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Character Depth Character Study
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Personality Traits
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Major Personality Differences
Introverted vs. Extroverted Selfish vs. Self-Centered vs. Self Oriented vs. Selfless Observant vs. Oblivious Kind vs. Cynical vs. Unkind Flexible vs. Non-Flexible Peaceful vs. Violent Big Picture vs. Details Analytical (objective) vs. Looser Thinking (subjective) Emotional vs. Reserved Defensive vs. Offensive Melee vs. Range Patient vs. Impatient High-Strung vs. Go-With-the-Flow
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Power Preference Powerful Brute Force Logic and Wisdom
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Backstory
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Very Important Make it thorough, make it detailed, make it deep.
The backstory defines your character. Make it thorough, make it detailed, make it deep.
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Light Backstory The “charmed” life (sometimes) Usually mundane
Good if you want an innocent & naïve character Can tailor certain parts to suit the naïveté
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Light Backstory Example
Yuuki Asuna
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Dark Backstory Usually tragic or sad
Typically filled with death and hardship Character is probably cynical and/or has a harsh view of life, or could still have positive outlook
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Dark Backstory Example
Edward and Alphonse Elric
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Gray Backstory Most realistic Balance of sadness and happiness
Usually fairly believable Good for producing a non-innocent character that’s still slightly naïve
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Gray Backstory Maka Albarn (Soul Eater)
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Fears, Flaws, and Aspirations
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Positive Personality Traits
Adaptable Adventurous Broad-minded Calm Considerate Courteous Diligent Discreet Diplomatic Easygoing Exuberant Enthusiastic Fair-minded Faithful Fearless Forceful Frank Generous Gentle Helpful Honest Imaginative Impartial Independent Inventive Intuitive Modest Neat Optimistic Passionate Patient Plucky Practical Pro-active Quiet Rational Reliable Reserved Resourceful Self-confident Sensible Sociable Sympathetic Tough Versatile Witty
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Common Fears Fear of War Fear of People Fear of Loss
Fear of Commitment Fear of Help Fear of Change Fear of Success Fear of Death Fear of Rejection Fear of Unknown
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“Seven Sins” Pride Lust Greed Wrath Sloth Envy Gluttony Father XD
Maybe good idea for protagonist to have one underlying sin
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Common Hero/Human Flaws
Can’t move on Pessimism Lost faith Too reckless To cautious Won’t grow up Self-centered Lets others trample them Under-confident Shuts people out Work first, family later May even be too much of a positive trait; i.e., so kind that others take advantage of them, or too trusting so they fall for traps
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Weakness Types Psychological Moral
Psychological—character trait within hero that is destroying him/her and his/her life Moral—harms character and other people; think “how is this harming other people?”
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“Seven Virtues” Chastity Temperance Charity Diligence Patience
Kindness Humility
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Character Goals Drive a plot Change after exposition
Provides place for story to go May be epic or personal (external vs. internal) But once a story begins, both your protagonist and antagonist have their lives interrupted by others or by events beyond their control. They’re pulled into a mission or quest or an adventure they hadn’t planned for. And now their goals have changed. Maybe a man still wants to be left alone to grieve but suddenly finds he must first save a friend’s daughter from the same man who murdered his wife. Maybe a young woman must scour the universe for the man she thinks is her father. All characters have goals that help drive story; your goal as a creator is totally different—you want to create tension and show your character’s fears, as well as fighting skills; metaphorical; just give them worthy goals. Your goal is to give audiences a story to remember.
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External Goals Save world Save princess Recover treasure Destroy enemy
Recover hostage Diffuse bomb Neuralize pathogen Identify murder Graduate from school Complete masterpiece
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Internal Goals Prove himself/herself Be successful
Be the “best” anything (usually 1 thing) Be better than predictions Make it one more day Not kill himself/herself “Do it alone” Ask for help Goal pushes character forward when everything/everyone is pushing back or standing against him/her. Also, internal goal by nature may be more powerful and stronger than a society goal, but sometimes, especially in animes, that’s how subplots are created; a combination of more than one goals, but don’t have too many or else they might clash.
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Quirks
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Why So Quirky? Adds interest Makes character memorable
Often quirks determined by backstory Extreme likes/dislikes are examples Add depth and make character more human
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Example Quirks
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Development and Growth
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What Makes a Good Arc Lots of change Lots of pain Possibly tears
Lots of misery Live by the Writer’s Creed
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8 Steps to a Growth Arc Give protagonist a fatal flaw
Give him/her multiple flaws Give him/her a moral weakness (harms others) Make opponents flawed too Have character have revelations Make flaw totally exposed by story’s end Moral Choice Change Moral Choice—have the character have to make a difficult moral choice related to their fatal flaw—the more difficult, the better! Change—show how much they’ve changed at the end of the story
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Appearance
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Appearance as Symbolism
Shows character’s preferences Colors and style are important Maybe have meanings in mind when costuming
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Color Theory Blue—calm, serene, wise, spiritual, creative
Purple—mysterious, magical, luxurious, arrogant Pink—sensitive, emotional, kind Red—strong character, energetic, passionate Orange—courage, warmth Yellow—happiness, content, indecisive, friendly Green—peaceful, healing, balance, natural Black—most mysterious, elegant, strong White—simplicity, light, hope, purity
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Hairstyles Also can tell a lot about a character
Bigger & Neon colors usually are shōjo More conservative ones tell otherwise Yumi fom Yugioh
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Clothes Old New Bright Plain Outrageously layered
Defies gravity (or not) Uniform Own style Do they want to go into more detail next lesson?
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Things to Keep in Mind
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Avoid the Mary/Gary Sue/Stu
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Be Specific, Be Realistic
Creating a story is a game. From page 1, your mission is to convince the audience that your characters are real. More specific usually = more believable Keep the backstory within reason Keep the development within reason
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Other Characters
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Creating Great Antagonists
Give them: A goal A hope A flaw(s) Sin? Virtue? Redeeming quality(s) Deep backstory Growth Arc Villains are characters, just like the protagonist
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Example
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Creating Great Sidekicks
Not as detailed, but still an arc Can be flat or round Hopes Fears Dreams Flaws Issues
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Example
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How to Create Minor Characters
Just a sketch Not very detailed Flat “Skins” Only appear in 1-2 scenes Skins of characters; not really anything inside in terms of personality
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Murder >:)
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Is It Necessary? Is it? What kind of character? How are they dying?
Why are they dying? Who is killing them? What will the story be like without them?
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Checklist Good Reasons Bad Reasons Plot Advance
Fulfills Doomed Personal Goal Motivation Fitting Atonement Theme Emphasis Creating Realism Removes Extra Character Pure Shock Factor Sadness for Sadness’s Sake Removing Extra Character Removing character—first verify if he/she even belongs in the story in the first place if they’re going to be killed off
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Classify Fatal flaw Notable quirks Appearance Overall outlook
Tragic/dark or Happy/light backstory (circle it) The three questions if you haven’t already Remember—presentations due 10/20!
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Links 110 Most Common Fears Common Hero Flaws: Common Protagonist Goals Goals Heroes and Villains Can Share Light a Fire Under Characters (motivation) Killing Off a Character
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