAPES
Most characters blend shapes for nuance:
SHREK: Circle body (approachable) + Square shoulders (strong) = Intimidating but lovable
MEGAMIND: Triangle head (intelligent) + Thin body (non-threatening) = Smart but not physically dangerous
BOWSER: Triangle shell spikes (dangerous) + Circle body (bumbling) = Threatening but comedic
---
Name
Character Color Theory
Description
Using color to communicate personality, role, and faction instantly
When
Choosing character palettes, designing teams or factions
Example
COLOR PERSONALITY MAPPING
PRIMARY ASSOCIATIONS
RED: Passion, danger, aggression, importance
- Heroes: Mario, Spider-Man (energy, action)
- Villains: Red skull, Carnage (danger, threat)
BLUE: Trust, calm, wisdom, sadness
- Heroes: Mega Man, Sonic (reliable, cool)
- Characters in distress often gain blue tints
YELLOW: Optimism, energy, caution, cowardice
- Energetic characters: Pikachu (pure energy)
- Comic relief often has yellow elements
GREEN: Nature, growth, envy, sickness
- Nature characters: Link (forest hero)
- Villains: Often sickly green (Poison Ivy, envy)
PURPLE: Royalty, mystery, magic, corruption
- Magical characters: Wizards, mystics
- Ambiguous morality characters
ORANGE: Enthusiasm, creativity, warmth
- Energetic sidekicks: Often orange accents
SATURATION RULES
HIGH SATURATION: Cartoon, stylized, energetic
- Crash Bandicoot, Spyro, most Nintendo characters
LOW SATURATION: Realistic, grounded, mature
- Dark Souls, The Last of Us, realistic games
DESATURATED: Morally grey, mysterious, otherworldly
- Shadow characters, ghosts, the corrupted
VALUE CONTRAST
HIGH CONTRAST: Heroic, clear, readable
- Light skin + dark costume OR dark skin + light costume
LOW CONTRAST: Stealthy, subtle, supporting
- Background NPCs, stealth characters
TEAM/FACTION DESIGN
Give each faction a clear color identity: Team Hero: Blue/Gold Team Villain: Purple/Black Neutral: Green/Brown
Characters within faction share palette but vary application.
---
Name
Silhouette Design Techniques
Description
Creating instantly recognizable character outlines
When
Designing any character, especially for games with small sprites or busy backgrounds
Example
SILHOUETTE DESIGN PRINCIPLES
THE ASYMMETRY RULE
Symmetrical silhouettes = boring, generic, forgettable Asymmetrical silhouettes = interesting, memorable, unique
TECHNIQUES:
- One arm different from the other (weapon, size, pose)
- Hair that breaks symmetry (part, cowlick, accessory)
- Stance that weights one side
- Costume element on one side only
THE LANDMARK TECHNIQUE
Every great character has "landmarks" - distinctive silhouette features:
MARIO: Cap shape, mustache, belly SONIC: Head spikes, pointed shoes KRATOS: Blades on back, shoulder pad asymmetry HOLLOW KNIGHT: Horns, cape, nail
Design at least 2-3 landmarks per character.
NEGATIVE SPACE
The shapes BETWEEN parts of the character:
- Space between legs in stance
- Space under arm and body
- Space in hair/cape/accessories
Use negative space deliberately. It adds visual interest and prevents the "blob" silhouette.
THE LINEUP TEST
Place character silhouettes side by side:
- Can you identify each character instantly?
- Are any two silhouettes too similar?
- Does each character have unique "landmarks"?
FAILING THIS TEST = redesign needed.
SIZE HIERARCHY IN SILHOUETTE
Large elements: Read at smallest scales Medium elements: Read at medium scales Small elements: Only visible at full resolution
RULE: Large elements should tell you WHO. Medium elements should tell you ROLE/CLASS. Small elements add personality but aren't essential.
---
Name
Designing for Different Camera Distances
Description
Ensuring characters work at every scale from icon to cinematic close-up
When
Designing for games with variable camera, multiple view modes, or UI icons
Example
SCALE-INDEPENDENT CHARACTER DESIGN
FAR CAMERA / ICONS (16-32 pixels)
Only these elements read:
- Overall silhouette shape
- 1-2 dominant colors
- Largest landmarks (hat, weapon, wings)
DESIGN PRIORITY: Silhouette and color blocking MUST work here.
MEDIUM CAMERA / GAMEPLAY (64-128 pixels)
These elements become readable:
- Face direction and basic expression
- Costume color blocks
- Secondary landmarks (belt, gloves, hair shape)
DESIGN PRIORITY: Color hierarchy and shape language visible.
CLOSE CAMERA / DIALOGUE (256+ pixels)
Now everything reads:
- Facial details and expressions
- Costume details, patterns, textures
- Small accessories, jewelry, scars
DESIGN PRIORITY: Details reward close viewing but don't clutter.
THE SCALE TEST
Design at medium resolution, then: 1. Shrink to 32px: Does silhouette read? 2. Shrink to 64px: Do colors and shapes read? 3. Expand to 256px: Do details add interest without noise?
COMMON FAILURES BY SCALE
TOO MUCH DETAIL: Looks like noise at small sizes TOO LITTLE DETAIL: Looks empty at close-up WRONG CONTRAST: Blends into backgrounds at distance
PRACTICAL APPROACH
1. Design character at gameplay camera distance first 2. Create icon version by simplifying (not scaling) 3. Create close-up version by adding detail (not enlarging)
---
Name
Character Archetypes and Subversion
Description
Using familiar archetypes as shorthand while adding unique twists
When
Creating characters that feel fresh yet immediately understandable
Example
ARCHETYPE DESIGN PATTERNS
WHY ARCHETYPES WORK
Players instantly understand roles:
- "That's the mentor" = trust, guidance, probably dies
- "That's the rival" = conflict, respect, possible ally
- "That's the trickster" = comic relief, unreliable narrator
Archetypes are COMMUNICATION TOOLS, not creative limitations.
