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Character Design

gd-design-character

Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems.

SKILL.md

Full skill instructions

Character Design

Character Template

## [Character Name/​Class]

### Role
[What this character does in the game]

### Fantasy
[The player fantasy this fulfills]

### Base Stats
| Stat | Value | Description |
|------|-------|-------------|
| Health | [X] | Hit points |
| Speed | [Y] | Movement speed |
| Damage | [Z] | Base damage |
| [Etc] | [...] | [...] |

### Abilities

#### Ability 1: [Name]
**Type:** Passive | Active | Ultimate

**Description:** [What it does]

**Trigger:** [How to activate]

**Effect:** [Detailed mechanics]

**Duration:** [How long it lasts]
**Cooldown:** [Between uses]

**Damage/​Healing:** [Numbers]

**Visual:** [What player sees]
**Audio:** [What player hears]

### Equipment
- **Primary:** [Weapon/​Tool]
- **Secondary:** [Weapon/​Tool]
- **Armor:** [Protection]
- **Consumables:** [Items]

### Strengths
- [What this character excels at]

### Weaknesses
- [What this character struggles with]

### Counters
- [Who/​what beats this character]

### Synergies
- [Works well with...]

### Progression
| Level | Unlock |
|-------|--------|
| 1 | [Base ability] |
| 5 | [Upgrade 1] |
| 10 | [Upgrade 2] |

Character Design Principles

Rock-Paper-Scissors

Every character should have:

  • Strengths - Situations where they excel
  • Weaknesses - Situations where they struggle
  • Counters - Specific hard counters

Clear Fantasy

Each character should embody:

  • An identity - "I am the..." statement
  • A fantasy - Power trip or fantasy fulfillment
  • A moment - When this character shines

Accessibility

Characters should be:

  • Easy to learn - Basic understanding in minutes
  • Hard to master - Skill ceiling for dedicated players
  • Distinct - No overlap with other characters

Class Types

Offensive

Focused on dealing damage:

  • High damage output
  • Low survivability
  • Skill-based positioning

Defensive

Focused on protection and support:

  • High health/​armor
  • Team utility
  • Low damage output

Support

Focused on helping team:

  • Healing/​buffing
  • Utility and control
  • Resource generation

Hybrid

Mixed capabilities:

  • Multiple roles
  • Flexibility
  • Jack of all trades, master of none

Balance Considerations

Statistical Balance

Ensure characters are numerically balanced:

AspectConsiderations
DPSDamage per second across time
TTKTime to kill average opponent
SurvivabilityTime to die under fire
UtilityValue added to team

Skill Expression

Ensure skill matters:

  • Low floor - New players can contribute
  • High ceiling - Experts can outplay basics
  • Multiple techniques - Different playstyles
  • Outplay potential - Can beat stronger opponents

Team Balance

For team-based games:

  • No mandatory character
  • No trap characters
  • Multiple viable compositions
  • Each character has a role

Character Review Checklist

Before finalizing a character:

  • Clear fantasy and role
  • Unique identity
  • Balanced stats
  • Fun abilities
  • Clear strengths and weaknesses
  • Has counters
  • Has synergies
  • Progression path defined
  • Technical feasibility confirmed

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