What makes The Witcher 3’s characters unforgettable isn't magic; in fact, it is psychology and a trained eye for the craft.
In the most recent review, we conducted a deep dive into "Crafting the Continent," which focused on the open-world foundation of The Witcher 3 and its level design. This article takes a very different direction, analyzing the overall character design the game has to offer, which is inherently responsible for the fact that even ten years after its original release, The Witcher 3 remains an incredibly popular game.
What character from The Witcher 3 left the biggest impression on you? Comment below before you dive in, and let's see how you feel after reading my arguments.
Let's get started with some key statistics around The Witcher 3 characters. The game features:
1,500 unique character designs
16,000 animations
2,000 concept drawings support all of these
820,000 words of branching story have been written in support of the above
I think these numbers can convince anyone that the game is a true masterpiece in its genre. A lot of work, passion, and creativity went into shaping the virtual world of The Witcher 3. Of course, many of the 1,500 unique characters are not the primary focus, but they allow players to enter a believable world, especially when it comes to the city of Novigrad and all its talking, animated NPCs.
That said, it is not surprising that the game has won awards for Best Storytelling and Best Visual Design at the Golden Joystick Awards. When CD Projekt Red was asked, they attribute the emotional resonance of their characters to nuanced writing and realism, stating, "its stories are capable of triggering real human emotions, ones even non-gamers can feel." That said, the question pops up: what is character design, and how does it work?
When discussing character design for games, we refer to the appearance, personality, behavior, and backstory—essentially, everything that leaves a visual impression and a narrative impact. In The Witcher 3, this applies to both the main characters (Geralt, Yennefer, Ciri), the supporting cast, and even the monsters. These designs are carefully crafted to reflect consistent lore, traits, and relationships, and at their core, the believability of a fictional character. There are some crucial steps to arrive at a conclusive, believable, and memorable character design:
DEFINE THE COMPOSITION OF ARCHETYPES
The first step in character design is about the combination of archetypes that define your character's essence: a villain, a hero, a mentor, or something entirely different. The idea of archetypes is based on Carl Jung's work, a Swiss Psychiatrist and Psychologist from the early 1900s. Over the years, Jung's theories have been further developed, especially by Mark and Carol S. Pearson with the release of their 2002 book, "The Hero and the Outlaw." In reference to The Witcher 3, many details about the characters were already provided through the books and refined by the CD Projekt Red team. In this article, we will use the archetypes introduced by Conor Neill's write-up for a broader range.
If we use Geralt as an example, he would be an Anti-hero or Reluctant Hero. At the same time, his way of life falls under The Explorer, and his sometimes down-to-earth attitude would be comparable to that of The Everyman. His anti-establishment and opposition to corrupt authority make him additionally an excellent fit for the
CREATE A CONCLUSIVE BACKSTORY
Often, the backstory of a character is taken for granted, yet it is a crucial element that transforms a figment of imagination into something believable for players, readers, or listeners. I learned this when I participated in an online course at Stanford during the pandemic on creative writing in fiction.
Besides Geralt, I believe that Yennefer of Vengerberg has one of the most compelling backstories in The Witcher universe. Unlike Geralt, she undergoes different phases of transformation, some of which are self-initiated and others forced upon her. That said, her story was fleshed out in incredible detail by the makers of the Netflix series (IGN), rather than the CD Projekt Red team (game developers) or Andrzej Sapkowski (author of the books). Yet, as most players might have watched the series, the backstory of a character eventually becomes one in the player's mind (at least that was the case for me).
To craft a rounded backstory, the archetypes need to align with the character's foundational facts (name, age, birthplace, etc.), formative experiences (upbringing, trauma, challenges, etc.), personal values and inner motivations (worldviews, beliefs, values, action drivers), psychological traits/flaws, major life events, social and professional roles, current circumstances and goals, secrets, unresolved issues and conflict that can lead to change and transformation. The elements mentioned above are key considerations for crafting a well-rounded backstory. Additionally, one can't forget about the
DECIDE ATTRIBUTES
Based on the archetype mix, the next step is about refining the attributes a character comes with. Attributes are specific physical traits or abilities that make a character unique and set it apart from characters who might have overlapping abilities or quirks. This can include elements such as Geralt's face scar, Dandelion's vibrant and exaggerated outfit, and unique weapons such as the Caretaker's shovel from the Hearts of Stone expansion game.