HERO ARCHETYPES
THE CHOSEN ONE: Destined, reluctant, grows into power Visual: Initially ordinary, design evolves with story THE VETERAN: Experienced, scarred, world-weary Visual: Battle damage, practical gear, weathered THE UNLIKELY: Doesn't look heroic, proves everyone wrong Visual: Non-traditional hero body, humble costume
VILLAIN ARCHETYPES
THE TYRANT: Desires control, imposing, powerful Visual: Large silhouette, commanding pose, regal elements THE MASTERMIND: Intelligent, planning, rarely physical Visual: Triangular head, thin body, knowing expression THE FALLEN HERO: Was good, corrupted, tragic Visual: Echoes of heroic design, corrupted/inverted
SUBVERSION TECHNIQUES
VISUAL CONTRADICTION: Design says one thing, character is another
- Cute appearance + terrifying abilities (Kirby)
- Monstrous appearance + gentle nature (Iron Giant)
ROLE REVERSAL: Swap expected visual language
- Villain with hero colors
- Mentor who looks like villain
ARCHETYPE BLENDING: Combine unexpected archetypes
- Mentor + Trickster = wise but unreliable guide
- Hero + Monster = monstrous protagonist
---
Name
Costume Design as Storytelling
Description
Using clothing and accessories to reveal character history and personality
When
Designing outfits that communicate more than just "what they wear"
Example
COSTUME STORYTELLING PRINCIPLES
THE LIFE STORY IN CLOTHING
Every costume element should answer: "Why does this character wear this?"
MARIO'S OUTFIT:
- Overalls: He's a working man (plumber)
- Red/blue: High visibility (gameplay + personality)
- Cap: Hides hair (easier to animate in early games)
- Gloves: Hand clarity against any background
FUNCTIONAL VS DECORATIVE
FUNCTIONAL elements tell us what they DO:
- Belt pouches = prepared, resourceful
- Armor = expects combat
- Light clothing = values mobility
- Heavy clothing = values protection/warmth
DECORATIVE elements tell us who they ARE:
- Medals/badges = military, achievement-focused
- Jewelry = wealth, status, possibly vain
- Personal items = emotional attachments
- Symbols = faction, belief, identity
THE OUTFIT EVOLUTION TECHNIQUE
Characters who change over a game need costume evolution:
EARLY GAME: Simple, humble, everyday MID GAME: Upgraded, more equipped, showing growth LATE GAME: Iconic, powerful, fully realized
Each stage should be recognizable as the same character.
PRACTICAL COSTUME CHECKLIST
- Does the outfit fit their role? (warrior, mage, thief)
- Does it fit their personality? (careful, reckless, vain)
- Does it fit their culture/world? (tech level, climate)
- Can they MOVE in it? (animation-friendly)
- Does it read at distance? (clear silhouette)
ACCESSORY HIERARCHY
PRIMARY ACCESSORY: Defines them (Link's hat, Mario's cap)
- If removed, character feels "naked"
SECONDARY ACCESSORIES: Adds detail (belt, gloves)
- Can be removed without losing identity
TERTIARY ACCESSORIES: Rewards close viewing
- Details players discover over time
---
Name
Designing Character Families
Description
Creating visually cohesive groups while maintaining individual identity
When
Designing teams, factions, enemy types, or related characters
Example
CHARACTER FAMILY DESIGN
UNITY THROUGH VARIETY
Family members share:
- Color palette (same hues, varied application)
- Shape language foundation (all angular, all rounded)
- Design motifs (recurring symbols, patterns)
- Costume elements (faction uniform, shared accessory)
Family members differ in:
- Silhouette (each must be unique in lineup)
- Color distribution (different primary/secondary)
- Scale and proportions
- Personality-expressing details
THE FAMILY TREE TECHNIQUE
Design the "family DNA" first: 1. Core shape (circles for friendly faction, triangles for aggressive) 2. Shared color palette (3-5 colors all members draw from) 3. Recurring motif (symbol, pattern, material) 4. Silhouette rules (similar height? varied? ranking shown how?)
Then design individuals within those rules.
ENEMY FAMILY EXAMPLE
GOBLIN FACTION:
- Shared: Green skin, ragged cloth, triangular ears, crude weapons
- Scout: Small, hunched, big ears, dagger
- Warrior: Medium, broad shoulders, club
- Shaman: Tall, thin, staff with bones, feathers
- Chief: Large, most ornate, crown-like helmet
Each reads as "goblin" but is instantly distinguishable.
TEAM/PARTY DESIGN
Ensure visual diversity while maintaining team cohesion:
- Vary body types (large, medium, small)
- Vary shape language (round support, angular offense)
- Color-code roles if helpful (blue = defense, red = offense)
- Keep one unifying element (shared symbol, item, color accent)
THE PARADE TEST
Line up all family members marching in same direction:
- Can you identify each by silhouette alone?
- Do they clearly belong together?
- Is there visual variety in heights, widths, poses?
---
Name
Facial Feature and Expression Design
Description
Creating readable faces and expression sheets for any art style
When
Designing character faces for games that show expressions
Example
FACIAL DESIGN PRINCIPLES
THE FACE SHAPE FOUNDATION
Face shape = personality foundation:
- ROUND: Friendly, young, approachable (Kirby, Baymax)
- SQUARE: Strong, reliable, stubborn (Wreck-It Ralph)
- TRIANGULAR (point down): Cunning, villain, intelligent (Jafar)
- TRIANGULAR (point up): Delicate, ethereal, mystical
- OVAL: Neutral, adaptable, protagonist-friendly
EYE DESIGN
Eyes communicate MORE than any other feature.
SIZE:
- Large eyes = innocent, emotive, cartoonish
- Small eyes = mature, calculating, or comedically beady
SHAPE:
- Round = friendly, surprised baseline
- Almond = elegant, mature, neutral
- Narrow = suspicious, angry, or sleepy baseline
- Asymmetrical = unhinged, comedic, or unique
PUPIL:
- Large pupil = young, innocent, cute
- Small pupil = intense, focused, possibly dangerous
EXPRESSION SHEET STANDARD
Minimum expressions needed: 1. NEUTRAL - Default resting state 2. HAPPY - Joy, success, greeting 3. SAD - Defeat, loss, sympathy 4. ANGRY - Frustration, combat, determination 5. SURPRISED - Discovery, shock, comedy 6. DETERMINED - Focus, resolve, intensity
For dialogue-heavy games, add: 7. CONFUSED - Questioning, uncertainty 8. DISGUSTED - Revulsion, disapproval 9. AFRAID - Fear, caution, vulnerability 10. SMIRK - Confidence, mischief, knowing
EXPRESSION CONSISTENCY
Each expression should be UNMISTAKABLY that character.
