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Hello!

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Why Character Select Screen matters

Analysis, problems & solutions

Adrià Serrano López

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What

who

How

Why

When

WHAT is all of this about? What is/ isn’t a Char Select?

Who is pushing concepts now?

Are we doing a good job at it?

HOW can we make an AMAZING CS screen?

WHY do we care about character select screens?

WHEN did this screens start to appear? Did they evolve?

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WHAT

What are we talking about

Character Select Screen = Screen pre-combat in which player/s select their pre-combat parameters

Scope

These screens are present on multitude of genres; however, we will focus in fighting games, since they are always present there (MOBA is another candidate...)

I consider these “Character” Select Screens too!

However, we will focus on Fighting Games for now

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Fire Emblem 3 Houses

Hades

Darkest Dungeon

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how

The perfect character screen

  • All the characters are shown at the same time
  • All chars have characterization
    • Splash Art, 3D model, quoting in-char...
  • Critical information about them is displayed
  • It is aesthetically pleasing in color, composition, music
  • Correct usage of universal UI rules (Gestalt principles, etc.)

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why

Why do we even care?

  • It has impact in every play session
  • Problems found here have ripple effect
  • Perfect place to use player guidance
  • Danger of delivering “False Promises”
    • Opportunity to deliver actual promises!

  • I wonder why that hole is deliberately left there ;)

Dragon Ball FightrerZ

  • Notice something else fishy in composition?

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when

Born in 1990

With the birth of the first Fighting games (SF2, KoF, FF...) we start to see appear the first character select screens ( as previously defined )

Before that, there is only one playable character in each arcade game ( heck, even fighting games fall into this! Check Street Fighter I )

Beat ‘Em Up type of games sometimes presented multiple characters but they did not present the player with a character select screen!

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who

What’s on the market?

These last years we’re seeing a resurgence in the Fighting Game genre! (Probably because of Tekken 7’s success, released in 2015-16).

However, the quality of Char Select ranges from 0 to 10. How can this be? Probably because they are not given the time and love they require (and deserve)

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New entries for established franchises: GG, SF, MK…

Revival of old glories: Soul Calibur, MvC, SamShow...

New “Underdogs”: Granblue, DBFZ, Skullgirls…

Much more to come!!!

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Let’s put that into practice

After reviewing +/- 500 screens, i’ve made a historical sample: from the 90’s to current games

Let’s discuss the best of the best and the worst of the worst… and take some conclusions

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Street fighter 2 - 1992

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  • All chars shown? Y
  • Characterization Splash art + country
  • Critical information None
  • Aesthetically pleasing Considering time, B+ / A-
  • UI rules Decent job, center problem

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Tokidensho Denshou: Angel Eyes - 1992

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  • All chars shown? Doubled!
  • Characterization None
  • Critical information None
  • Aesthetically pleasing D-
  • UI rules Abomination

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Art of fighting - 1993

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  • All chars shown? Y
  • Characterization Splash art simple
  • Critical information None
  • Aesthetically pleasing C- (God that background...)
  • UI rules Few rules, center problem

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X-men children of the atom - 1994

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  • All chars shown? Y
  • Characterization Splash art + All models!
  • Critical information None
  • Aesthetically pleasing B+, A-
  • UI rules Pretty good (horror vacui?)

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X-men vs street fighter - 1996

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  • All chars shown? Y
  • Characterization Splash art + dynamic model + good portrait!
  • Critical information None
  • Aesthetically pleasing Yeah! Nice 2.5D effect + colorful
  • UI rules Almost no oopsies + good overlap + spacing

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Vampire saviour 3 - 1997

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  • All chars shown? Y
  • Characterization Splash art + dynamic model + good portrait!
  • Critical information None
  • Aesthetically pleasing A+
  • UI rules Solid

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Garou mark of the wolves - 1999

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  • All chars shown? Y
  • Characterization Splash art + model
  • Critical information None
  • Aesthetically pleasing D
  • UI rules Abomination

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Street fighter third strike - 1999

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  • All chars shown? Y
  • Characterization Face splash art
  • Critical information None
  • Aesthetically pleasing B-
  • UI rules Great! (timer tho...)

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Marvel vs capcom 2 - 2000

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  • All chars shown? All 56 of them!
  • Characterization Splash art + dynamic model + great portrait!
  • Critical information Mode + playing tips + assist!
  • Aesthetically pleasing S+ ! Nice 2.5D, colors, background, font...
  • UI rules Amazing!

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Konjiki no gash bell yuujou no zakeru dream tag tournament - banpresto - 2003

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  • All chars shown? Y
  • Characterization Model + Art (Monochrome portrait)
  • Critical information None
  • Aesthetically pleasing Blue + Yellow, really?
  • UI rules Decent job, void space

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Akatsuki Blitzkampf - 2003

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  • All chars shown? Y
  • Characterization Splash art + Model + Story!
  • Critical information Style of fighting
  • Aesthetically pleasing S, great overlapping + chroma scheme
  • UI rules Creative solution: vertical “eye” portrait

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Crimson alive - 2004

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  • All chars shown? Y
  • Characterization Static model + “diffused” 2D art
  • Critical information None
  • Aesthetically pleasing Abomination
  • UI rules Horrible spacing + disrespecting importance