Attributes are also what define a character's ability: Triss can shoot glowing fireballs out of her hands, Ciri can handle a sword and travel between time and space, while Dijkstra is the former head of Redanian Intelligence, and as such, his most formidable weapon is information.
While attributes assign strengths, it is necessary to consider weaknesses. A character cannot be strong and invincible throughout its entire storyline, or it will seem unrealistic or, at worst, unbelievable. Imagine if Geralt were without faults? Would we still adore him? The balance within Geralt's set of attributes is quite apparent for the most part. His Witcher mutations make him incredibly strong, yet they have also rendered him sterile. He can use his potions to enhance his abilities even further, yet they are toxic and poison him. While he appears emotionally detached and distant, he tends to meddle and find himself in sometimes quite entangling situations. These contradictions in attributes make him the character that most players cherish.
It is crucial to remember that attributes should be cohesive with a character's backstory. Ideally, the process is initiated by defining traits that have the most significant impact on a character's behavior and decisions, before considering distinct physical features. If customization features are part of the game (these are limited within The Witcher 3 and only apply to Geralt), the same process counts for these additional attributes.
Deciding on character attributes can be an overwhelming process. "The Art of Game Design" by Jesse Schell is a book and card deck that prompts you to put on different lenses to assess whether you are on the right track. I believe it to be also interesting for character design. I also discovered an
VISUALIZE THE CHARACTER
The most exciting element for us creatives is reaching the point where we can visualize the character. Reference images are often key in that process and many iterations. Excellent references can be drawn from the times and locations a game is set in, as well as real-world references of tribes, folklore, museums, and more. I like to use Milanote to collect references and organize my creative chaos, but many people are also happy with using PureRef.
In the case of the characters of the Wild Hunt, the inspiration came from deeply rooted European mythological folklore of a spectral group of huntsmen and women in a mad pursuit across the skies, as illustrated by Peter Nicolai Arbo below. To no surprise, the Wild Hunt characters in the game are decorated with totems, bones, and symbols of death, while their weaponry is strongly tied to magic and not just force:
GAMEPLAY AND CHARACTER ALIGNMENT
The final step is to align what you have created with the game's functionalities. This includes movements and dynamics, combat style, abilities, power-ups, and physical interactions with other characters. So, in conclusion, a lot more work is needed to refine and iron out everything that might still feel doubtful about your fictional character.
I believe Ciri to be a formidable example for this, as she is, in fact, what the whole Witcher 3 game is about. We rarely get to play as her character, and sadly, don't see her as often as I had wished. Nonetheless, she leaves a strong impression on the player. While Geralt and Yennefer count as her "adoptive parents," I don't believe it to be a coincidence that Ciri carries strong and unique magical powers, just as Yennefer, and is an agile sword fighter, just as Geralt, bearing a similar face scar as him. All while her abilities due to her Elder Blood are truly out of this world (teleportation and dimension travel).
Due to her teleportation ability, her movements are much more agile than Geralt's, although both of them use mainly a sword. Her combat style is a balanced blend of magical powers and swordfighting. I did record and edit together the cinematics and gameplay when Ciri fights the Wild Hunt in The Witcher 3, together with her allies at Kaer Morhen:
"Characters with strong narrative ties evoke empathy, making players more invested in their journey ... iconic characters like Lara Croft or Geralt of Rivia resonate with players due to their complex personal histories. This highlights the interdisciplinary nature of character design, which integrates art, writing, and psychology."
—Clive Anderson, Analysis of Fundamental Aspects in Game Character Design
CD Projekt Red's team faced an incredibly challenging task, balancing the original book references with fan expectations and ultimately delivering a great game to players. On the bright side, though, since the books are vague on details, they also provided a good amount of creative freedom to the character designers. This specifically counted for side characters, monsters, sorceresses, and villains, who often offer the most interesting narratives.
I discovered a hidden internet treasure via Eurogamer that published some of the initial character designs. Apparently, the focus was on finding a healthy balance between realism and fantasy appeal. Here are some of my favorites:
Within these drafts, it is evident that a great deal of thought was given not only to outfits, posture, and demeanour, but also to body proportions and silhouettes (specifically with Triss, Ciri, and Yennefer, that aspect stands out to me in a positive way).