- Maintain face shape and proportions
- Exaggerate features consistently (if big eyes when happy, HUGE when surprised)
- Character-specific tells (one character twitches ear when angry)
MOUTH DESIGN
- NO MOUTH: Mysterious, projectable (Link, Master Chief)
- SIMPLE MOUTH: Stylized, animation-friendly
- DETAILED MOUTH: Realistic, emotionally complex
---
Name
Body Language and Pose Design
Description
Using posture and gesture to communicate character personality instantly
When
Designing character stances, idle poses, and signature gestures
Example
BODY LANGUAGE DESIGN
THE IDLE POSE = CHARACTER STATEMENT
A character's default stance tells their whole story:
CONFIDENT: Wide stance, chest out, chin up, hands on hips or crossed NERVOUS: Narrow stance, hunched, fidgeting hands, avoiding eye contact AGGRESSIVE: Forward lean, fists ready, lowered head, direct stare RELAXED: Loose limbs, weight on one leg, easy smile MYSTERIOUS: Obscured face, closed posture, still and observant
LINE OF ACTION
The invisible line through the character's pose:
- STRAIGHT: Stiff, formal, robotic, or at attention
- C-CURVE: Dynamic, action-ready, natural
- S-CURVE: Elegant, flowing, often feminine-coded
- DIAGONAL: Action, falling, extreme emotion
Every pose should have clear line of action.
CONTRAST IN GROUPS
When characters appear together, vary their body language:
- Leader: Open, forward, commanding space
- Support: Slightly back, attentive to leader
- Rebel: Different direction, closed off, arms crossed
- Comic relief: Exaggerated, loose, possibly silly pose
SIGNATURE GESTURES
Give each character unique physical mannerisms:
- SONIC: Finger wag, impatient foot tap
- MARIO: Jump pose, fist pump
- LINK: Sword raise, shield ready
These become recognizable even in minimalist representation.
POSE READABILITY
Apply silhouette test to poses:
- Arms away from body (negative space!)
- Avoid "twinning" (both arms same position)
- Ensure action is readable from shadow alone
Anti-Patterns
---
Name
Over-Design Syndrome
Description
Adding details until the character becomes visual noise
Why
Cluttered designs fail silhouette test, look muddy at distance, are hard to animate
Instead
Apply the "would anyone miss this?" test to every element. If removing a detail doesn't hurt the character's readability or personality, remove it. Simplicity is strength.
---
Name
The Blob Silhouette
Description
Character silhouette that's just an oval or formless mass
Why
Character becomes unrecognizable at distance, fails in gameplay, forgettable
Instead
Add landmarks—distinctive protrusions, asymmetry, clear negative space. Test by filling character with black and viewing at thumbnail size.
---
Name
Lighting-Dependent Colors
Description
Palette that only works in one lighting condition
Why
Character looks wrong in different environments, day/night cycles break design
Instead
Test colors in warm light, cool light, shadow, and bright environments. Choose colors with enough inherent contrast to work everywhere.
---
Name
Animation-Breaking Proportions
Description
Designing for static beauty without considering movement
Why
Character looks great in concept art but limbs clip, hair breaks physics, costume tears
Instead
Consider range of motion during design. Where do arms need to go? How does hair move? What happens when they crouch, jump, attack?
---
Name
Accidental Stereotype Perpetuation
Description
Using cultural elements without understanding or research
Why
Offensive, reductive, harmful representation that damages players and reputation
Instead
Research thoroughly. Consult people from the culture. Understand the history of elements you're using. When in doubt, get expert review.
---
Name
The Generic Protagonist
Description
Designing a safe, conventional hero without distinctive features
Why
Forgettable, fails to stand out, players don't connect emotionally
Instead
Give them at least ONE truly distinctive feature—unusual color, unique silhouette element, unexpected combination. Safe = forgettable.
---
Name
Scaling Artifacts
Description
Designing at one size without testing at others
Why
Character works beautifully in concept art, becomes unreadable in-game
Instead
Design at the PRIMARY game camera distance, then verify at smallest (icon) and largest (close-up) appearances. Adjust as needed for each.
---
Name
Cool Over Communication
Description
Prioritizing looking awesome over clear visual storytelling
Why
Character looks edgy but players can't tell friend from foe, role from role
Instead
Ask "what does a player know about this character in 2 seconds of seeing them?" If the answer is "nothing," the design fails regardless of how cool it looks.
---
Name
Samey Character Families
Description
Team or faction where members are too visually similar
Why
Players can't distinguish characters, tactical information lost, boring visually
Instead
Apply the lineup silhouette test. Each character must be instantly identifiable. Vary size, shape, proportion, and silhouette landmarks.
---
Name
Proportion Drift
Description
Character proportions change unintentionally across different art
Why
Character looks inconsistent, off-model art confuses players, brand dilution
Instead
Create and reference a proportion guide. Define head-to-body ratio, limb lengths, feature sizes. Stick to it across all representations.
Character Design - Sharp Edges
Detail Before Silhouette
Id
detail-before-silhouette
Summary
Adding intricate details before establishing readable silhouette
Severity
critical
Situation
Designer starts with costume details, accessories, and textures before the basic shape works
Why
The silhouette is your character's calling card. If it doesn't read at thumbnail size, no amount of beautiful rendering will save it. Mario, Sonic, and Link are recognizable as 16-pixel sprites because their silhouettes were designed first. Start with details and you'll end up with visual noise that "looks cool" but fails in actual gameplay.
Solution
THE SILHOUETTE-FIRST WORKFLOW:
STEP 1: Block out with solid shapes
- Use only black fill
- Design at thumbnail size (32-64px)
- No details, just mass and proportion
STEP 2: The Three-Shape Test
- Can you describe silhouette with 3 simple shapes?
