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I haven't done his walk cycle yet, but here the lad is. I'll talk about him in more detail but first a refresher on DTPG's premise:

The protagonist (Ego) is a depressed hikkikomori who doesn't leave their room by choice, spends all their free time online and playing video games, and who begins to suffer a series of nightmares giving form to their depression.

...setting aside the nightmares, that's basically half my friends... no points for guessing any inpsiration. 

anyway, this has some fun implications for the other characters in the game: either they're talked with online where they're represented only by the avatars they would choose, or they're met in a dream where they appear as how Ego thinks of them (...which naturally is also dependent on what avatars they use, as well as any other amount of environmental subjectivity)

although it doesn't make as much sense in most works conceptually, i honestly think that this is how any character should be designed: based on the protagonist's impressions of them. in writing every character should have a specific purpose to the development of the protagonist, and therefore it fits in neatly to create their appearance in a way that matches that. i've seen some Discourse on the tumblrs lately suggesting Studio Ghibli animates many of their films according to this idea as well, and I'm such a fan of it. It's a lot more fun anyway. i don't know if there's a word for this approach so in order to sound fancy i'm going to call it Impressionistic Design.

It's also worth noting that Ego knows characters by their screen names rather than their real names.  So, Coach. If you think of L4D2 you're on the right track. This dude isn't actually a coach, he's a fitness trainer, but that's pretty close. I figure he might like the namesake from that game and adopt it. 

As for his appearance, I was thinking about what kind of avatars someone like that would use online. I decided to check out some famous athletes and see if anyone resonated for him. Top of the list was Muhammad Ali. I felt pretty good about it already, but just to be sure I looked up a bit about him. Then I found a quote sourced to him:
If your dreams don't scare you, they aren't big enough.
Well, honeycusp, this game is all about dreams scaring you. That pretty much solidified it. 

So regardless of what the real Coach on the other end of the computer looks like,  I decided his appearance would be based primarily off of Ali, with colors from LFD2's Coach thrown in on a larger model (it's not ridiculous, Coach is a bit bigger than Ego though, side by side here ), and an inappropriately huge almost-creepy smile just to convey how bright and out of place his optimism is.

I'll finish the walk cycle in the next day or two and then we'll do a stream for another DPTG character towards the end of the week.

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Comments

Felicity Lowe

This notion of impressionistic design is all well and good when the story is told from the protagonists viewpoint but in a story that focuses on more than one person or point in the world it's kinda not functional isn't it? Particularly when a character design is normally the first step to defining a character, as opposed to the other way around like in this case. Also this idea of every character serving a purpose in developing the protag sounds to me like it'd have the effect of making the protagonist very much the centre of the world. It's an interesting design philosophy, to be sure.

Nicky

Thanks for all the updates Ame! It's really inspiring and interesting to get a glimpse at how you come up with stuff. I dunno if it's rude to ask but do you have any advice for getting started with game design? I've only ever programmed things for work and learned software to not get fired so I don't even know where to start.

Amethyst Liddell and Chasing Selene

pshaw, why would that be rude? but well, I've been doing this since I was like, 10, and I just kinda went for it. if 10-year-old me can do it, you can do it! if you have something you really want to do then try out some engines and start throwing yourself at them until something sticks-- or alternatively if there isn't a concept you have planned then just get an engine and make a dummy test project so you can learn about how it works. popular engines are rpg maker, unity, gamemaker studio... there should be plenty of tutorials for whatever you choose. also recommend reading some design articles on gamasutra etc, or the dev blogs of your favorite games (as much time as i've burned on league of legends, i've also learned a lot from it), or just start thinking about what elements of the games you like work and don't as you play them. then try to incorporate those things!

Amethyst Liddell and Chasing Selene

The protagonist does not need to be the center of the world-- just the center of the story. that has unfortunate overlap sometimes (see: fire emblem fates where every third character is actually in love with corrin) but that is entirely avoidable. example: in The Hobbit Bilbo Baggins is -far- from the center of the world, but Gandalf exists to push him out the door and onto the journey. Gollum as a character exists to allow him to find the one ring and earn that power. The trolls exist so they can find the swords that get them into trouble with the Goblins, who exist to separate Bilbo to even meet Gollum in the first place. Yet all of these things exist in the world independently of Bilbo from the start. But your comment about it not being practical is correct, and that's what I meant by not making sense conceptually. If your point of view is first person then yes, 100%. Third person individual point of view? Can work (and that's what we've got here, also would argue that that's where many Ghibli movies fall (also The Hobbit)). Third person omniscient? Then it would be weird.