As for the animated scenes, I was not surprised to learn that a whole team of (stunt) actors had been hired with a special focus on sword-fighting. According to Keingame, these scenes had been choreographed from scratch instead of relying on pre-existing animation libraries. It provides uniqueness and authenticity to the game. I found this video, put together by Sebastian Kalemba and his team, which shows recordings of body movements and even facial expressions during the fight scenes and how they were translated to the game animations:
The "magic recipe" in The Witcher 3 comes, in my humble opinion, from three outstanding facts:
CD Projekt Red utilized the vagueness of the books to their advantage.
They created extremely thoughtful backstories for villains and heroes alike.
The team employed highly advanced technical methods at the time to achieve utmost realism, especially in facial expressions, while ensuring they could rely on numerous manually created iterations (sketches and 3D mock-ups) before arriving at that point.
Without these, players would probably not have stuck to the game like glue for a whole decade.
There are some characters, though, in The Witcher 3 that stand out to me, and I enjoyed their company more than others. Since the only playable characters in The Witcher 3 are Geralt and Ciri, I will leave them out of this passage. Between those two, though, I enjoyed playing as Geralt over Ciri, because her actions and available quests are extremely limited in comparison to Geralt's. To be precise, The Witcher 3 carries over 300 quests (around 59 main story quests and about 270 side quests). Out of these, only 7 quests can be played as Ciri, primarily through flashbacks.
For my favorites, I will focus on side characters and allies only to keep it concise:
Primary Game Archetypes: Magician - Lover - Ruler
My first choice is Yennefer, because she never ceases to surprise. To me, as a player, she felt like a random magic box with each encounter, because as Geralt, we can never be sure in which mental state we meet her. One time, we interact with her Lover archetype and have intercourse on a stuffed unicorn, and the next time we meet her as a powerful Magician and adviser to Emhyr van Emreis, the Nilfgaardian Emperor. She tends to lean into extremes within the game at each encounter, which makes the experience more interesting, and I loved playing each side quest alongside her character.
Primary Game Archetypes: Innocent - Tragic Victim - Dreamer/Artist
One of the most pitiful characters that got stuck in my mind was the wife of Olgierd, Iris van Everec, from the "Hearts of Stone" Expansion Pack quest. While she is haunting the decaying Everec mansion as we meet her, we discover through the backstory, playing in a parallel world, we get sucked in as Geralt, that she is a gentle, deeply introspective woman with a passion for painting. Her love story with Olgierd is of such tragedy that it made me pause the game a few times to catch my breath and wipe away some tears. Even though she is a sidequest character, her background story runs deep in the game and makes her a character to empathize with.
Primary Game Archetypes: Sage - Redeemed Outcast - Companion
One of my favorite characters was Regis, an ancient higher vampire from The Witcher 3: Blood and Wine expansion. Aside from Vesemir, Geralt has no real stronghold. While Yennefer is wise and strong, she often lacks the stability to be that type of companion to Geralt. With Regi,s it felt to me as a player that Geralt finally had someone to lean on in a mental sense. Regis is knowledgeable, well-spoken, and, in a way, philosophical, shedding light on Geralt's otherwise sometimes hidden traits. His ability to show empathy and moral capabilities makes him stand as a true equal to Geralt in the final stage of the game. As a higher vampire, Regis is a reformed blood addict. His profound backstory makes his guidance with Geralt more believable. At the same time, he makes a humble and loyal impression on players as he does his utmost best to save his friend Detlaff from an inevitable ending.
Memorable characters require profound work. There are no shortcuts to the best of my knowledge, and to be honest, why should there be? Character design is a beautiful craft, and when done well, it can create memories and relationships that extend far beyond one or two generations of viewers, listeners, or players.
Between the books, game, and show, there are some major character inconsistencies. Some of them can be appreciated, while others just feel off. Often, these differences are caused by priorities given to different characters, but they also heavily rely on the targeted audience and, of course, the freedom to make certain creative choices when directing a series, writing a book, or developing a game. Here are some of the character inconsistencies that stood out the most to me between the books, game, and series:
Primary Game Archetypes: Caregiver - Lover - Ally
Triss Merigold is known to players of the game as a warm-hearted yet courageous sorceress who has been a long-term friend of Geralt's. To me, she was the character with the strongest inconsistencies between books, game, and series. In The Witcher 3, we encounter Triss when we enter the questlines of Novigrad, where she has been working in the shadows to free fellow oppressed mages. In the game, she is depicted with vibrant red hair and a wardrobe highlighted with turquoise accents, fitting her healthy and astute physique. Yet the original appearance given by Sapkowski was chestnut hair and extremely fair skin. In the series, she is played by Anna Shaffer, who has brown skin and curly dark red hair (in the series), with her robes being, in comparison to fellow mages, relatively simple. Within the game, players get an option to romance Triss as Geralt, and their relationship feels rather dramatic when the books let her appear much shyer about her feelings, and the series puts her in a purely platonic seat in that regard. I don't dislike the inconsistencies; in fact, I find them evolving healthily, considering when the books were written, when the game was released, and when the series first came out.