- "Circle head, rectangle body, triangle cape"
- If you need more than 3-4 shapes, simplify
STEP 3: The Landmark Test
- Identify 2-3 distinctive protrusions
- These are your "landmarks" - visible at any scale
- Examples: pointed ears, weapon on back, distinctive hair
STEP 4: Only then add details
- Details are earned by a working silhouette
- Test after each addition: does silhouette still read?
SILHOUETTE CHECKLIST: [ ] Recognizable at 32px? [ ] Asymmetrical (not boring mirrored shape)? [ ] Clear negative space (not a blob)? [ ] Distinctive landmarks (not generic humanoid)? [ ] Different from other characters in lineup?
Symptoms
- Character looks great in concept art but "muddy" in-game
- Players can't identify character at gameplay distance
- Character gets lost in busy environments
- Silhouette looks like generic blob when filled black
Detection Pattern
Over Designed Visual Noise
Id
over-designed-visual-noise
Summary
Adding too many elements until character becomes cluttered mess
Severity
critical
Situation
Every surface has a pattern, every limb has accessories, multiple focal points compete
Why
The eye doesn't know where to look. At small scales, details blur into noise. The character looks "busy" rather than "detailed." Animation becomes nightmare. This is the #1 amateur mistake - equating complexity with quality.
REMEMBER: Mario has red cap, blue overalls, mustache. That's it. Link has green tunic, pointed hat, sword. That's it. The masters know: simplicity = memorability.
Solution
THE ELIMINATION AUDIT:
For every design element, ask: 1. Does removing this hurt the silhouette? (Keep if yes) 2. Does removing this change who the character IS? (Keep if yes) 3. Would anyone notice if this was gone? (Remove if no)
THE 3-3-3 RULE:
- Maximum 3 colors dominating the design
- Maximum 3 major costume elements
- Maximum 3 accessory focal points
FOCAL POINT HIERARCHY: PRIMARY: One element draws the eye first (face usually) SECONDARY: One element draws eye second (weapon, hands) TERTIARY: Everything else supports, doesn't compete
REDUCTION TECHNIQUE: 1. Remove 30% of current details 2. Test at 32px - better or worse? 3. If better, remove another 20% 4. Stop when removal makes it worse
"If in doubt, leave it out." - Disney principle
Symptoms
- Eye doesn't know where to look
- Character looks different at each viewing (no focal point)
- Animation is difficult (too many moving parts)
- Character doesn't scale down well
- Design feels "try-hard" or "edgy for edgy's sake"
Detection Pattern
Blob Silhouette Syndrome
Id
blob-silhouette-syndrome
Summary
Character reads as formless oval or generic humanoid shape
Severity
critical
Situation
Fill character with black and it's just a person-shaped blob with no distinction
Why
A blob silhouette is invisible in gameplay. Players can't distinguish this character from any other. At small scales, the character disappears into backgrounds. This is why so many "realistic" characters fail - they look like everyone else.
Solution
BLOB-BREAKING TECHNIQUES:
1. ADD ASYMMETRY
- Different arms/hands
- Hair that breaks the head shape
- Asymmetrical costume elements
- One-sided accessories
2. CREATE NEGATIVE SPACE
- Legs apart in stance
- Arms away from body
- Cape or cloth that creates shapes
- Gaps in costume (cutouts, openings)
3. ADD LANDMARKS
- Distinct head shape (ears, horns, hair, hat)
- Weapon or tool silhouette
- Unusual body proportion
- Distinctive pose/stance
4. EXAGGERATE ONE FEATURE
- Oversized hands (fighters)
- Tall thin frame (elegant characters)
- Massive shoulders (tanks)
- Distinctive leg shape (speedsters)
THE "COULD THIS BE ANYONE?" TEST: Show silhouette to someone unfamiliar with your game. If they can't describe what makes it unique, it's a blob.
EXAMPLES OF BLOB-BREAKERS:
- Mario's cap shape
- Sonic's head spikes
- Megaman's arm cannon
- Hollow Knight's horns and cape
Symptoms
- Character unrecognizable in silhouette
- Could be mistaken for generic humanoid
- No distinctive "landmark" features
- Gets lost in busy environments
- Fails the "lineup test" - too similar to others
Detection Pattern
Colors That Clash Or Vanish
Id
colors-that-clash-or-vanish
Summary
Palette that breaks in different lighting or clashes with environments
Severity
high
Situation
Character looks great in concept art lighting but wrong in actual game environments
Why
Characters exist in dynamic environments. Day/night cycles, different biomes, combat effects - your character must read clearly through all of it. A palette that only works in neutral studio lighting will fail in the real game.
Solution
ENVIRONMENT-PROOF PALETTE DESIGN:
STEP 1: Test in Extremes
- Warm environment (sunset, fire, lava)
- Cool environment (snow, night, underwater)
- Neutral environment (grey, overcast)
- High contrast (bright sun, deep shadow)
STEP 2: Value Contrast
- Light elements vs dark elements must maintain contrast
- If character is all mid-tones, they'll vanish in mid-tone environments
- Include at least one very light and one very dark value
STEP 3: Saturation Anchor
- One saturated color that "pops" in any environment
- This color acts as visual anchor
- Usually the primary character color
STEP 4: Hue Distinction
- Avoid environment-common hues as primary
- Green character in forest = invisible
- Blue character in water = invisible
- UNLESS contrast through saturation/value
COMMON FAILURES:
- Red character + orange lava = character disappears
- Blue character + blue sky = character disappears
- Desaturated character + grey environment = invisible
- High-saturation everything = eye strain, nothing pops
THE FIVE-ENVIRONMENT TEST: Mock up character in Forest, Desert, Snow, Night, Lava. Readable in all five? Design passes.
Symptoms
- Character looks "different" in various game environments
- Hard to see character in certain levels
- Colors seem to "clash" with backgrounds
- Players lose track of character during gameplay
- Screenshots look wrong depending on environment
Detection Pattern
Animation Breaking Design
Id
animation-breaking-design
Summary
Design that looks beautiful static but breaks when animated
Severity
high
Situation
Hair clips through body, arms can't reach where needed, proportions distort in motion
Why
A character that can't be animated is useless for games. Beautiful concept art that creates animation nightmares wastes everyone's time. Designers must understand movement constraints, pivot points, and deformation.
