Convergence: Theory into Practice

Designing the Characters

“Because educational materials influence the development of the attitudes that students carry throughout their lives, St. Martin’s Press believes that the values and societal roles suggested in textbooks and ancillary materials must be positive ones, free from bias, stereotypes, and career-role restrictions.”

—St. Martin’s Guide for Authors of College Textbooks

KW: The Peer Factor game features visual representations of virtual students. Keeping these depictions fair, balanced, and honest was one of our greatest challenges. Finding the right illustrator was key. I needed someone who was more an artist than an illustrator. Someone who could make the characters seem honest and real, not cartoonish. We looked at hundreds of portfolios before we found Elliott Golden, an illustrator whose figurative style favors average human proportions and a subtle wit that we hoped players would appreciate. His characters struck us as real people with vulnerability, complexity, depth, and heart. I fell in love with his style and thought it would be perfect for Peer Factor.

Elliott and I met to discuss the characters. I started by describing their stats: Jamal is a business student and aspiring entrepreneur, Evie writes her own songs, Sam is an English major, Liane is a pre-med student, Marissa is a returning student, Alec is a computer science student. Then we talked at length about the characters I described the backgrounds we had imagined for each of them, their personalities, their aspirations and fears. In short, all the things that we hoped would make them multidimensional and human. Then Golden delivered the first draft (see Figure 6).

Peer Factor: Initial artist sketch of the cast.

Figure 6: Initial sketch for the cast.

Elliott had captured the vulnerability we were going for, but we worried that the students looked too young (more like high school than college students). Sam and Alec looked too similar. Evie needed to be a bit more edgy. We talked more about who each of these students were and how they might express themselves. Then Elliott delivered a second version.

Peer Factor: Revised artist sketch of the cast.

Figure 7: Revised artist sketch.

This was much closer to what we wanted, but Ryan and Nick were concerned that Liane, a character in the game who displays L2 writing difficulties, appeared to be too stereotypically depicted as Asian. At the same time, Marissa, the non-traditional student in the game, appeared too frumpy and timid. Again, when I went back to Elliott the conversation was about the characters, about who they were rather than how they should look. “Marissa has been out there in the real world, working and supporting her family,” I told him. “She is confident and focused. That should come through more.” We talked about Liane in those same terms. “She is a pre-med student, very intelligent, but also interested in fashion (her paper is entitled “The Language of Fashion”). Those interests needed to be reflected in the character. When Elliott delivered the final version, see below, it was dead-on.

Peer Factor: Final approved artist sketch of the cast.

Figure 8: Final approved sketch.

Designing characters for the game turned out to be a painstaking process. As a fiction writer, I was aware of the importance of character development. Ester, Laura, and I wrote extensive backstories for each character and then whittled them down to brief bios for the game. We wanted these characters to reflect real people and we hoped they would be recognizable to students across the United States. The characters in Peer Factor, are both individuals and composites. Particular gender and ethnicity had to be assigned to each character, but we recognized that the writing issues and personality traits were not unique to the gender/ethnicity we depicted. In fact, we worked very hard to make sure that the attitudes and circumstances represented by Evie, Sam, Marissa, Alec, Liane, and Jamal were not unique to any particular race, gender, or creed. When we finally arrived at the sketch above, we believed we had an engaging group of virtual students. We didn’t try to capture every kind of student or to genericize a particular demographic. Instead we hoped to avoid stereotypes by making the characters individuals who embodied circumstances, values, habits, and interests that a cross-section of the student population might be able to identify with.