Introducing the Next Five SpyParty Characters
Update: we’ve shown them animating!
I’m super excited because it’s time to introduce the next five new SpyParty characters!
And here are all ten of the new characters posing for your aesthetic edification! This images looks like a cast photo from a wacky mystery movie, and this is only half of the twenty (!) playable characters we’ll have in the end.1
As I’m sure you remember, we’ve chosen what we call a natrualistic and illustrative style for the new SpyParty artwork, and I’m so incredibly happy with how it’s coming out. The characters are varied and diverse, but all feel like they fit into the SpyParty universe. John Cimino, our amazing artist, has outdone himself again, and the work just keeps getting better!
Diversity
Before I introduce each character individually, I want to talk for a second about diversity in SpyParty. I did a long interview with Evan Narcisse over at Kotaku a while back where I talked about the different kinds of diversity I want to explore in the game, including how important a diverse and inclusive community is to me, but for the purposes of this character reveal I want to talk about diversity in the character designs.
I want SpyParty to be “the most diverse game ever”, which is a kind of silly hyperbolic statement, but it is a good guiding principle for us to follow when we’re concepting characters. Less hyperbolically, I would like the characters in SpyParty to represent a wide variety of people who don’t normally appear in video games. This list includes women, minorities, old people, and people with disabilities. Furthermore, I’d like all of these diverse characters to be playable, and have them all be competition-level tuned and balanced, even though they retain their diverse characteristics. By this I mean the elderly woman will walk like an elderly woman—so mostly likely slower than a fit young person—and because of this, a player choosing her as the Spy will have to compensate with better time management for accomplishing missions. However, the design of SpyParty is such that this walk-speed-disadvantage will contribute to the meta of the game, and so players will be less likely to choose her, so she’ll be less suspicious, so they’ll be more likely to choose her, and down the yomi rabbit hole we go! I’m lucky that I’m working with a game design that allows me to explore diversity with no compromises. If I was working on a game with serious space marines in it, it’d be a lot harder to include a playable elderly woman…
The axes of diversity we’re actively exploring with the SpyParty characters are: age, gender, ability, race, and body shape. We’re also addressing sexual orientation, but in the game mechanics themselves, rather than in character design: there’s a mission called Seduce Target, where you can choose who you’re going to seduce, and it allows any combination of characters to seduce one another. It’s not a terribly deep exploration of sexual preferences, but it’s there and it’s real gameplay. There are many other axes worth exploring; one important one we are skipping for now is class/income-level, because I couldn’t figure out a way to address that meaningfully in a game about a high society cocktail party while still keeping the game focused on the core perception and deception skills.
We’re also looking to keep the cast diverse in the sense of the archetypes we include. We definitely acknowledge and embrace some spy and mystery cliches, but we want to tread carefully and push further. Is it okay to have a character in a traditional aristocratic outfit from a country as long as there are others of the same race in more modern business or party attire? I think so, but we need to be careful to not slip into racial stereotypes and harmful cliches.
On a more superficial note, we also look at aesthetic diversity, especially when it comes to the silhouettes of the characters. This is a very inspirational sketch showing the diversity of silhouettes in the Corpse Bride movie:
In SpyParty, the silhouette is incredibly important for instant visual recognition, even when lowlit. The less confusion between characters, the better the Sniper can keep track of suspects. Hats and interesting hair styles are a big part of creating the character’s silhouette, as you can see in the group shots.