Solution
ANIMATION-FRIENDLY DESIGN RULES:
1. JOINT CLEARANCE
- Arms must reach face, weapon, ground
- Legs must have full walk/run range
- Head must rotate without hitting shoulders
- Test key poses during design: T-pose, crouch, reach, attack
2. HAIR AND CLOTH PHYSICS
- Consider where long hair goes during movement
- Capes/coats need attachment points
- Loose elements need physics or pre-defined animation
- Rule: If you can't explain how it moves, redesign it
3. PROPORTION STABILITY
- Foreshortening should maintain character recognition
- Front/side/back views must be the same character
- Extreme poses shouldn't reveal proportion impossibilities
4. SILHOUETTE IN MOTION
- Key animation poses must have clear silhouettes
- Run cycle, attack, jump - all need readable silhouettes
- Test: Would you recognize character mid-attack as black shape?
5. AVOID DESIGN TRAPS
- Excessive belts/straps (animation chaos)
- Multiple floating elements (physics nightmare)
- Impossible attachment points (where does this connect?)
- Asymmetry that confuses direction (which way are they facing?)
THE POSE TEST: Before finalizing design, rough sketch these poses: [ ] T-pose (base) [ ] Walk cycle extreme (max extension) [ ] Combat pose (weapon raised) [ ] Crouch/roll [ ] Jump apex [ ] Knocked down
If any pose breaks the design, redesign before it's too late.
Symptoms
- Concept art approved but animators flag issues
- Hair/cloth clips through body in movement
- Character looks "weird" from certain angles
- Proportions seem to change between poses
- Key poses have muddy silhouettes
Detection Pattern
Cultural Insensitivity Landmines
Id
cultural-insensitivity-landmines
Summary
Using cultural elements without understanding, research, or respect
Severity
critical
Situation
Designer uses cultural clothing, symbols, or features as aesthetic without understanding
Why
Harmful stereotypes perpetuate real-world damage. Ignorant design choices can be deeply offensive to players from those cultures. This damages your game's reputation, alienates players, and contributes to broader cultural harm. "I didn't know" is not an excuse for professional designers.
Solution
CULTURAL RESPONSIBILITY PROTOCOL:
1. RESEARCH BEFORE REFERENCING
- Learn the history and meaning of elements
- Understand who uses them and why
- Know what's sacred vs secular
- Learn what's been misappropriated before
2. CONSULT PEOPLE FROM THE CULTURE
- Not just one person - multiple perspectives
- Pay cultural consultants for their expertise
- Listen when they say something is problematic
- Don't argue or justify - learn
3. AVOID COMMON TRAPS
- Religious symbols as "cool" decoration
- Sacred items as fashion accessories
- Skin tones as "exotic" or "fantasy races"
- Stereotypical occupations or behaviors
- "Tribal" as generic aesthetic
- Mixing unrelated cultural elements into "ethnic" soup
4. REPRESENTATION VS APPROPRIATION
- REPRESENTATION: Character FROM a culture, designed with respect
- APPROPRIATION: Taking cultural elements for aesthetic without understanding
- Ask: Is this character or costume?
5. WHEN DESIGNING FICTIONAL CULTURES
- Don't map fictional cultures onto real-world stereotypes
- Avoid "evil race" tropes
- Give cultures complexity, not caricature
RED FLAGS TO CHECK: [ ] Is this character's culture their only personality trait? [ ] Am I using sacred/religious items as decoration? [ ] Does this design rely on stereotypes? [ ] Would someone from this culture find this offensive? [ ] Am I qualified to make this design choice?
WHEN IN DOUBT:
- Get expert review before finalizing
- Be willing to redesign
- Err on the side of respect
Symptoms
- Culture used as costume rather than character depth
- Design relies on stereotypical visual shorthand
- Sacred elements used decoratively
- No cultural consultant credited
- Defensive response to criticism ("it's just fantasy")
Detection Pattern
Scale Testing Negligence
Id
scale-testing-negligence
Summary
Designing at one resolution without testing at actual game resolutions
Severity
high
Situation
Beautiful concept art at 2000px that becomes unreadable at 64px gameplay size
Why
Players don't see your concept art. They see the character at gameplay resolution, often small against a detailed background. A design that only works at concept art size has failed its primary purpose - being recognizable during play.
Solution
RESOLUTION-TESTED DESIGN:
STEP 1: Identify Your Scales
- MINIMUM: Smallest the character ever appears (icon, minimap)
- PRIMARY: Most common gameplay view
- MAXIMUM: Largest appearance (dialogue, close-up)
STEP 2: Design at Primary Scale
- Start at the size players see most
- Don't design at concept art size then shrink
- Force yourself to work at actual resolution
STEP 3: Scale Test Protocol At MINIMUM scale (icon):
- Is character identifiable? (silhouette test)
- Do primary colors read? (color blocking)
- Is facing direction clear?
At PRIMARY scale (gameplay):
- All above plus:
- Is role/class readable?
- Can you see basic facial expression?
- Does character stand out from environment?
At MAXIMUM scale (close-up):
- All above plus:
- Do details reward close viewing?
- Is there interesting texture/pattern?
- Does the design hold up to scrutiny?
STEP 4: Create Scale-Specific Versions Don't just scale the same art. Create:
- Icon version: Simplified for clarity
- Gameplay version: Optimized for primary camera
- Portrait version: Added detail for close-ups
COMMON SCALE FAILURES:
- Details that blur into noise at small sizes
- Colors that merge at distance
- Thin lines that disappear
- Asymmetry that's invisible when small
Symptoms
- Character looks great in art book, wrong in-game
- Details "disappear" at gameplay resolution
- Character hard to distinguish from background
- Design looks different at different zoom levels
- Players can't tell characters apart during gameplay
Detection Pattern
Samey Cast Syndrome
Id
samey-cast-syndrome
Summary
Multiple characters in game are too visually similar to distinguish
Severity
high
Situation
Line up your characters and they could be costume variations of the same person
Why
If players can't instantly tell characters apart, you've failed basic design communication. In gameplay, split-second identification matters. In story, confused identities break immersion. Visual diversity isn't just nice - it's functional game design.