Primary Game Archetypes: Mentor - Caregiver - Sage
In the game, Vesemir is portrayed as a father figure of all the Witchers, "born" at Kaer Morhen (home of the Witchers), while his relationship with Geralt seems to carry a special bond. He is the oldest surviving Witcher we get to know, who offers Geralt wisdom, guidance, and unwavering support through the different battles players encounter. Throughout all genres, Vesemir is described as old, resilient, yet gentle. In contrast, he assumes an action-involved and plot-guiding role within the series. The books keep him relatively neutral, more on the nurturing side, and less directly involved in the main storyline. While playing the game, I could really appreciate Vesemir's presence as it felt like there was someone Geralt could rely on. For the most part, Geralt carries everything and everyone through the different quest lines. It feels more realistic that our hero/anti-hero Geralt also needs occasional external wisdom and plain, good old help. I wish Vesemir were available even more often in the game, and I'm not a fan of how he evolves in the Netflix series played by Kim Bodnia (he is playing him extremely well, though). I believe his nurturing and fatherly side is more valuable to the storyline than involving him more actively in the fights and power-driven schemes.
Primary Game Archetypes: Jester - Lover - Companion
Dandelion, aka Jaskier, is a flamboyant bard and one of Geralt's closest friends. He is the one documenting a good portion of the Witcher's adventures with wit, flair, and some exaggerations in his narrated storybook (part of The Witcher 3 interim sequences). He seems to be somewhat floating through life and has a knack for encountering trouble, and usually is in need of saving by Geralt. Only the game gives Dandelion a rather vibrant choice of outfit (bright purple colors with a feathered hat); within the books and series, his wardrobe still stands out, but is much less vibrant. While the books and game stick with the name of Dandelion, the Series renamed him as Jaskier, played by Joey Batey. Similar to other characters of the game, Dandelion is also mostly location-bound around Novigrad, owning an entertainment establishment (acquired through questionable means). Throughout all genres, he is responsible for delivering comic relief and lightening up rather intense situations that might otherwise feel too heavy and gloomy to bear. As a jester archetype, I believe he can sometimes be too serious in the Netflix series, and I wish he would visually stand out more as well. A girl can dream, right? Here is some reading relief for you, my favorite song from the series:
We are delving deeper into my admiration for The Witcher 3, and this new vertical about gaming on my blog. I hope it was as much of an adventure for you as it has been for me so far. I have already written some other articles in this series, and I would appreciate it if you could show them some support. Enjoy:
Why The Witcher 3 Still Rules - From Epic Acts Of Heroism To Moral Challenges
Crafting The Continent - The Creative World-Building Of The Witcher 3
Fashioning Geralt of Rivia - Decoding The Witcher School Outfits & Gear
Let me know if you want me to look at a specific game in the future. I am definitely open to it and will see you in the next one!
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Once the references are concise and well-aligned with all the previous processes for establishing a character, often a seemingly endless process of iterations begins. Starting with an overall 2D silhouette as demonstrated by Roman Zawadzki for a character design inspired by the Wild Hunt (fan art below), facial expressions (here not applicable due to the skull mask), different angles, poses, etc.:
2D renderings enable us to test and iterate quickly before diving into the details by creating 3D artwork, which often involves a complex texturing and optimization process. Here are some examples from AMC Studio, which was responsible for some of the game's character designs, including Caranthir, the navigator of the Wild Hunt:
The 3D visuals are often divided into different segments, as I have observed, which work on facial expressions, hair design, accessories, various types of outfits, and so on. If you want to see more character concept art, take a look at The Witcher 3: Wild Hunt Artbook, published via the Internet Archive here. Great resources for finding references are PhotoBash, the visual library of Character Design References and Character Designs, the pose library from JustSketchMe, detailed poses (hands) by Posemaniacs, and Line of Action. These resources are great for pose inspiration and expression, but won't replace in-depth research for a unique character who belongs in a unique world setting.
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