The New Characters
Okay, enough generalities, here they are! Remember, these names are all placeholders until we pick real names for them. I think we’ll probably end up involving the community in naming the characters, but it’s not time for that yet. Each character has an interesting fact or anecdote about them, so I’ll introduce them each individually…
Ms. F
We use photo and video reference when we create the characters, because we want a level of naturalism that you can’t really get if you’re just making stuff up out of your head. There are tons of tiny details that give weight and believability to a real person in a real space, and it’s easy to miss them if you don’t have reference. Well, the reference for Ms. F is actually John’s girlfriend Alice! Alice has helped out a bunch in the SpyParty booths at PAX and Evo, training newbies to play the game, and giving them pointers to play better.Here’s a great photo of Alice cosplaying Ms. F…will her appearance in the game change her real life mentoring behavior? |
Mr. G
Mr. G is the first character in the new art style who has a direct analog in the old art, so he allows us to do embarrassing before/after shots like this one. |
Ms. H
Mr. I
Ms. J
Group Shots
Here are some posed conversations with the new and old characters:
Technical Details
One interesting difference between this reveal and the last time is these renders are all of the in-game realtime models, not concept art models with millions of polygons. When we did the first reveal, we hadn’t created the runtime models yet with their posable skeletons, and so we had to pose the million polygon models, which was a giant pain in the butt. We decided never to do that again, since posing the concept models is basically a complete waste of time in terms of developing the game. So, this time we waited to reveal them until we had the full in-game models decimated, textured, and rigged. John’s already animating them and so we’ll reveal their talk animations soon, probably after E3.
There are some non-realtime rendering tricks and a bunch of post-processing on all these shots, but the meshes and textures are the same as appear in the game. The foam on the beer is totally faked in Photoshop, however.
Since we’re releasing these new characters rendered with the in-game models, let’s also re-release the old set of characters, but this time rendered from their realtime meshes so they match up:
Next Steps
Now that we have 10 new art characters, we can finally make a real playable competition-worthy map, and that’s the goal for PAX 2014. I’ll talk about this in more detail in the near future, but as you probably know, the original 5 characters are in the game now, but it’s more of a technology demo than a playable map since 5 people isn’t enough of a crowd to make a real SpyParty level. But with 10 characters we can really do something! Currently the existing Balcony level has 7 partygoers, and Ballroom has 13, so we’re going to make a new map that’s between the two sizes, and get it tuned up and even use it to replace Beginner vs Beginner Ballroom as the tutorial map, so when people sit down to play at PAX or in the beta, they’ll be playing the new artwork from the beginning. Eventually they’ll want to start exploring the other maps, and they’ll find the old art, but hopefully by that point they’ll understand the depth of the game and not care too much about the visuals. That’s the theory, at least.
We can also try replacing Balcony with a new artwork map with 7 partygoers, but that’s a bit of a terrifying prospect given that Balcony is one of the premier competition maps and is very finely tuned. But, it’s gotta happen sometime!
More generally, we have 10 more new characters to do to give us a total of 20 playable partygoers. If you look at that group shot at the top of this post, it’s going to be a very crowded picture. I think we’re going to have to either widen the image or make some people sit down. Heck, even this this crazy picture of the giant Downton Abbey cast has only 18 characters in it, so imagine an even more crowded cast than that!
Wallpapers
Finally, if you want higher res versions, here are direct links to the 2560×1600 ones. If you need other aspect ratios, let me know in the comments.
- And that’s not counting the waiter and the security guard, so 22 total, yikes! [↩]
Is the woman in pink intentionally modeled on the queen? The hair, the hat, even the pearl necklace!
http://i.imgur.com/qhW11nS.jpg
Well, the outfit definitely was, she sports some amazing costumes. The dog and the face, not so much. :)
But the dog is different, and that’s the most important part!
I think all of the characters are modelled on real people, but intentionally made slightly off.
http://youtu.be/8LHkN6fmY6A
…could be. :)
But what if the Dog is the Spy! If we cannot shoot him then the Spy will always win.
This is brilliant- let us choose the dog as a spy. You can’t control your movement, but nobody will suspect such a cute looking pooch!
If the sniper can’t see ANYTHING suspicious, it’s the pooch! Although how would the pooch swap a statue or steal a guest list, if contained in a bag..?
Love the new art, and especially the diversity in the cast! I do wonder about the model of the power wheelchair though? I’ve noticed it has no caster wheels at the front, which would result in the wheelchair tipping forward and hitting the ground…
Good eye! But, of course, it’s got an auto-balancing system like a segway. I mean, Mr. I is obviously loaded and has a team of scientists working on advanced wheelchairs that he doesn’t even bother turning into products, he just makes them for himself.
Haha! I work with people with disabilities and prescribe assistive devices. I would love to work for Mr. I =P
when will you release it on steam? I want to play this game this summer already ;-;
It’ll be on steam, but not by this summer. If you want to play, you should just join the beta now, the community is so nice and helpful, it’s a really great vibe right now! Not sure exactly when steam will happen, maybe early next year?