Solution
THE LINEUP DIFFERENTIATION TEST:
Create silhouettes of all main characters side by side. For EACH character, identify:
- What makes THIS silhouette unique?
- Could this be confused with another?
- What's the ONE thing that identifies them?
DIFFERENTIATION DIMENSIONS:
1. BODY TYPE
- Vary heights
- Vary widths
- Vary proportions (head:body ratio)
- Include different body builds
2. SILHOUETTE LANDMARKS
- Each character needs unique landmarks
- No two characters share the same landmark
- Hair, accessories, weapons, clothing shapes
3. COLOR ASSIGNMENT
- Each character "owns" a primary color
- Avoid too much overlap in secondary colors
- Color should identify character even in distance
4. SHAPE LANGUAGE
- Vary the dominant shape family
- Circle character, square character, triangle character
- Even within a team, shapes should differ
5. POSTURE AND STANCE
- Default pose should be unique
- Body language conveys personality
- Lineup shouldn't look like clones in different outfits
DIVERSITY CHECKLIST: [ ] At least 2 different body types? [ ] Each character has unique silhouette landmark? [ ] Each character has unique primary color? [ ] Variety in shape language across cast? [ ] Could identify each character in 1 second?
THE "DESCRIBE QUICKLY" TEST: For each character, can you describe their look in 3 words? If you need the same words for different characters, redesign.
Symptoms
- Players confuse characters during gameplay
- Characters feel like "reskins" of each other
- Silhouette lineup looks like same person in different costumes
- No clear visual hierarchy in group shots
- Characters need names to be distinguished
Detection Pattern
Proportion Inconsistency
Id
proportion-inconsistency
Summary
Character proportions change unintentionally across different art pieces
Severity
medium
Situation
Same character has different head sizes, limb lengths, or body shapes in different art
Why
Inconsistent proportions make a character feel "off-model" and unprofessional. Players notice, even if subconsciously. It breaks immersion and suggests lack of quality control. It also makes animation and assets inconsistent.
Solution
PROPORTION DOCUMENTATION:
CREATE A MODEL SHEET WITH:
1. HEAD-TO-BODY RATIO
- How many "heads" tall is the character?
- Document precisely: "Character is 6.5 heads tall"
2. KEY MEASUREMENTS
- Head width = X
- Shoulder width = Y heads
- Arm length = Z (from shoulder to wrist)
- Leg length (hip to ankle)
- Torso length
3. PROPORTIONAL GUIDES
- Draw horizontal lines showing key heights
- Eye level, chin, shoulders, waist, hip, knee, ankle
- All art must match these landmarks
4. OVERLAYS
- Create a transparent overlay of correct proportions
- Check all new art against overlay
COMMON PROPORTION DRIFT:
- Head grows/shrinks based on art style mood
- Limbs elongate in action poses and never return
- Body type changes based on who's drawing
- "Heroic" poses exaggerate proportions permanently
STYLE GUIDE ESSENTIALS: [ ] Height in "heads" documented [ ] Turnaround sheet (front/side/back/3-4) [ ] Size comparison with other characters [ ] Acceptable stylization range [ ] "Do not" examples of common drift
THE OVERLAY TEST: Take new art, overlay the proportion guide. Major deviations = fix or reject.
Symptoms
- Character "feels different" in different art pieces
- Animators asking "which version is correct?"
- Fan art more consistent than official art
- Character recognition varies by artwork
- Merchandise looks off
Detection Pattern
Readable But Boring Trap
Id
readable-but-boring-trap
Summary
Character is technically correct but completely forgettable
Severity
medium
Situation
Design passes all tests but has no soul, no memorable quality, nothing special
Why
Technical proficiency without creativity produces wallpaper characters. These designs are "safe" but fail the most important test - does anyone actually care about this character? Boring designs don't inspire fan art, cosplay, or emotional connection.
Solution
THE "WOULD ANYONE DRAW THIS?" TEST:
Ask honestly:
- Would someone choose to draw fan art of this character?
- Would someone want to cosplay this character?
- In 10 years, will anyone remember this design?
- What makes this character DIFFERENT from every similar character?
ANTI-BORING TECHNIQUES:
1. THE ONE WEIRD THING
- Every memorable character has ONE unusual element
- Mario: Plumber with mushroom powers
- Sonic: Blue hedgehog with red shoes
- Give your character ONE unexpected element
2. PUSH ONE ELEMENT TO EXTREME
- Take one feature and exaggerate it
- If eyes are big, make them HUGE
- If they're strong, make them MASSIVE
- Commit to something
3. UNEXPECTED COMBINATION
- Combine two things that don't usually go together
- Knight + punk aesthetic
- Cute animal + menacing color scheme
- Professional role + unusual visual style
4. CLEAR OPINION
- The design should have a point of view
- Not trying to please everyone
- Commits to a mood, a style, a statement
5. THE 2-SECOND PITCH
- Can you pitch this character in 2 seconds?
- "A punk rock princess who fights with a guitar"
- If the pitch is boring, the design is boring
BORING DESIGN RED FLAGS: [ ] Uses only "safe" choices [ ] Nothing unexpected or unusual [ ] Could describe multiple characters identically [ ] No element is pushed to interesting extreme [ ] Designer can't articulate what's special
Symptoms
- No fan art despite game's popularity
- Character never mentioned in reviews
- Players remember gameplay but not characters
- Design feels "generic" or "by committee"
- Character seems interchangeable with others
Detection Pattern
Backstory Without Visual Support
Id
backstory-without-visual-support
Summary
Character has rich backstory but design doesn't reflect or communicate it
Why
If the backstory says "veteran warrior with tragic past" but the design says "generic person," you've failed visual storytelling. Design IS character communication. A well-designed character should hint at their story without any text explanation needed.
Severity
medium
Situation
Writer provides detailed character history but design ignores it entirely
Solution
VISUAL STORYTELLING AUDIT:
For each backstory element, ask: "How does the DESIGN show this?"
