How to Communicate Your Ideas in Game Productions

Here’s one simple trick to minimize revisions, reworks, and miscommunication in game production when it comes to character design, or actually, literally any deliverable, be it a prop, environment, or character. This method applies to everything and anything that you want to apply it to, and without further ado:

a character design scale, showing different references of possibilities of what could be the final design, ranging from photos of male subjects that can be perceived as less or more authoritarian through facial features, body language and other cues

What you’re seeing:

Context matters: My client was struggling with how the character was to be perceived; they wanted this cop character design to feel authoritarian, but not in an evil way, more like a stern dad who cares for his daughter, than a hostile sense. He must not look too soft either, or he will be perceived in such a way that if you disobey or disappoint him, there will be no consequence. The reference on the left had been crossed out because of this.

Some of these may look out of place, such as the king reference, but remember, we’re creating a father figure, and in depth psychology, the King archetype has been a manifestation of a caretaker, both for the good and the bad, it helps me think about the character and explaining this has been proved to get the client not only excited, but participating in and getting his authorship in the process. There’s just no way the client isn't going to love the final design if you have been collaborating to get the exact image from his mind onto the screen, while providing the right psychological tools, design tips, and artistic insights on how to portray it.

So, in recap:

Use your expertise to guide the client or co-worker in stating what they want to say through images. Listen attentively, it’s hard sometimes, but sometimes the client or your coworker aren’t versed in the same language you are, I’ve had clients who didn’t know what “art direction” was, so in essence, it’s advisable to always communicate in third or forth grade reading level, instead of "saying “the visual language of the reference on the left communicates a kind of art direction that won’t hit our business goals”, try instead: “The image on the left could be interpreted as too soft of a character for someone who is authoritarian, our players may be confused by this.”


Interested in finding out how to determine the appropriate psychological archetypes for different characters? Check this link!

Want to learn more about character design and visual languages to effectively portray what you want? Check this project behind the scenes.

Need help with character design or concept art? Find my work and contact info here.

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My Secret Ingredient for Realistic Character Design