No Personality, No Blueprint: Why Designers Must Write Before Artists Draw

A game designer must create NPCs with drama and distinct personality.

If you can’t design a memorable, vivid character, it means you don’t know what you want — and you shouldn’t expect the artist to magically draw it for you.

Expanded Breakdown:

1. Drama comes from identity — not from appearance

  • An NPC is not their costume. They are their voice, attitude, quirks, and contradictions.
  • If a character could be swapped out with any other and the story remains unchanged — you haven’t built a character. You’ve built an asset.
  • Great NPCs don’t just fill space; they create friction.

2. If you can’t describe them in words, they don’t exist yet

  • A good rule: You should be able to pitch an NPC without visuals.
    → “She’s a broke fortune-teller who always lies, but lies in a way that makes players trust her.”
    → “He’s a retired war hero turned bartender who pretends to have forgotten the past — but hasn’t.”
  • That’s drama. That’s character.

3. Artists need direction, not open-ended vagueness

  • “Cool female character with attitude” is not a brief. It’s a cop-out.
  • Designers must author the emotional blueprint.
    Visual designers translate it, amplify it, stylize it — they don’t invent it from nothing.
  • A strong NPC starts with:
    • Their wound
    • Their desire
    • Their contradiction
    • Their signature behavior

4. Why it matters in games

  • In narrative-driven games, this is obvious. But even in casual games or idle games, great NPCs drive retention.
    Think: Clash Royale’s emotes, Brawl Stars’ characters, or AFK Arena’s myth-based heroes.
  • Players return for gameplay, but they bond through characters.

One-liner takeaway:

If you can’t write it, don’t expect others to visualize it.
Drama starts on the page. Not on the screen.