If you’re thinking of going the “shoot the dog” route, you can bypass some ethics by making the dog robotic (if that kind of stuff is in your universe)
I think we have a solution to the Dog Shooting Dilemma. Stay tuned. :)
Ms. J, stricken with grief at the loss of her pooch, collapses? haha
“Since we’re releasing these new characters rendered with the in-game models, let’s also re-release the old set of characters, but this time rendered from their realtime meshes so they match up”
This is actually really cool. I think some of the characters even look a little better.
Are you going to integrate the new characters into the current modern map so we don’t always have the same 5 people? Also, is Ms. H Orange Dress? Because I want her to be orange dress.
Modern is going to need more than 10 characters to work right with statues and bookcases, it’s a pretty huge room. We’re going to do a totally new 10 person map, and then probably a new art Balcony clone. But yes, they’ll be available on Modern. Maybe I’ll move the velvet ropes across the deck a bit and see if a two convo Balcony works.
Her dress looks red to me…
I love everything about this! New art, diversity, that you have to consider a Dog Dilemma.. everything! :D
Though I worry a little that Ms. H will be Ms. Hair(-triangles/skeleton/animation/techdemo) :P
With the frizzy doo, Ms. H almost looks like Leigh Alexander.
I think there should be a sound effect where the dog barks and whines when you shoot Ms. J. No dog shooting though. :(
Oh yeah, does that twenty unique characters include Toby and Damon?
No, 22 total!?!
Opinion: I think there’s too much red/orange in the characters’ skintones. I’d try to elaborate, but it’s a purely aesthetic, personal opinion… one that nobody else seems to share, since I’ve not seen anyone voice it, but I figured it was worth mentioning.
Pretty sure it’s intentional. Character style is illustrative and the party is supposed to feel warm to contrast with the cold outside. Good old orange and blue.
Oh, I can tell it’s intentional–I just find it too much. It swings the bar too far towards unrealism for my tastes. (So maybe that is the elaboration I was looking for…) And I’m not sure it really succeeds in conveying the warm/cool contrast since the characters’ clothing is sometimes in cool colors–is clothing the outdoors? I dunno, that’s sort of leaning into area where I’m not qualified to speak.
I am a very big fan of everyone’s unique beverage. Ms F looks like a professional equestrian.
I’m no kind of minority, but I am a teetotaler! :P And for a moment I was looking through the pictures and thought the army general wasn’t drinking at all – that’d make sense, such a severe-looking man! But then I saw him with the flagon, oh well.
I don’t drink much myself, so rest assured, Toby always has water available on his tray! :)
LOVE the new characters. :) Although, the Modern map is already pretty slow for me (Wine on a Mac), and I wonder how much Mrs. H’s beautiful hair will slow it down even more!? :(
Hopefully it’s not too bad! (But also, my macbok is from 2009.. BUT also, also, the game does run really well with the low-def character models.)
Yeah, I have a bunch of headroom for optimization, but they are a lot more polygons…we’ll see!
I would prefer someone wearing a turquoise colored dress, or something cool-colored to stand out a little. I honestly think that if I was playing as the Sniper, I wouldn’t think that the Spy would choose someone so distinct as her.
I love the new characters, especially Ms. F! Speaking of her, will there be more Asian characters?
I assume so. We haven’t picked the final 10 yet, but we don’t currently have an Asian male, or an older Asian person.
Speaking of ‘next steps’… even if it’s just an April Fools gag next year, I’d love to see a map that was half the new characters and half the old. Especially if, like “Mr. G,” they’re the old and new versions of the same character
I actually think they’re going to be mixed together for a while, for better or for worse! :)
Old post, I know, but I love how you explain your design process with the characters. Re: income level/class, perhaps one way of getting diversity in that field is a union leader, or some kind of social activist with blue-collar roots? That kind of nouveau riche may fit in well at such an event.
Yeah, I like the idea of a union leader or the person invited to the party out of some sense of obligation rather than them being a peer. I’ll have to stew on that, thanks!
I THINK THIS GAME IS GOING TO BE COOL WEAN I PLAY IT