Project STAR · 星光恋语社 · Otome game

Character Performance Design

From a supplied script to character performance.

Project STAR game artwork showing two characters in conversation

Project overview

I specified the shots and performance assets for the art and programming teams, then edited a demonstration with existing game assets and supplementary AI-assisted motions. The sequence was subsequently implemented using production CG assets.

Demonstration

From confrontation to reassurance

I coordinated camera transitions with changes in expression, specifying how each movement settles before the next line.

I edited this reference video for the art and programming teams to illustrate the performance plan.

01 / Assets

A reusable performance library

The resource sheet separates actions from expressions; the shot document combines them with scene-specific instructions.

IDPerformanceDirection
1_action_agreeNodNod gently, blinking as the head lowers.
1_action_inviteInviteFace the camera, extend one hand, then lower it.
1_emotion_painPainLower the head to the left, tighten the brows and remove eye highlights.
1_emotion_smileSmileRestore the eye highlights and lift the mouth corners as the eyes narrow.
2_action_cleanBrush sleeveLook down, brush the sleeve, then look towards the camera and lower the hand.
2_emotion_wrongedHurtWiden the eyes slightly, lower their outer corners and pout.

02 / Staging

From scene entry to character response

The sequence moves from the chamber reveal into a close confrontation, then returns to the standing portrait before a reassuring touch. A separate sleeve gesture introduces the second character’s manner.

03 / Timing

Timing the exchange

Camera and sound cues follow the dialogue, with pauses that allow each gesture to settle.

ShotStagingSound
03–04Reveal the chamber with a 0.5-second shake. Pan right towards the covered cross; suspended dust settles.Door opening and a resonant bell.
05–07Introduce the pained portrait. Raise the eyes towards the camera as mist gathers inward.Breathing grows stronger with the chains.
12Follow the hand for two seconds as it removes the restraint, then tighten the two-shot.Friction and chains; bgm_02 fades in after the second sentence.
18–23Remove CG1 after the text and return to the idle portrait.Fade the chains first, then end bgm_02.
28–29Soften the expression over three seconds in CG2. Close the eyes during the touch and reopen them as the hand leaves.A low, slightly hoarse delivery; bgm_03 fades in.

Source: my original performance planning sheets.