EXAMPLE TRANSLATIONS:
- "Veteran warrior" → scars, worn equipment, confident posture
- "Former noble" → remnants of fine clothing, signet ring, refined stance
- "Tragic past" → sad resting expression, memento accessory
- "Self-taught mage" → improvised equipment, book always present
- "Survivor" → practical clothing, multiple small weapons
THE SILENT TEST: Show design to someone with NO backstory info. What do they assume about the character? If assumptions don't match backstory, design has failed.
STORYTELLING LAYERS: 1. OBVIOUS (reads instantly)
- Role/class (armor = fighter, robes = mage)
- Faction (color/symbol)
- Threat level (size, weapons)
2. DISCOVERABLE (rewards attention)
- Personality (posture, expression, accessories)
- History hints (scars, wear patterns, kept items)
- Relationships (matching elements with other characters)
3. DEEP (for lore hunters)
- Symbolic elements
- Cultural references
- Easter eggs
CHECKLIST FOR STORY-DESIGN ALIGNMENT: [ ] Design reflects character's profession/role? [ ] Design hints at character's past? [ ] Design shows personality traits? [ ] Design indicates faction/allegiance? [ ] Design suggests economic status? [ ] Design communicates emotional state?
Symptoms
- Backstory feels disconnected from visual
- Players surprised by character behavior (didn't match look)
- Design could fit any number of backstories
- Visual tells different story than intended
- Concept art requires lengthy explanation
Detection Pattern
Character Design - Validations
Silhouette Test Results
Id
silhouette-test-documented
Severity
warning
Type
checklist
Description
Character design documentation must include silhouette testing evidence
Checklist
---
Item
Solid black silhouette version included?
Rationale
Proves silhouette was tested during design
---
Item
Silhouette tested at 32px thumbnail size?
Rationale
Characters must read at minimum gameplay scale
---
Item
Character identifiable in silhouette alone?
Rationale
Core design requirement for recognizable characters
---
Item
Silhouette distinct from other characters in cast?
Rationale
Prevents character confusion during gameplay
Applies To
- */character.md
- */design.md
- */concept.md
Silhouette Landmarks Defined
Id
silhouette-landmarks
Severity
info
Type
checklist
Description
Design documents should identify distinctive silhouette features
Checklist
---
Item
At least 2-3 landmark features identified?
Rationale
Landmarks make character recognizable at any scale
---
Item
Landmarks visible in silhouette?
Rationale
Features that disappear in silhouette don't count
---
Item
Asymmetry present in silhouette?
Rationale
Symmetrical silhouettes are often boring and generic
---
Item
Negative space considered?
Rationale
Space between elements prevents 'blob' syndrome
Applies To
- */character.md
- */design.md
Shape Language Documented
Id
shape-language-defined
Severity
warning
Type
checklist
Description
Character design should explicitly define shape language choices
Checklist
---
Item
Primary shape family identified? (circle/square/triangle)
Rationale
Shape language is foundation of character communication
---
Item
Shape choice justified for character personality?
Rationale
Shape must support character's role and traits
---
Item
Shape language consistent throughout design?
Rationale
Conflicting shapes create visual confusion
---
Item
Shape language distinct from other main characters?
Rationale
Cast variety requires shape language diversity
Applies To
- */character.md
- */design.md
Color Palette Specification
Id
color-palette-documented
Severity
warning
Type
checklist
Description
Design must include complete, tested color palette
Checklist
---
Item
Primary color identified with hex/RGB values?
Rationale
Precise color specification prevents drift
---
Item
Secondary color defined?
Rationale
Two-color minimum for readable character
---
Item
Accent color(s) specified?
Rationale
Accents add visual interest and focal points
---
Item
Color hierarchy established? (primary > secondary > accent)
Rationale
Hierarchy guides eye and maintains readability
---
Item
Maximum 3-4 dominant colors?
Rationale
Too many colors = visual noise
Applies To
- */character.md
- */color.md
- */palette.md
Environmental Color Testing
Id
color-environment-test
Severity
warning
Type
checklist
Description
Colors must be tested in multiple environment conditions
Checklist
---
Item
Tested in warm lighting (sunset/fire)?
Rationale
Ensures character reads in warm environments
---
Item
Tested in cool lighting (night/ice)?
Rationale
Ensures character reads in cool environments
---
Item
Tested in neutral lighting?
Rationale
Baseline visibility check
---
Item
Tested against common game backgrounds?
Rationale
Character must stand out from actual environments
---
Item
Value contrast maintained in all conditions?
Rationale
Light/dark relationship must survive lighting changes
Applies To
- */character.md
- */color.md
Proportion Guide Documentation
Id
proportion-guide-exists
Severity
warning
Type
checklist
Description
Character must have defined proportions for consistency
Checklist
---
Item
Head-to-body ratio specified?
Rationale
Core proportion that defines character style
---
Item
Key measurements documented?
Rationale
Enables consistent reproduction across assets
---
Item
Proportion guide/overlay created?
Rationale
Reference for all future art of this character
---
Item
Acceptable variance range defined?
Rationale
Prevents proportion drift while allowing stylization
Applies To
- */character.md
- */model.md
- */proportion.md
Character Turnaround Sheet
Id
turnaround-completeness
Severity
warning
Type
checklist
Description
Complete turnaround required for any character to be implemented
Checklist
---
Item
Front view included?
Rationale
Primary view for most games
---
Item
Side view (3/4 or profile) included?
Rationale
Essential for 3D modeling and animation
---
Item
Back view included?
Rationale
Often visible in third-person games
---
Item
Views use consistent pose?
Rationale
Allows accurate proportion comparison
---
Item
All views at same scale?
Rationale
Prevents interpretation errors
---
Item
Color version AND line art version?
Rationale
Line art clarifies construction, color shows final look
Applies To
- */turnaround.md
- */character.md
- */model.md
Expression Sheet Coverage
Id
expression-sheet-completeness
Severity
info
Type
checklist
Description
Expression sheets must cover minimum required emotions
Checklist
---
Item
Neutral expression included?
Rationale
Default state must be defined
---
Item
Happy/Joy expression included?
Rationale
Core positive emotion
---
Item
Sad expression included?
Rationale
Core negative emotion
---
Item
Angry expression included?
Rationale
Combat and frustration states
---
Item
Surprised expression included?
