Evolution of a Hero
November 12th, 2007

The central concept behind the main character of Atmosphir, Hero, is that he’s the 3D equivalent of a stick figure. Simple, neutral, universal, and iconic. A fun little guy who has some pretty great athletic abilities….which luckily allows for some nice gameplay possibilities.

Simplicity was a primary driving force in the character design right from the get-go. I remember watching a television special on the Burj Al Arab in Dubai, and one of the architects was talking about his rationale for the unique shape of the building. He felt that things became iconic when you could sketch them on the back of a napkin in ten seconds with only a few simple shapes and lines…like the Eiffel Tower, Mickey Mouse ears, a Coca-Cola bottle, the Nike Swoosh, and so on. Well, that’s exactly what we were shooting for here.

Running and jumping are our Hero’s biggest strengths, so we developed the character around those abilities and exaggerated the corresponding parts. In that sense, gameplay was the most important justification behind character design decisions. His oversized features and spaghetti-style limbs are meant to emphasize these actions in animations. And the eyes and mouth alone have an effective range in displaying emotion; I mean, Mr. Potato Head taught me that.


We definitely wanted to give people plenty of options to personalize who they’re controlling, so you can think of this little guy as just a mannequin. A rough draft. The kid under the Halloween costume. He’s a neutral body who might be covered in layers of special objects and articles to become more individual, so you might make him look like a giant robot or panda or human or whatever…but more on that some other time.

We also threw together several quick 2D animation tests in Flash to explore how the Hero came to life when put into motion. This one was done just using the simple shapes from the vector concept art. As you can see, Hero’s got some mad ups.
The leap from 2D to 3D is always a big jump, and with our Hero, we quickly realized that some things got lost in the initial translation. His features were a little too human-esque, and his rounded bulging eyes made him seem more alien or bug-like.


We basically started from scratch again with the 3D version of our Hero, but the changes really helped give him a look and personality more in line with our original intentions. In short, we wanted him to be more like a plush toy and less like an action figure. By de-emphasizing the shoulders and elbows/knees, he gained a more cartoonish and fun feeling, as if he had been modeled out of Play-Doh.



So there you have it. With a few more animation tweaks and graphical enhancements, this is the guy you’ll be controlling in the not-too-distant future, and I think he embodies most of the ideas we’re going for with Atmosphir.
Solid gameplay. Simplicity. Imagination. Emotion. Fun.
Now if only he had an interesting world to explore…