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Arcana heart - 2005

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  • All chars shown? Y
  • Characterization Static model + 2D art
  • Critical information None
  • Aesthetically pleasing C (too crammed and bright)
  • UI rules Unwanted overlapping

(nice experimentation tho)

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Soul calibur 4 - 2008

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  • All chars shown? Y
  • Characterization Splash art
  • Critical information None
  • Aesthetically pleasing C (“meh”)
  • UI rules Correct. Not bonus, not minus

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Blazblue calamity trigger - 2009

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  • All chars shown? Y
  • Characterization Static 2D model
  • Critical information None
  • Aesthetically pleasing B- (a bit too much)
  • UI rules Decent job

(nice experimentation tho)

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King of fighters xiii - 2010

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  • All chars shown? Y
  • Characterization Full Splash art + Model
  • Critical information None
  • Aesthetically pleasing C Bare bones approach
  • UI rules Decent job, why the groups though

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Arcana heart 3 love max stars - 2011

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  • All chars shown? Y
  • Characterization Splash art + model
  • Critical information None
  • Aesthetically pleasing B (confusion between splash art and model)
  • UI rules Great!

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Killer instinct - 2013

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  • All chars shown? Y
  • Characterization Splash art
  • Critical information Options + Lvl
  • Aesthetically pleasing B+, Weird lvl up icons
  • UI rules A bit all over the place + center void

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divekick - 2013

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  • All chars shown? No
  • Characterization Splash art
  • Critical information Dive arc + velocity!
  • Aesthetically pleasing C+
  • UI rules Decent job, center problem

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skullgirls - 2013

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  • All chars shown? Y
  • Characterization Splash art + model (+ quote)
  • Critical information Possible assists
  • Aesthetically pleasing A+
  • UI rules Brilliant!

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Ultra street fighter iv - 2014

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  • All chars shown? Y
  • Characterization Splash art
  • Critical information None
  • Aesthetically pleasing D / C
  • UI rules Not spacing + center problem

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Naruto shippuden ultimate ninja storm 4 - 2016

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  • All chars shown? Not all shown… and they’re doubled!
  • Characterization Dynamic-ish splash art for one char only!
  • Critical information Obligatory params and they stay there!
  • Aesthetically pleasing D / E+ (I just hate it that much)
  • UI rules Center problem + portraits laughably small

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Tekken 7 fated retribution - 2016

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  • All chars shown? Y
  • Characterization Splash art
  • Critical information None
  • Aesthetically pleasing C
  • UI rules Great big portraits, center problem

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Dragon ball fighterz - 2018

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  • All chars shown? Y
  • Characterization Diffused art + 3D Model + Quote
  • Critical information None
  • Aesthetically pleasing C+
  • UI rules Great details, center problem

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Capoeira fighter 3 - 2019

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  • All chars shown? Y
  • Characterization Splash art
  • Critical information None
  • Aesthetically pleasing D-, please those colors
  • UI rules Decent job

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Sfv champion edition - 2020

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  • All chars shown? Y
  • Characterization Dynamic splash art / model
  • Critical information None
  • Aesthetically pleasing A+
  • UI rules Great! (workaround to center problem)

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Under night in-birth: EXE Late[cl-r] - 2020

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  • All chars shown? Y
  • Characterization Splash art + Model + Lore
  • Critical information None
  • Aesthetically pleasing A+ / S
  • UI rules Decent job, (center problem?)

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Conclusions

  • Vertically structured roster lines work better than horizontal
  • Most common problem: no critical info
  • Center of screen is usually blank! Must avoid
  • Diagonal vertical line is perfect for clearly splitting the screen in 2
  • Careful with Splash art + Model overlap (it can look confusing)
  • Non-critical information as aesthetic flare, but not overwhelming
  • Characters should be all shown, but just once!
  • Use 2.5D techniques! More space + looks dope

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Ideas?

  • Character theme on hover?
  • Non static 3d model: signature moves? Controlling them on pick up?
  • Quote on pick (some games do this already)
  • Background with character rol (i.e. grappler / rushdown ...)
  • LoL type of chart? (att / deff / diff)
  • Personality affinity? Aggressive / setup / etc

  • Your turn!

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Controlling on pick up

  • Warming Up before the match!
  • Chance for “trying out” chars organically
  • Perfect “button check”!
  • Avoiding feedback void while waiting

Fire Emblem: 3 Houses

Moving /Jumping on loading screen

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Character LoL chart

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Character LoL chart

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Put it into practice!

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Sf3 3rd Strike- original

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Sf3 3rd Strike- Own approach(1)

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Sf3 3rd Strike- Own approach(2)

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  • BG as characterization space!
  • Use of overlapping elements to create room
  • Critical Info is Displayed! + 2.5D tech
  • Correct spacing (+ no center problem)
  • Clear and aesthetic screen split
  • Controllable chars on Pick Up
  • Continuous Input from Player
  • Quote on pick up
    • +Audio feedback from moves

Improvements

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Naruto shippuden u.n.s.4 - Original

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Naruto shippuden u.n.s.4 - own approach

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  • All characters once! (There are 169 of them lol)
  • Use of overlapping elements to create room
  • 2.5D Char roster like MvC2 -> Neat!
  • All team has full display + timer
  • Selecting params on pick up
    • Don’t pollute screen after

Improvements

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THANKS!

FeelsBlueMan#6504

adria.serrano.97@gmail.com

Adrià Serrano López

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