Rationale
Discovery and reaction moments
---
Item
Expressions consistent with character face shape?
Rationale
Prevents off-model expressions
Applies To
- */expression.md
- */character.md
Multi-Scale Testing
Id
scale-testing-documented
Severity
warning
Type
checklist
Description
Design must be tested at all scales it will appear
Checklist
---
Item
Tested at icon size (16-32px)?
Rationale
Minimap, inventory, UI icons
---
Item
Tested at gameplay size?
Rationale
Primary player experience
---
Item
Tested at portrait/dialogue size?
Rationale
Close-up views in conversations
---
Item
Scale-specific simplifications documented?
Rationale
Icon version may need simplified design
---
Item
Design readable at smallest intended scale?
Rationale
Core functionality requirement
Applies To
- */character.md
- */design.md
Animation Readiness Check
Id
animation-readiness
Severity
warning
Type
checklist
Description
Design must be validated for animation compatibility
Checklist
---
Item
Range of motion tested for arms?
Rationale
Arms must reach intended positions without clipping
---
Item
Range of motion tested for legs?
Rationale
Walk/run cycles require full leg movement
---
Item
Hair/cloth behavior considered?
Rationale
Long hair, capes need physics or animation plan
---
Item
Key action poses sketched?
Rationale
Attack, jump, run poses must work with design
---
Item
Pivot points and joints marked?
Rationale
Clarifies rotation points for animators
---
Item
Problem areas identified?
Rationale
Anticipate and document animation challenges
Applies To
- */character.md
- */animation.md
Design-Backstory Alignment
Id
visual-storytelling-alignment
Severity
info
Type
checklist
Description
Visual design must reflect character's story and personality
Checklist
---
Item
Design reflects character's role/profession?
Rationale
Visual role clarity for players
---
Item
Design hints at character's past?
Rationale
Visual storytelling reduces exposition need
---
Item
Design communicates personality?
Rationale
Posture, expression, clothing tell character story
---
Item
Design indicates faction/allegiance?
Rationale
Team identification in gameplay
---
Item
Key personality traits have visual expression?
Rationale
Design should speak before dialogue
Applies To
- */character.md
- */design.md
Cultural Sensitivity Review
Id
cultural-review-conducted
Severity
error
Type
checklist
Description
Characters using cultural elements must undergo review
Checklist
---
Item
Cultural elements researched and documented?
Rationale
Understanding prevents appropriation
---
Item
Cultural consultant engaged (if applicable)?
Rationale
Expert review for sensitive elements
---
Item
Sacred/religious elements avoided or approved?
Rationale
Prevents offensive misuse
---
Item
Stereotypes explicitly avoided?
Rationale
Harmful stereotypes damage players and reputation
---
Item
Character has depth beyond cultural identity?
Rationale
Culture shouldn't be only personality trait
Applies To
- */character.md
- */design.md
- */cultural.md
Cast Visual Differentiation
Id
cast-differentiation
Severity
warning
Type
checklist
Description
Multiple characters must be visually distinct
Checklist
---
Item
Lineup silhouette test conducted?
Rationale
Each character must be identifiable in silhouette
---
Item
Each character has unique primary color?
Rationale
Color ownership prevents confusion
---
Item
Body types varied across cast?
Rationale
Visual diversity and representation
---
Item
Shape language varied across cast?
Rationale
Prevents same-y character syndrome
---
Item
Each character identifiable in <2 seconds?
Rationale
Gameplay requires instant recognition
Applies To
- */cast.md
- */lineup.md
- */character.md
Faction Visual Cohesion
Id
faction-cohesion
Severity
info
Type
checklist
Description
Characters in same faction should share visual elements
Checklist
---
Item
Faction color palette defined?
Rationale
Shared colors identify faction membership
---
Item
Faction shape language established?
Rationale
Shared shapes create visual unity
---
Item
Recurring motifs/symbols identified?
Rationale
Symbols reinforce faction identity
---
Item
Individual characters still distinct within faction?
Rationale
Unity shouldn't eliminate individuality
---
Item
Faction visually distinct from other factions?
Rationale
Clear faction identification in gameplay
Applies To
- */faction.md
- */team.md
- */enemy.md
Character Design Document Completeness
Id
design-document-completeness
Severity
warning
Type
checklist
Description
Character design documents must include all essential information
Checklist
---
Item
Character name and role specified?
Rationale
Basic identification
---
Item
Silhouette analysis included?
Rationale
Core design validation
---
Item
Color palette with exact values?
Rationale
Enables accurate reproduction
---
Item
Shape language defined?
Rationale
Foundation of character communication
---
Item
Turnaround or multiple views included?
Rationale
3D/implementation reference
---
Item
Scale test results documented?
Rationale
Proves design works at all needed sizes
---
Item
Animation considerations noted?
Rationale
Prevents implementation problems
---
Item
Personality/backstory alignment explained?
Rationale
Design intent documentation
Applies To
- */character.md
- */design.md
Color Values Must Be Specific
Id
color-values-specified
Severity
info
Type
regex
Pattern
(primary|main|dominant)\s(color|colour)[:\s](red|blue|green|dark|light|bright)
Message
Color specifications should use hex (#FF0000) or RGB values, not vague descriptions
Fix Action
Replace vague color names with specific hex codes: 'Primary color: #E63946'
Applies To
- *.md
- *.yaml
- *.json
Proportion Ratios Should Be Numeric
Id
proportion-ratios-specified
Severity
info
Type
regex
Pattern
(tall|short|wide|thin|large|small)\s*(head|body|arm|leg)
Message
Proportions should be specified numerically (e.g., '6 heads tall' not 'tall body')
Fix Action
Use specific ratios: 'Character is 7 heads tall with arm length of 2.5 heads'
Applies To
- *.md
- *.yaml
Avoid Generic Character Descriptions
Id
avoid-generic-descriptions
Severity
info
Type
regex
Pattern
(generic|standard|normal|typical|average)\s*(warrior|mage|rogue|hero|character)
Message
Generic character descriptions suggest uninspired design. What makes this character unique?
Fix Action
Replace generic descriptions with specific, distinctive character traits
Applies To
- *.md
- *.yaml
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